vector4.hpp 8.8 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. class Vector4 {
  37. _FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
  38. friend class Variant;
  39. public:
  40. static const int AXIS_COUNT = 4;
  41. enum Axis {
  42. AXIS_X,
  43. AXIS_Y,
  44. AXIS_Z,
  45. AXIS_W,
  46. };
  47. union {
  48. struct {
  49. real_t x;
  50. real_t y;
  51. real_t z;
  52. real_t w;
  53. };
  54. real_t components[4] = { 0, 0, 0, 0 };
  55. };
  56. _FORCE_INLINE_ real_t &operator[](const int p_axis) {
  57. DEV_ASSERT((unsigned int)p_axis < 4);
  58. return components[p_axis];
  59. }
  60. _FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
  61. DEV_ASSERT((unsigned int)p_axis < 4);
  62. return components[p_axis];
  63. }
  64. Vector4::Axis min_axis_index() const;
  65. Vector4::Axis max_axis_index() const;
  66. _FORCE_INLINE_ real_t length_squared() const;
  67. bool is_equal_approx(const Vector4 &p_vec4) const;
  68. bool is_zero_approx() const;
  69. real_t length() const;
  70. void normalize();
  71. Vector4 normalized() const;
  72. bool is_normalized() const;
  73. real_t distance_to(const Vector4 &p_to) const;
  74. real_t distance_squared_to(const Vector4 &p_to) const;
  75. Vector4 direction_to(const Vector4 &p_to) const;
  76. Vector4 abs() const;
  77. Vector4 sign() const;
  78. Vector4 floor() const;
  79. Vector4 ceil() const;
  80. Vector4 round() const;
  81. Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
  82. Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
  83. 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;
  84. Vector4 posmod(const real_t p_mod) const;
  85. Vector4 posmodv(const Vector4 &p_modv) const;
  86. void snap(const Vector4 &p_step);
  87. Vector4 snapped(const Vector4 &p_step) const;
  88. Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
  89. Vector4 inverse() const;
  90. _FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
  91. _FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
  92. _FORCE_INLINE_ void operator-=(const Vector4 &p_vec4);
  93. _FORCE_INLINE_ void operator*=(const Vector4 &p_vec4);
  94. _FORCE_INLINE_ void operator/=(const Vector4 &p_vec4);
  95. _FORCE_INLINE_ void operator*=(const real_t &s);
  96. _FORCE_INLINE_ void operator/=(const real_t &s);
  97. _FORCE_INLINE_ Vector4 operator+(const Vector4 &p_vec4) const;
  98. _FORCE_INLINE_ Vector4 operator-(const Vector4 &p_vec4) const;
  99. _FORCE_INLINE_ Vector4 operator*(const Vector4 &p_vec4) const;
  100. _FORCE_INLINE_ Vector4 operator/(const Vector4 &p_vec4) const;
  101. _FORCE_INLINE_ Vector4 operator-() const;
  102. _FORCE_INLINE_ Vector4 operator*(const real_t &s) const;
  103. _FORCE_INLINE_ Vector4 operator/(const real_t &s) 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. _FORCE_INLINE_ bool operator<(const Vector4 &p_vec4) const;
  108. _FORCE_INLINE_ bool operator>=(const Vector4 &p_vec4) const;
  109. _FORCE_INLINE_ bool operator<=(const Vector4 &p_vec4) const;
  110. operator String() const;
  111. _FORCE_INLINE_ Vector4() {}
  112. _FORCE_INLINE_ Vector4(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
  113. x(p_x),
  114. y(p_y),
  115. z(p_z),
  116. w(p_w) {
  117. }
  118. Vector4(const Vector4 &p_vec4) :
  119. x(p_vec4.x),
  120. y(p_vec4.y),
  121. z(p_vec4.z),
  122. w(p_vec4.w) {
  123. }
