vector4.hpp 8.1 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. enum Axis {
  41. AXIS_X,
  42. AXIS_Y,
  43. AXIS_Z,
  44. AXIS_W,
  45. };
  46. union {
  47. struct {
  48. real_t x;
  49. real_t y;
  50. real_t z;
  51. real_t w;
  52. };
  53. real_t components[4] = { 0, 0, 0, 0 };
  54. };
  55. _FORCE_INLINE_ real_t &operator[](int idx) {
  56. return components[idx];
  57. }
  58. _FORCE_INLINE_ const real_t &operator[](int idx) const {
  59. return components[idx];
  60. }
  61. _FORCE_INLINE_ real_t length_squared() const;
  62. bool is_equal_approx(const Vector4 &p_vec4) const;
  63. real_t length() const;
  64. void normalize();
  65. Vector4 normalized() const;
  66. bool is_normalized() const;
  67. Vector4 abs() const;
  68. Vector4 sign() const;
  69. Vector4 floor() const;
  70. Vector4 ceil() const;
  71. Vector4 round() const;
  72. Vector4::Axis min_axis_index() const;
  73. Vector4::Axis max_axis_index() const;
  74. Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
  75. Vector4 inverse() const;
  76. Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
  77. _FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
  78. _FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
  79. _FORCE_INLINE_ void operator-=(const Vector4 &p_vec4);
  80. _FORCE_INLINE_ void operator*=(const Vector4 &p_vec4);
  81. _FORCE_INLINE_ void operator/=(const Vector4 &p_vec4);
  82. _FORCE_INLINE_ void operator*=(const real_t &s);
  83. _FORCE_INLINE_ void operator/=(const real_t &s);
  84. _FORCE_INLINE_ Vector4 operator+(const Vector4 &p_vec4) const;
  85. _FORCE_INLINE_ Vector4 operator-(const Vector4 &p_vec4) const;
  86. _FORCE_INLINE_ Vector4 operator*(const Vector4 &p_vec4) const;
  87. _FORCE_INLINE_ Vector4 operator/(const Vector4 &p_vec4) const;
  88. _FORCE_INLINE_ Vector4 operator-() const;
  89. _FORCE_INLINE_ Vector4 operator*(const real_t &s) const;
  90. _FORCE_INLINE_ Vector4 operator/(const real_t &s) const;
  91. _FORCE_INLINE_ bool operator==(const Vector4 &p_vec4) const;
  92. _FORCE_INLINE_ bool operator!=(const Vector4 &p_vec4) const;
  93. _FORCE_INLINE_ bool operator>(const Vector4 &p_vec4) const;
  94. _FORCE_INLINE_ bool operator<(const Vector4 &p_vec4) const;
  95. _FORCE_INLINE_ bool operator>=(const Vector4 &p_vec4) const;
  96. _FORCE_INLINE_ bool operator<=(const Vector4 &p_vec4) const;
  97. operator String() const;
  98. _FORCE_INLINE_ Vector4() {}
  99. _FORCE_INLINE_ Vector4(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
  100. x(p_x),
  101. y(p_y),
  102. z(p_z),
  103. w(p_w) {
  104. }
  105. Vector4(const Vector4 &p_vec4) :
  106. x(p_vec4.x),
  107. y(p_vec4.y),
  108. z(p_vec4.z),
  109. w(p_vec4.w) {
  110. }
  111. void operator=(const Vector4 &p_vec4) {
  112. x = p_vec4.x;
  113. y = p_vec4.y;
  114. z = p_vec4.z;
  115. w = p_vec4.w;
  116. }
  117. };
  118. real_t Vector4::dot(const Vector4 &p_vec4) const {
  119. return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w;
  120. }
  121. real_t Vector4::length_squared() const {
  122. return dot(*this);
  123. }
  124. void Vector4::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. void Vector4::operator-=(const Vector4 &p_vec4) {
  131. x -= p_vec4.x;
  132. y -= p_vec4.y;
  133. z -= p_vec4.z;
  134. w -= p_vec4.w;
  135. }
  136. void Vector4::operator*=(const Vector4 &p_vec4) {
  137. x *= p_vec4.x;
  138. y *= p_vec4.y;
