#ifndef VECTOR2_H #define VECTOR2_H #include #include "Defs.hpp" #include namespace godot { class String; struct Vector2 { union { real_t x; real_t width; }; union { real_t y; real_t height; }; inline Vector2(real_t p_x, real_t p_y) { x = p_x; y = p_y; } inline Vector2() { x = 0; y = 0; } inline real_t &operator[](int p_idx) { return p_idx ? y : x; } inline const real_t &operator[](int p_idx) const { return p_idx ? y : x; } inline Vector2 operator+(const Vector2 &p_v) const { return Vector2(x + p_v.x, y + p_v.y); } inline void operator+=(const Vector2 &p_v) { x += p_v.x; y += p_v.y; } inline Vector2 operator-(const Vector2 &p_v) const { return Vector2(x - p_v.x, y - p_v.y); } inline void operator-=(const Vector2 &p_v) { x -= p_v.x; y -= p_v.y; } inline Vector2 operator*(const Vector2 &p_v1) const { return Vector2(x * p_v1.x, y * p_v1.y); } inline Vector2 operator*(const real_t &rvalue) const { return Vector2(x * rvalue, y * rvalue); } inline void operator*=(const real_t &rvalue) { x *= rvalue; y *= rvalue; } inline void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; } inline Vector2 operator/(const Vector2 &p_v1) const { return Vector2(x / p_v1.x, y / p_v1.y); } inline Vector2 operator/(const real_t &rvalue) const { return Vector2(x / rvalue, y / rvalue); } inline void operator/=(const real_t &rvalue) { x /= rvalue; y /= rvalue; } inline Vector2 operator-() const { return Vector2(-x, -y); } bool operator==(const Vector2 &p_vec2) const; bool operator!=(const Vector2 &p_vec2) const; inline bool operator<(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); } inline bool operator<=(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y <= p_vec2.y) : (x <= p_vec2.x); } inline void normalize() { real_t l = x * x + y * y; if (l != 0) { l = sqrt(l); x /= l; y /= l; } } inline Vector2 normalized() const { Vector2 v = *this; v.normalize(); return v; } inline real_t length() const { return sqrt(x * x + y * y); } inline real_t length_squared() const { return x * x + y * y; } inline real_t 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)); } inline real_t 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); } inline real_t angle_to(const Vector2 &p_vector2) const { return atan2(cross(p_vector2), dot(p_vector2)); } inline real_t angle_to_point(const Vector2 &p_vector2) const { return atan2(y - p_vector2.y, x - p_vector2.x); } inline Vector2 direction_to(const Vector2 &p_b) const { Vector2 ret(p_b.x - x, p_b.y - y); ret.normalize(); return ret; } inline real_t dot(const Vector2 &p_other) const { return x * p_other.x + y * p_other.y; } inline real_t cross(const Vector2 &p_other) const { return x * p_other.y - y * p_other.x; } inline Vector2 cross(real_t p_other) const { return Vector2(p_other * y, -p_other * x); } Vector2 project(const Vector2 &p_vec) const; Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const; Vector2 clamped(real_t p_len) const; static inline 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; } inline 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 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const; Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const { Vector2 v = *this; Vector2 vd = p_to - v; real_t len = vd.length(); return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta; } inline Vector2 slide(const Vector2 &p_vec) const { return p_vec - *this * this->dot(p_vec); } inline Vector2 bounce(const Vector2 &p_normal) const { return -reflect(p_normal); } inline Vector2 reflect(const Vector2 &p_normal) const { return -(*this - p_normal * this->dot(p_normal) * 2.0); } inline real_t angle() const { return atan2(y, x); } inline void set_rotation(real_t p_radians) { x = cosf(p_radians); y = sinf(p_radians); } inline Vector2 abs() const { return Vector2(fabs(x), fabs(y)); } inline Vector2 rotated(real_t p_by) const { Vector2 v; v.set_rotation(angle() + p_by); v *= length(); return v; } inline Vector2 tangent() const { return Vector2(y, -x); } inline Vector2 floor() const { return Vector2(Math::floor(x), Math::floor(y)); } inline Vector2 snapped(const Vector2 &p_by) const { return Vector2( Math::stepify(x, p_by.x), Math::stepify(y, p_by.y)); } inline real_t aspect() const { return width / height; } operator String() const; }; inline Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) { return p_vec * p_scalar; } namespace Math { // Convenience, since they exist in GDScript inline Vector2 cartesian2polar(Vector2 v) { return Vector2(Math::sqrt(v.x * v.x + v.y * v.y), Math::atan2(v.y, v.x)); } inline Vector2 polar2cartesian(Vector2 v) { // x == radius // y == angle return Vector2(v.x * Math::cos(v.y), v.x * Math::sin(v.y)); } } // namespace Math } // namespace godot #endif // VECTOR2_H