  124. void operator=(const Vector4 &p_vec4) {
  125. x = p_vec4.x;
  126. y = p_vec4.y;
  127. z = p_vec4.z;
  128. w = p_vec4.w;
  129. }
  130. };
  131. real_t Vector4::dot(const Vector4 &p_vec4) const {
  132. return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w;
  133. }
  134. real_t Vector4::length_squared() const {
  135. return dot(*this);
  136. }
  137. void Vector4::operator+=(const Vector4 &p_vec4) {
  138. x += p_vec4.x;
  139. y += p_vec4.y;
  140. z += p_vec4.z;
  141. w += p_vec4.w;
  142. }
  143. void Vector4::operator-=(const Vector4 &p_vec4) {
  144. x -= p_vec4.x;
  145. y -= p_vec4.y;
  146. z -= p_vec4.z;
  147. w -= p_vec4.w;
  148. }
  149. void Vector4::operator*=(const Vector4 &p_vec4) {
  150. x *= p_vec4.x;
  151. y *= p_vec4.y;
  152. z *= p_vec4.z;
  153. w *= p_vec4.w;
  154. }
  155. void Vector4::operator/=(const Vector4 &p_vec4) {
  156. x /= p_vec4.x;
  157. y /= p_vec4.y;
  158. z /= p_vec4.z;
  159. w /= p_vec4.w;
  160. }
  161. void Vector4::operator*=(const real_t &s) {
  162. x *= s;
  163. y *= s;
  164. z *= s;
  165. w *= s;
  166. }
  167. void Vector4::operator/=(const real_t &s) {
  168. *this *= 1.0f / s;
  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 Vector4 &p_vec4) const {
  180. return Vector4(x / p_vec4.x, y / p_vec4.y, z / p_vec4.z, w / p_vec4.w);
  181. }
  182. Vector4 Vector4::operator-() const {
  183. return Vector4(-x, -y, -z, -w);
  184. }
  185. Vector4 Vector4::operator*(const real_t &s) const {
  186. return Vector4(x * s, y * s, z * s, w * s);
  187. }
  188. Vector4 Vector4::operator/(const real_t &s) const {
  189. return *this * (1.0f / s);
  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_vec4) const {
  195. return x != p_vec4.x || y != p_vec4.y || z != p_vec4.z || w != p_vec4.w;
  196. }
  197. bool Vector4::operator<(const Vector4 &p_v) const {
  198. if (x == p_v.x) {
  199. if (y == p_v.y) {
  200. if (z == p_v.z) {
  201. return w < p_v.w;
  202. }
  203. return z < p_v.z;
  204. }
  205. return y < p_v.y;
  206. }
  207. return x < p_v.x;
  208. }
  209. bool Vector4::operator>(const Vector4 &p_v) const {
  210. if (x == p_v.x) {
  211. if (y == p_v.y) {
  212. if (z == p_v.z) {
  213. return w > p_v.w;
  214. }
  215. return z > p_v.z;
  216. }
  217. return y > p_v.y;
  218. }
  219. return x > p_v.x;
  220. }
  221. bool Vector4::operator<=(const Vector4 &p_v) const {
  222. if (x == p_v.x) {
  223. if (y == p_v.y) {
  224. if (z == p_v.z) {
  225. return w <= p_v.w;
  226. }
  227. return z < p_v.z;
  228. }
  229. return y < p_v.y;
  230. }
  231. return x < p_v.x;
  232. }
  233. bool Vector4::operator>=(const Vector4 &p_v) const {
  234. if (x == p_v.x) {
  235. if (y == p_v.y) {
  236. if (z == p_v.z) {
  237. return w >= p_v.w;
  238. }
  239. return z > p_v.z;
  240. }
  241. return y > p_v.y;
  242. }
  243. return x > p_v.x;
  244. }
  245. _FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
  246. return p_vec * p_scalar;
  247. }
  248. _FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) {
  249. return p_vec * p_scalar;
  250. }
  251. _FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) {
  252. return p_vec * p_scalar;
  253. }
  254. _FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
  255. return p_vec * p_scalar;
  256. }
  257. } // namespace godot
  258. #endif // GODOT_VECTOR4_HPP