#ifndef VECTOR2_H #define VECTOR2_H #include #include #include namespace godot { typedef float real_t; // @Todo move to a global Godot.h struct Vector2 { union { real_t x; real_t width; }; union { real_t y; real_t height; }; real_t& operator[](int p_idx) { return p_idx?y:x; } const real_t& operator[](int p_idx) const { return p_idx?y:x; } Vector2 operator+(const Vector2& p_v) const { return Vector2(x + p_v.x, y + p_v.y); } void operator+=(const Vector2& p_v) { x += p_v.x; y += p_v.y; } Vector2 operator-(const Vector2& p_v) const { return Vector2(x - p_v.x, y - p_v.y); } void operator-=(const Vector2& p_v) { x -= p_v.x; y -= p_v.y; } Vector2 operator*(const Vector2 &p_v1) const { return Vector2(x * p_v1.x, y * p_v1.y); } Vector2 operator*(const real_t &rvalue) const { return Vector2(x * rvalue, y * rvalue); } void operator*=(const real_t &rvalue) { x *= rvalue; y *= rvalue; } void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; } Vector2 operator/(const Vector2 &p_v1) const { return Vector2(x / p_v1.x, y / p_v1.y); } Vector2 operator/(const real_t &rvalue) const { return Vector2(x / rvalue, y / rvalue); } void operator/=(const real_t &rvalue) { x /= rvalue; y /= rvalue; } Vector2 operator-() const { return Vector2(-x, -y); } bool operator==(const Vector2& p_vec2) const { return x == p_vec2.x && y == p_vec2.y; } bool operator!=(const Vector2& p_vec2) const { return x != p_vec2.x || y != p_vec2.y; } bool operator<(const Vector2& p_vec2) const { return (x==p_vec2.x)?(y 0 && p_len < l) { v /= l; v *= p_len; } return v; } static 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 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 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 cubic_interpolate_soft(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const; Vector2 slide(const Vector2& p_vec) const { return p_vec - *this * this->dot(p_vec); } Vector2 reflect(const Vector2& p_vec) const { return p_vec - *this * this->dot(p_vec) * 2.0; } real_t angle() const { return atan2(y, x); } void set_rotation(real_t p_radians) { x = cosf(p_radians); y = sinf(p_radians); } Vector2 abs() const { return Vector2( fabs(x), fabs(y) ); } Vector2 rotated(real_t p_by) const { Vector2 v; v.set_rotation(angle() + p_by); v *= length(); return v; } Vector2 tangent() const { return Vector2(y,-x); } Vector2 floor() const { return Vector2(::floor(x), ::floor(y)); } 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 ); } real_t aspect() const { return width/height; } operator String() const { return String(); /* @Todo String::num() */ } Vector2(real_t p_x,real_t p_y) { x=p_x; y=p_y; } Vector2() { x=0; y=0; } }; Vector2 operator*(real_t p_scalar, const Vector2& p_vec) { return p_vec*p_scalar; } } #endif // VECTOR2_H