vector2.hpp 5.9 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236
  1. #ifndef GODOT_VECTOR2_HPP
  2. #define GODOT_VECTOR2_HPP
  3. #include <godot_cpp/core/math.hpp>
  4. #include <godot_cpp/variant/string.hpp>
  5. namespace godot {
  6. class Vector2i;
  7. class Vector2 {
  8. public:
  9. _FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
  10. enum Axis {
  11. AXIS_X,
  12. AXIS_Y,
  13. };
  14. union {
  15. real_t x = 0;
  16. real_t width;
  17. };
  18. union {
  19. real_t y = 0;
  20. real_t height;
  21. };
  22. inline real_t &operator[](int p_idx) {
  23. return p_idx ? y : x;
  24. }
  25. inline const real_t &operator[](int p_idx) const {
  26. return p_idx ? y : x;
  27. }
  28. void normalize();
  29. Vector2 normalized() const;
  30. bool is_normalized() const;
  31. real_t length() const;
  32. real_t length_squared() const;
  33. Vector2 min(const Vector2 &p_vector2) const {
  34. return Vector2(Math::min(x, p_vector2.x), Math::min(y, p_vector2.y));
  35. }
  36. Vector2 max(const Vector2 &p_vector2) const {
  37. return Vector2(Math::max(x, p_vector2.x), Math::max(y, p_vector2.y));
  38. }
  39. real_t distance_to(const Vector2 &p_vector2) const;
  40. real_t distance_squared_to(const Vector2 &p_vector2) const;
  41. real_t angle_to(const Vector2 &p_vector2) const;
  42. real_t angle_to_point(const Vector2 &p_vector2) const;
  43. inline Vector2 direction_to(const Vector2 &p_to) const;
  44. real_t dot(const Vector2 &p_other) const;
  45. real_t cross(const Vector2 &p_other) const;
  46. Vector2 posmod(const real_t p_mod) const;
  47. Vector2 posmodv(const Vector2 &p_modv) const;
  48. Vector2 project(const Vector2 &p_to) const;
  49. Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
  50. Vector2 clamped(real_t p_len) const;
  51. inline Vector2 lerp(const Vector2 &p_to, real_t p_weight) const;
  52. inline Vector2 slerp(const Vector2 &p_to, real_t p_weight) const;
  53. Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const;
  54. Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
  55. Vector2 slide(const Vector2 &p_normal) const;
  56. Vector2 bounce(const Vector2 &p_normal) const;
  57. Vector2 reflect(const Vector2 &p_normal) const;
  58. bool is_equal_approx(const Vector2 &p_v) const;
  59. Vector2 operator+(const Vector2 &p_v) const;
  60. void operator+=(const Vector2 &p_v);
  61. Vector2 operator-(const Vector2 &p_v) const;
  62. void operator-=(const Vector2 &p_v);
  63. Vector2 operator*(const Vector2 &p_v1) const;
  64. Vector2 operator*(const real_t &rvalue) const;
  65. void operator*=(const real_t &rvalue);
  66. void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
  67. Vector2 operator/(const Vector2 &p_v1) const;
  68. Vector2 operator/(const real_t &rvalue) const;
  69. void operator/=(const real_t &rvalue);
  70. void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; }
  71. Vector2 operator-() const;
  72. bool operator==(const Vector2 &p_vec2) const;
  73. bool operator!=(const Vector2 &p_vec2) const;
  74. bool operator<(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y < p_vec2.y) : (x < p_vec2.x); }
  75. bool operator>(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y > p_vec2.y) : (x > p_vec2.x); }
  76. bool operator<=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
  77. bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
  78. real_t angle() const;
  79. inline Vector2 abs() const {
