#include "Vector2.hpp" #include #include #include "String.hpp" namespace godot { Vector2 Vector2::operator+(const Vector2& p_v) const { return Vector2(x + p_v.x, y + p_v.y); } void Vector2::operator+=(const Vector2& p_v) { x += p_v.x; y += p_v.y; } Vector2 Vector2::operator-(const Vector2& p_v) const { return Vector2(x - p_v.x, y - p_v.y); } void Vector2::operator-=(const Vector2& p_v) { x -= p_v.x; y -= p_v.y; } Vector2 Vector2::operator*(const Vector2 &p_v1) const { return Vector2(x * p_v1.x, y * p_v1.y); } Vector2 Vector2::operator*(const real_t &rvalue) const { return Vector2(x * rvalue, y * rvalue); } void Vector2::operator*=(const real_t &rvalue) { x *= rvalue; y *= rvalue; } Vector2 Vector2::operator/(const Vector2 &p_v1) const { return Vector2(x / p_v1.x, y / p_v1.y); } Vector2 Vector2::operator/(const real_t &rvalue) const { return Vector2(x / rvalue, y / rvalue); } void Vector2::operator/=(const real_t &rvalue) { x /= rvalue; y /= rvalue; } Vector2 Vector2::operator-() const { return Vector2(-x, -y); } bool Vector2::operator==(const Vector2& p_vec2) const { return x == p_vec2.x && y == p_vec2.y; } bool Vector2::operator!=(const Vector2& p_vec2) const { return x != p_vec2.x || y != p_vec2.y; } void Vector2::normalize() { real_t l = x*x + y*y; if (l != 0) { l = (l); x /= l; y /= l; } } Vector2 Vector2::normalized() const { Vector2 v = *this; v.normalize(); return v; } real_t Vector2::length() const { return sqrt(x*x + y*y); } real_t Vector2::length_squared() const { return x*x + y*y; } real_t Vector2::distance_to(const Vector2& p_vector2) const { return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y)); } real_t Vector2::distance_squared_to(const Vector2& p_vector2) const { return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y); } real_t Vector2::angle_to(const Vector2& p_vector2) const { return atan2(cross(p_vector2), dot(p_vector2)); } real_t Vector2::angle_to_point(const Vector2& p_vector2) const { return atan2(y - p_vector2.y, x-p_vector2.x); } real_t Vector2::dot(const Vector2& p_other) const { return x * p_other.x + y * p_other.y; } real_t Vector2::cross(const Vector2& p_other) const { return x * p_other.y - y * p_other.x; } Vector2 Vector2::cross(real_t p_other) const { return Vector2(p_other * y, -p_other * x); } Vector2 Vector2::project(const Vector2& p_vec) const { Vector2 v1 = p_vec; Vector2 v2 = *this; return v2 * (v1.dot(v2) / v2.dot(v2)); } Vector2 Vector2::plane_project(real_t p_d, const Vector2& p_vec) const { return p_vec - *this * ( dot(p_vec) -p_d); } Vector2 Vector2::clamped(real_t p_len) const { real_t l = length(); Vector2 v = *this; if (l > 0 && p_len < l) { v /= l; v *= p_len; } return v; } Vector2 Vector2::linear_interpolate(const Vector2& p_a, const Vector2& p_b,real_t p_t) { Vector2 res=p_a; res.x+= (p_t * (p_b.x-p_a.x)); res.y+= (p_t * (p_b.y-p_a.y)); return res; } Vector2 Vector2::linear_interpolate(const Vector2& p_b,real_t p_t) const { Vector2 res=*this; res.x+= (p_t * (p_b.x-x)); res.y+= (p_t * (p_b.y-y)); return res; } Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const { Vector2 p0=p_pre_a; Vector2 p1=*this; Vector2 p2=p_b; Vector2 p3=p_post_b; real_t t = p_t; real_t t2 = t * t; real_t t3 = t2 * t; Vector2 out; out = ( ( p1 * 2.0) + ( -p0 + p2 ) * t + ( p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3 ) * t2 + ( -p0 + p1 * 3.0 - p2 * 3.0 + p3 ) * t3 ) * 0.5; return out; } Vector2 Vector2::slide(const Vector2& p_vec) const { return p_vec - *this * this->dot(p_vec); } Vector2 Vector2::reflect(const Vector2& p_vec) const { return p_vec - *this * this->dot(p_vec) * 2.0; } real_t Vector2::angle() const { return atan2(y, x); } void Vector2::set_rotation(real_t p_radians) { x = cosf(p_radians); y = sinf(p_radians); } Vector2 Vector2::abs() const { return Vector2( fabs(x), fabs(y) ); } Vector2 Vector2::rotated(real_t p_by) const { Vector2 v; v.set_rotation(angle() + p_by); v *= length(); return v; } Vector2 Vector2::tangent() const { return Vector2(y,-x); } Vector2 Vector2::floor() const { return Vector2(::floor(x), ::floor(y)); } Vector2 Vector2::snapped(const Vector2& p_by) const { return Vector2( p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x, p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y ); } Vector2::operator String() const { return String(); /* @Todo String::num() */ } }