vector4.hpp 8.7 KB

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  1. /*************************************************************************/
  2. /* vector4.hpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #ifndef GODOT_VECTOR4_HPP
  31. #define GODOT_VECTOR4_HPP
  32. #include <godot_cpp/core/error_macros.hpp>
  33. #include <godot_cpp/core/math.hpp>
  34. namespace godot {
  35. class String;
  36. struct _NO_DISCARD_ Vector4 {
  37. static const int AXIS_COUNT = 4;
  38. enum Axis {
  39. AXIS_X,
  40. AXIS_Y,
  41. AXIS_Z,
  42. AXIS_W,
  43. };
  44. union {
  45. struct {
  46. real_t x;
  47. real_t y;
  48. real_t z;
  49. real_t w;
  50. };
  51. real_t components[4] = { 0, 0, 0, 0 };
  52. };
  53. _FORCE_INLINE_ real_t &operator[](const int p_axis) {
  54. DEV_ASSERT((unsigned int)p_axis < 4);
  55. return components[p_axis];
  56. }
  57. _FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
  58. DEV_ASSERT((unsigned int)p_axis < 4);
  59. return components[p_axis];
  60. }
  61. Vector4::Axis min_axis_index() const;
  62. Vector4::Axis max_axis_index() const;
  63. _FORCE_INLINE_ real_t length_squared() const;
  64. bool is_equal_approx(const Vector4 &p_vec4) const;
  65. bool is_zero_approx() const;
  66. real_t length() const;
  67. void normalize();
  68. Vector4 normalized() const;
  69. bool is_normalized() const;
  70. real_t distance_to(const Vector4 &p_to) const;
  71. real_t distance_squared_to(const Vector4 &p_to) const;
  72. Vector4 direction_to(const Vector4 &p_to) const;
  73. Vector4 abs() const;
  74. Vector4 sign() const;
  75. Vector4 floor() const;
  76. Vector4 ceil() const;
  77. Vector4 round() const;
  78. Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
  79. Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
  80. Vector4 cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &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;
  81. Vector4 posmod(const real_t p_mod) const;
  82. Vector4 posmodv(const Vector4 &p_modv) const;
  83. void snap(const Vector4 &p_step);
  84. Vector4 snapped(const Vector4 &p_step) const;
  85. Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
  86. Vector4 inverse() const;
  87. _FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
  88. _FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
  89. _FORCE_INLINE_ void operator-=(const Vector4 &p_vec4);
  90. _FORCE_INLINE_ void operator*=(const Vector4 &p_vec4);
  91. _FORCE_INLINE_ void operator/=(const Vector4 &p_vec4);
  92. _FORCE_INLINE_ void operator*=(const real_t &s);
  93. _FORCE_INLINE_ void operator/=(const real_t &s);
  94. _FORCE_INLINE_ Vector4 operator+(const Vector4 &p_vec4) const;
  95. _FORCE_INLINE_ Vector4 operator-(const Vector4 &p_vec4) const;
  96. _FORCE_INLINE_ Vector4 operator*(const Vector4 &p_vec4) const;
  97. _FORCE_INLINE_ Vector4 operator/(const Vector4 &p_vec4) const;
  98. _FORCE_INLINE_ Vector4 operator-() const;
  99. _FORCE_INLINE_ Vector4 operator*(const real_t &s) const;
  100. _FORCE_INLINE_ Vector4 operator/(const real_t &s) const;
  101. _FORCE_INLINE_ bool operator==(const Vector4 &p_vec4) const;
  102. _FORCE_INLINE_ bool operator!=(const Vector4 &p_vec4) const;
  103. _FORCE_INLINE_ bool operator>(const Vector4 &p_vec4) const;
  104. _FORCE_INLINE_ bool operator<(const Vector4 &p_vec4) const;
  105. _FORCE_INLINE_ bool operator>=(const Vector4 &p_vec4) const;
  106. _FORCE_INLINE_ bool operator<=(const Vector4 &p_vec4) const;
  107. operator String() const;
  108. _FORCE_INLINE_ Vector4() {}
  109. _FORCE_INLINE_ Vector4(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
  110. x(p_x),
  111. y(p_y),
  112. z(p_z),
  113. w(p_w) {
  114. }
  115. Vector4(const Vector4 &p_vec4) :
  116. x(p_vec4.x),
  117. y(p_vec4.y),
  118. z(p_vec4.z),
  119. w(p_vec4.w) {
  120. }
  121. void operator=(const Vector4 &p_vec4) {
  122. x = p_vec4.x;