  80. return Vector2(Math::abs(x), Math::abs(y));
  81. }
  82. Vector2 rotated(real_t p_by) const;
  83. Vector2 orthogonal() const {
  84. return Vector2(y, -x);
  85. }
  86. Vector2 sign() const;
  87. Vector2 floor() const;
  88. Vector2 ceil() const;
  89. Vector2 round() const;
  90. Vector2 snapped(const Vector2 &p_by) const;
  91. real_t aspect() const { return width / height; }
  92. operator String() const;
  93. inline Vector2() {}
  94. inline Vector2(real_t p_x, real_t p_y) {
  95. x = p_x;
  96. y = p_y;
  97. }
  98. };
  99. inline Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
  100. return p_vec - *this * (dot(p_vec) - p_d);
  101. }
  102. inline Vector2 operator*(float p_scalar, const Vector2 &p_vec) {
  103. return p_vec * p_scalar;
  104. }
  105. inline Vector2 operator*(double p_scalar, const Vector2 &p_vec) {
  106. return p_vec * p_scalar;
  107. }
  108. inline Vector2 operator*(int32_t p_scalar, const Vector2 &p_vec) {
  109. return p_vec * p_scalar;
  110. }
  111. inline Vector2 operator*(int64_t p_scalar, const Vector2 &p_vec) {
  112. return p_vec * p_scalar;
  113. }
  114. inline Vector2 Vector2::operator+(const Vector2 &p_v) const {
  115. return Vector2(x + p_v.x, y + p_v.y);
  116. }
  117. inline void Vector2::operator+=(const Vector2 &p_v) {
  118. x += p_v.x;
  119. y += p_v.y;
  120. }
  121. inline Vector2 Vector2::operator-(const Vector2 &p_v) const {
  122. return Vector2(x - p_v.x, y - p_v.y);
  123. }
  124. inline void Vector2::operator-=(const Vector2 &p_v) {
  125. x -= p_v.x;
  126. y -= p_v.y;
  127. }
  128. inline Vector2 Vector2::operator*(const Vector2 &p_v1) const {
  129. return Vector2(x * p_v1.x, y * p_v1.y);
  130. }
  131. inline Vector2 Vector2::operator*(const real_t &rvalue) const {
  132. return Vector2(x * rvalue, y * rvalue);
  133. }
  134. inline void Vector2::operator*=(const real_t &rvalue) {
  135. x *= rvalue;
  136. y *= rvalue;
  137. }
  138. inline Vector2 Vector2::operator/(const Vector2 &p_v1) const {
  139. return Vector2(x / p_v1.x, y / p_v1.y);
  140. }
  141. inline Vector2 Vector2::operator/(const real_t &rvalue) const {
  142. return Vector2(x / rvalue, y / rvalue);
  143. }
  144. inline void Vector2::operator/=(const real_t &rvalue) {
  145. x /= rvalue;
  146. y /= rvalue;
  147. }
  148. inline Vector2 Vector2::operator-() const {
  149. return Vector2(-x, -y);
  150. }
  151. inline bool Vector2::operator==(const Vector2 &p_vec2) const {
  152. return x == p_vec2.x && y == p_vec2.y;
  153. }
  154. inline bool Vector2::operator!=(const Vector2 &p_vec2) const {
  155. return x != p_vec2.x || y != p_vec2.y;
  156. }
  157. Vector2 Vector2::lerp(const Vector2 &p_to, real_t p_weight) const {
  158. Vector2 res = *this;
  159. res.x += (p_weight * (p_to.x - x));
  160. res.y += (p_weight * (p_to.y - y));
  161. return res;
  162. }
  163. Vector2 Vector2::slerp(const Vector2 &p_to, real_t p_weight) const {
  164. #ifdef MATH_CHECKS
  165. ERR_FAIL_COND_V(!is_normalized(), Vector2());
  166. #endif
  167. real_t theta = angle_to(p_to);
  168. return rotated(theta * p_weight);
  169. }
  170. Vector2 Vector2::direction_to(const Vector2 &p_to) const {
  171. Vector2 ret(p_to.x - x, p_to.y - y);
  172. ret.normalize();
  173. return ret;
  174. }
  175. typedef Vector2 Size2;
  176. typedef Vector2 Point2;
  177. } // namespace godot
  178. #endif // GODOT_VECTOR2_HPP