| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323 | /**************************************************************************//*  vector2.hpp                                                           *//**************************************************************************//*                         This file is part of:                          *//*                             GODOT ENGINE                               *//*                        https://godotengine.org                         *//**************************************************************************//* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). *//* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  *//*                                                                        *//* 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 <godot_cpp/core/error_macros.hpp>#include <godot_cpp/core/math.hpp>namespace godot {class String;struct Vector2i;struct _NO_DISCARD_ Vector2 {	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
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