/*************************************************************************/ /* vector4.hpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef GODOT_VECTOR4_HPP #define GODOT_VECTOR4_HPP #include #include namespace godot { class String; class Vector4 { _FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; } friend class Variant; public: enum Axis { AXIS_X, AXIS_Y, AXIS_Z, AXIS_W, }; union { struct { real_t x; real_t y; real_t z; real_t w; }; real_t components[4] = { 0, 0, 0, 0 }; }; _FORCE_INLINE_ real_t &operator[](int idx) { return components[idx]; } _FORCE_INLINE_ const real_t &operator[](int idx) const { return components[idx]; } _FORCE_INLINE_ real_t length_squared() const; bool is_equal_approx(const Vector4 &p_vec4) const; real_t length() const; void normalize(); Vector4 normalized() const; bool is_normalized() const; Vector4 abs() const; Vector4 sign() const; Vector4 floor() const; Vector4 ceil() const; Vector4 round() const; Vector4::Axis min_axis_index() const; Vector4::Axis max_axis_index() const; Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const; Vector4 inverse() const; Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const; _FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const; _FORCE_INLINE_ void operator+=(const Vector4 &p_vec4); _FORCE_INLINE_ void operator-=(const Vector4 &p_vec4); _FORCE_INLINE_ void operator*=(const Vector4 &p_vec4); _FORCE_INLINE_ void operator/=(const Vector4 &p_vec4); _FORCE_INLINE_ void operator*=(const real_t &s); _FORCE_INLINE_ void operator/=(const real_t &s); _FORCE_INLINE_ Vector4 operator+(const Vector4 &p_vec4) const; _FORCE_INLINE_ Vector4 operator-(const Vector4 &p_vec4) const; _FORCE_INLINE_ Vector4 operator*(const Vector4 &p_vec4) const; _FORCE_INLINE_ Vector4 operator/(const Vector4 &p_vec4) const; _FORCE_INLINE_ Vector4 operator-() const; _FORCE_INLINE_ Vector4 operator*(const real_t &s) const; _FORCE_INLINE_ Vector4 operator/(const real_t &s) const; _FORCE_INLINE_ bool operator==(const Vector4 &p_vec4) const; _FORCE_INLINE_ bool operator!=(const Vector4 &p_vec4) const; _FORCE_INLINE_ bool operator>(const Vector4 &p_vec4) const; _FORCE_INLINE_ bool operator<(const Vector4 &p_vec4) const; _FORCE_INLINE_ bool operator>=(const Vector4 &p_vec4) const; _FORCE_INLINE_ bool operator<=(const Vector4 &p_vec4) const; operator String() const; _FORCE_INLINE_ Vector4() {} _FORCE_INLINE_ Vector4(real_t p_x, real_t p_y, real_t p_z, real_t p_w) : x(p_x), y(p_y), z(p_z), w(p_w) { } Vector4(const Vector4 &p_vec4) : x(p_vec4.x), y(p_vec4.y), z(p_vec4.z), w(p_vec4.w) { } void operator=(const Vector4 &p_vec4) { x = p_vec4.x; y = p_vec4.y; z = p_vec4.z; w = p_vec4.w; } }; real_t Vector4::dot(const Vector4 &p_vec4) const { return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w; } real_t Vector4::length_squared() const { return dot(*this); } void Vector4::operator+=(const Vector4 &p_vec4) { x += p_vec4.x; y += p_vec4.y; z += p_vec4.z; w += p_vec4.w; } void Vector4::operator-=(const Vector4 &p_vec4) { x -= p_vec4.x; y -= p_vec4.y; z -= p_vec4.z; w -= p_vec4.w; } void Vector4::operator*=(const Vector4 &p_vec4) { x *= p_vec4.x; y *= p_vec4.y; z *= p_vec4.z; w *= p_vec4.w; } void Vector4::operator/=(const Vector4 &p_vec4) { x /= p_vec4.x; y /= p_vec4.y; z /= p_vec4.z; w /= p_vec4.w; } void Vector4::operator*=(const real_t &s) { x *= s; y *= s; z *= s; w *= s; } void Vector4::operator/=(const real_t &s) { *this *= 1.0f / s; } Vector4 Vector4::operator+(const Vector4 &p_vec4) const { return Vector4(x + p_vec4.x, y + p_vec4.y, z + p_vec4.z, w + p_vec4.w); } Vector4 Vector4::operator-(const Vector4 &p_vec4) const { return Vector4(x - p_vec4.x, y - p_vec4.y, z - p_vec4.z, w - p_vec4.w); } Vector4 Vector4::operator*(const Vector4 &p_vec4) const { return Vector4(x * p_vec4.x, y * p_vec4.y, z * p_vec4.z, w * p_vec4.w); } Vector4 Vector4::operator/(const Vector4 &p_vec4) const { return Vector4(x / p_vec4.x, y / p_vec4.y, z / p_vec4.z, w / p_vec4.w); } Vector4 Vector4::operator-() const { return Vector4(x, y, z, w); } Vector4 Vector4::operator*(const real_t &s) const { return Vector4(x * s, y * s, z * s, w * s); } Vector4 Vector4::operator/(const real_t &s) const { return *this * (1.0f / s); } bool Vector4::operator==(const Vector4 &p_vec4) const { return x == p_vec4.x && y == p_vec4.y && z == p_vec4.z && w == p_vec4.w; } bool Vector4::operator!=(const Vector4 &p_vec4) const { return x != p_vec4.x || y != p_vec4.y || z != p_vec4.z || w != p_vec4.w; } bool Vector4::operator<(const Vector4 &p_v) const { if (x == p_v.x) { if (y == p_v.y) { if (z == p_v.z) { return w < p_v.w; } else { return z < p_v.z; } } else { return y < p_v.y; } } else { return x < p_v.x; } } bool Vector4::operator>(const Vector4 &p_v) const { if (x == p_v.x) { if (y == p_v.y) { if (z == p_v.z) { return w > p_v.w; } else { return z > p_v.z; } } else { return y > p_v.y; } } else { return x > p_v.x; } } bool Vector4::operator<=(const Vector4 &p_v) const { if (x == p_v.x) { if (y == p_v.y) { if (z == p_v.z) { return w <= p_v.w; } else { return z < p_v.z; } } else { return y < p_v.y; } } else { return x < p_v.x; } } bool Vector4::operator>=(const Vector4 &p_v) const { if (x == p_v.x) { if (y == p_v.y) { if (z == p_v.z) { return w >= p_v.w; } else { return z > p_v.z; } } else { return y > p_v.y; } } else { return x > p_v.x; } } _FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) { return p_vec * p_scalar; } _FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) { return p_vec * p_scalar; } _FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) { return p_vec * p_scalar; } _FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) { return p_vec * p_scalar; } } // namespace godot #endif // GODOT_VECTOR3_HPP