/*************************************************************************/ /* vector2.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_VECTOR2_HPP #define GODOT_VECTOR2_HPP #include #include namespace godot { class String; class Vector2i; class Vector2 { _FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; } friend class Variant; public: static const int AXIS_COUNT = 2; enum Axis { AXIS_X, AXIS_Y, }; union { struct { union { real_t x; real_t width; }; union { real_t y; real_t height; }; }; real_t coord[2] = { 0 }; }; _FORCE_INLINE_ real_t &operator[](int p_idx) { DEV_ASSERT((unsigned int)p_idx < 2); return coord[p_idx]; } _FORCE_INLINE_ const real_t &operator[](int p_idx) const { DEV_ASSERT((unsigned int)p_idx < 2); return coord[p_idx]; } _FORCE_INLINE_ Vector2::Axis min_axis_index() const { return x < y ? Vector2::AXIS_X : Vector2::AXIS_Y; } _FORCE_INLINE_ Vector2::Axis max_axis_index() const { return x < y ? Vector2::AXIS_Y : Vector2::AXIS_X; } void normalize(); Vector2 normalized() const; bool is_normalized() const; real_t length() const; real_t length_squared() const; Vector2 limit_length(const real_t p_len = 1.0) const; Vector2 min(const Vector2 &p_vector2) const { return Vector2(MIN(x, p_vector2.x), MIN(y, p_vector2.y)); } Vector2 max(const Vector2 &p_vector2) const { return Vector2(MAX(x, p_vector2.x), MAX(y, p_vector2.y)); } real_t distance_to(const Vector2 &p_vector2) const; real_t distance_squared_to(const Vector2 &p_vector2) const; real_t angle_to(const Vector2 &p_vector2) const; real_t angle_to_point(const Vector2 &p_vector2) const; _FORCE_INLINE_ Vector2 direction_to(const Vector2 &p_to) const; real_t dot(const Vector2 &p_other) const; real_t cross(const Vector2 &p_other) const; Vector2 posmod(const real_t p_mod) const; Vector2 posmodv(const Vector2 &p_modv) const; Vector2 project(const Vector2 &p_to) const; Vector2 plane_project(const real_t p_d, const Vector2 &p_vec) const; _FORCE_INLINE_ Vector2 lerp(const Vector2 &p_to, const real_t p_weight) const; _FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, const real_t p_weight) const; _FORCE_INLINE_ Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight) const; _FORCE_INLINE_ Vector2 cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const; _FORCE_INLINE_ Vector2 bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const; Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const; Vector2 slide(const Vector2 &p_normal) const; Vector2 bounce(const Vector2 &p_normal) const; Vector2 reflect(const Vector2 &p_normal) const; bool is_equal_approx(const Vector2 &p_v) const; bool is_zero_approx() const; Vector2 operator+(const Vector2 &p_v) const; void operator+=(const Vector2 &p_v); Vector2 operator-(const Vector2 &p_v) const; void operator-=(const Vector2 &p_v); Vector2 operator*(const Vector2 &p_v1) const; Vector2 operator*(const real_t &rvalue) const; void operator*=(const real_t &rvalue); void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; } Vector2 operator/(const Vector2 &p_v1) const; Vector2 operator/(const real_t &rvalue) const; void operator/=(const real_t &rvalue); void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; } Vector2 operator-() const; bool operator==(const Vector2 &p_vec2) const; bool operator!=(const Vector2 &p_vec2) const; bool operator<(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y < p_vec2.y) : (x < p_vec2.x); } bool operator>(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y > p_vec2.y) : (x > p_vec2.x); } bool operator<=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); } bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); } real_t angle() const; static Vector2 from_angle(const real_t p_angle); _FORCE_INLINE_ Vector2 abs() const { return Vector2(Math::abs(x), Math::abs(y)); } Vector2 rotated(const real_t p_by) const; Vector2 orthogonal() const { return Vector2(y, -x); } Vector2 sign() const; Vector2 floor() const; Vector2 ceil() const; Vector2 round() const; Vector2 snapped(const Vector2 &p_by) const; Vector2 clamp(const Vector2 &p_min, const Vector2 &p_max) const; real_t aspect() const { return width / height; } operator String() const; operator Vector2i() const; _FORCE_INLINE_ Vector2() {} _FORCE_INLINE_ Vector2(const real_t p_x, const real_t p_y) { x = p_x; y = p_y; } }; _FORCE_INLINE_ Vector2 Vector2::plane_project(const real_t p_d, const Vector2 &p_vec) const { return p_vec - *this * (dot(p_vec) - p_d); } _FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const { return Vector2(x + p_v.x, y + p_v.y); } _FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) { x += p_v.x; y += p_v.y; } _FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const { return Vector2(x - p_v.x, y - p_v.y); } _FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) { x -= p_v.x; y -= p_v.y; } _FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const { return Vector2(x * p_v1.x, y * p_v1.y); } _FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const { return Vector2(x * rvalue, y * rvalue); } _FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) { x *= rvalue; y *= rvalue; } _FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const { return Vector2(x / p_v1.x, y / p_v1.y); } _FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const { return Vector2(x / rvalue, y / rvalue); } _FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) { x /= rvalue; y /= rvalue; } _FORCE_INLINE_ Vector2 Vector2::operator-() const { return Vector2(-x, -y); } _FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const { return x == p_vec2.x && y == p_vec2.y; } _FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const { return x != p_vec2.x || y != p_vec2.y; } Vector2 Vector2::lerp(const Vector2 &p_to, const real_t p_weight) const { Vector2 res = *this; res.x += (p_weight * (p_to.x - x)); res.y += (p_weight * (p_to.y - y)); return res; } Vector2 Vector2::slerp(const Vector2 &p_to, const real_t p_weight) const { real_t start_length_sq = length_squared(); real_t end_length_sq = p_to.length_squared(); if (unlikely(start_length_sq == 0.0f || end_length_sq == 0.0f)) { // Zero length vectors have no angle, so the best we can do is either lerp or throw an error. return lerp(p_to, p_weight); } real_t start_length = Math::sqrt(start_length_sq); real_t result_length = Math::lerp(start_length, Math::sqrt(end_length_sq), p_weight); real_t angle = angle_to(p_to); return rotated(angle * p_weight) * (result_length / start_length); } Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight) const { Vector2 res = *this; res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight); res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight); return res; } Vector2 Vector2::cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const { Vector2 res = *this; res.x = Math::cubic_interpolate_in_time(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t); res.y = Math::cubic_interpolate_in_time(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t); return res; } Vector2 Vector2::bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const { Vector2 res = *this; /* Formula from Wikipedia article on Bezier curves. */ real_t omt = (1.0 - p_t); real_t omt2 = omt * omt; real_t omt3 = omt2 * omt; real_t t2 = p_t * p_t; real_t t3 = t2 * p_t; return res * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3; } Vector2 Vector2::direction_to(const Vector2 &p_to) const { Vector2 ret(p_to.x - x, p_to.y - y); ret.normalize(); return ret; } // Multiplication operators required to workaround issues with LLVM using implicit conversion // to Vector2i instead for integers where it should not. _FORCE_INLINE_ Vector2 operator*(const float p_scalar, const Vector2 &p_vec) { return p_vec * p_scalar; } _FORCE_INLINE_ Vector2 operator*(const double p_scalar, const Vector2 &p_vec) { return p_vec * p_scalar; } _FORCE_INLINE_ Vector2 operator*(const int32_t p_scalar, const Vector2 &p_vec) { return p_vec * p_scalar; } _FORCE_INLINE_ Vector2 operator*(const int64_t p_scalar, const Vector2 &p_vec) { return p_vec * p_scalar; } typedef Vector2 Size2; typedef Vector2 Point2; } // namespace godot #endif // GODOT_VECTOR2_HPP