  139. z *= p_vec4.z;
  140. w *= p_vec4.w;
  141. }
  142. void Vector4::operator/=(const Vector4 &p_vec4) {
  143. x /= p_vec4.x;
  144. y /= p_vec4.y;
  145. z /= p_vec4.z;
  146. w /= p_vec4.w;
  147. }
  148. void Vector4::operator*=(const real_t &s) {
  149. x *= s;
  150. y *= s;
  151. z *= s;
  152. w *= s;
  153. }
  154. void Vector4::operator/=(const real_t &s) {
  155. *this *= 1.0f / s;
  156. }
  157. Vector4 Vector4::operator+(const Vector4 &p_vec4) const {
  158. return Vector4(x + p_vec4.x, y + p_vec4.y, z + p_vec4.z, w + p_vec4.w);
  159. }
  160. Vector4 Vector4::operator-(const Vector4 &p_vec4) const {
  161. return Vector4(x - p_vec4.x, y - p_vec4.y, z - p_vec4.z, w - p_vec4.w);
  162. }
  163. Vector4 Vector4::operator*(const Vector4 &p_vec4) const {
  164. return Vector4(x * p_vec4.x, y * p_vec4.y, z * p_vec4.z, w * p_vec4.w);
  165. }
  166. Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
  167. return Vector4(x / p_vec4.x, y / p_vec4.y, z / p_vec4.z, w / p_vec4.w);
  168. }
  169. Vector4 Vector4::operator-() const {
  170. return Vector4(x, y, z, w);
  171. }
  172. Vector4 Vector4::operator*(const real_t &s) const {
  173. return Vector4(x * s, y * s, z * s, w * s);
  174. }
  175. Vector4 Vector4::operator/(const real_t &s) const {
  176. return *this * (1.0f / s);
  177. }
  178. bool Vector4::operator==(const Vector4 &p_vec4) const {
  179. return x == p_vec4.x && y == p_vec4.y && z == p_vec4.z && w == p_vec4.w;
  180. }
  181. bool Vector4::operator!=(const Vector4 &p_vec4) const {
  182. return x != p_vec4.x || y != p_vec4.y || z != p_vec4.z || w != p_vec4.w;
  183. }
  184. bool Vector4::operator<(const Vector4 &p_v) const {
  185. if (x == p_v.x) {
  186. if (y == p_v.y) {
  187. if (z == p_v.z) {
  188. return w < p_v.w;
  189. } else {
  190. return z < p_v.z;
  191. }
  192. } else {
  193. return y < p_v.y;
  194. }
  195. } else {
  196. return x < p_v.x;
  197. }
  198. }
  199. bool Vector4::operator>(const Vector4 &p_v) const {
  200. if (x == p_v.x) {
  201. if (y == p_v.y) {
  202. if (z == p_v.z) {
  203. return w > p_v.w;
  204. } else {
  205. return z > p_v.z;
  206. }
  207. } else {
  208. return y > p_v.y;
  209. }
  210. } else {
  211. return x > p_v.x;
  212. }
  213. }
  214. bool Vector4::operator<=(const Vector4 &p_v) const {
  215. if (x == p_v.x) {
  216. if (y == p_v.y) {
  217. if (z == p_v.z) {
  218. return w <= p_v.w;
  219. } else {
  220. return z < p_v.z;
  221. }
  222. } else {
  223. return y < p_v.y;
  224. }
  225. } else {
  226. return x < p_v.x;
  227. }
  228. }
  229. bool Vector4::operator>=(const Vector4 &p_v) const {
  230. if (x == p_v.x) {
  231. if (y == p_v.y) {
  232. if (z == p_v.z) {
  233. return w >= p_v.w;
  234. } else {
  235. return z > p_v.z;
  236. }
  237. } else {
  238. return y > p_v.y;
  239. }
  240. } else {
  241. return x > p_v.x;
  242. }
  243. }
  244. _FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
  245. return p_vec * p_scalar;
  246. }
  247. _FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) {
  248. return p_vec * p_scalar;
  249. }
  250. _FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) {
  251. return p_vec * p_scalar;
  252. }
  253. _FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
  254. return p_vec * p_scalar;
  255. }
  256. } // namespace godot
  257. #endif // GODOT_VECTOR3_HPP