  123. y = p_vec4.y;
  124. z = p_vec4.z;
  125. w = p_vec4.w;
  126. }
  127. };
  128. real_t Vector4::dot(const Vector4 &p_vec4) const {
  129. return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w;
  130. }
  131. real_t Vector4::length_squared() const {
  132. return dot(*this);
  133. }
  134. void Vector4::operator+=(const Vector4 &p_vec4) {
  135. x += p_vec4.x;
  136. y += p_vec4.y;
  137. z += p_vec4.z;
  138. w += p_vec4.w;
  139. }
  140. void Vector4::operator-=(const Vector4 &p_vec4) {
  141. x -= p_vec4.x;
  142. y -= p_vec4.y;
  143. z -= p_vec4.z;
  144. w -= p_vec4.w;
  145. }
  146. void Vector4::operator*=(const Vector4 &p_vec4) {
  147. x *= p_vec4.x;
  148. y *= p_vec4.y;
  149. z *= p_vec4.z;
  150. w *= p_vec4.w;
  151. }
  152. void Vector4::operator/=(const Vector4 &p_vec4) {
  153. x /= p_vec4.x;
  154. y /= p_vec4.y;
  155. z /= p_vec4.z;
  156. w /= p_vec4.w;
  157. }
  158. void Vector4::operator*=(const real_t &s) {
  159. x *= s;
  160. y *= s;
  161. z *= s;
  162. w *= s;
  163. }
  164. void Vector4::operator/=(const real_t &s) {
  165. *this *= 1.0f / s;
  166. }
  167. Vector4 Vector4::operator+(const Vector4 &p_vec4) const {
  168. return Vector4(x + p_vec4.x, y + p_vec4.y, z + p_vec4.z, w + p_vec4.w);
  169. }
  170. Vector4 Vector4::operator-(const Vector4 &p_vec4) const {
  171. return Vector4(x - p_vec4.x, y - p_vec4.y, z - p_vec4.z, w - p_vec4.w);
  172. }
  173. Vector4 Vector4::operator*(const Vector4 &p_vec4) const {
  174. return Vector4(x * p_vec4.x, y * p_vec4.y, z * p_vec4.z, w * p_vec4.w);
  175. }
  176. Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
  177. return Vector4(x / p_vec4.x, y / p_vec4.y, z / p_vec4.z, w / p_vec4.w);
  178. }
  179. Vector4 Vector4::operator-() const {
  180. return Vector4(-x, -y, -z, -w);
  181. }
  182. Vector4 Vector4::operator*(const real_t &s) const {
  183. return Vector4(x * s, y * s, z * s, w * s);
  184. }
  185. Vector4 Vector4::operator/(const real_t &s) const {
  186. return *this * (1.0f / s);
  187. }
  188. bool Vector4::operator==(const Vector4 &p_vec4) const {
  189. return x == p_vec4.x && y == p_vec4.y && z == p_vec4.z && w == p_vec4.w;
  190. }
  191. bool Vector4::operator!=(const Vector4 &p_vec4) const {
  192. return x != p_vec4.x || y != p_vec4.y || z != p_vec4.z || w != p_vec4.w;
  193. }
  194. bool Vector4::operator<(const Vector4 &p_v) const {
  195. if (x == p_v.x) {
  196. if (y == p_v.y) {
  197. if (z == p_v.z) {
  198. return w < p_v.w;
  199. }
  200. return z < p_v.z;
  201. }
  202. return y < p_v.y;
  203. }
  204. return x < p_v.x;
  205. }
  206. bool Vector4::operator>(const Vector4 &p_v) const {
  207. if (x == p_v.x) {
  208. if (y == p_v.y) {
  209. if (z == p_v.z) {
  210. return w > p_v.w;
  211. }
  212. return z > p_v.z;
  213. }
  214. return y > p_v.y;
  215. }
  216. return x > p_v.x;
  217. }
  218. bool Vector4::operator<=(const Vector4 &p_v) const {
  219. if (x == p_v.x) {
  220. if (y == p_v.y) {
  221. if (z == p_v.z) {
  222. return w <= p_v.w;
  223. }
  224. return z < p_v.z;
  225. }
  226. return y < p_v.y;
  227. }
  228. return x < p_v.x;
  229. }
  230. bool Vector4::operator>=(const Vector4 &p_v) const {
  231. if (x == p_v.x) {
  232. if (y == p_v.y) {
  233. if (z == p_v.z) {
  234. return w >= p_v.w;
  235. }
  236. return z > p_v.z;
  237. }
  238. return y > p_v.y;
  239. }
  240. return x > p_v.x;
  241. }
  242. _FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
  243. return p_vec * p_scalar;
  244. }
  245. _FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) {
  246. return p_vec * p_scalar;
  247. }
  248. _FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) {
  249. return p_vec * p_scalar;
  250. }
  251. _FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
  252. return p_vec * p_scalar;
  253. }
  254. } // namespace godot
  255. #endif // GODOT_VECTOR4_HPP