Vector2.cpp 1.4 KB

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  1. #include "Vector2.hpp"
  2. #include <gdnative/vector2.h>
  3. #include "String.hpp"
  4. namespace godot {
  5. bool Vector2::operator==(const Vector2 &p_vec2) const {
  6. return x == p_vec2.x && y == p_vec2.y;
  7. }
  8. bool Vector2::operator!=(const Vector2 &p_vec2) const {
  9. return x != p_vec2.x || y != p_vec2.y;
  10. }
  11. Vector2 Vector2::project(const Vector2 &p_vec) const {
  12. Vector2 v1 = p_vec;
  13. Vector2 v2 = *this;
  14. return v2 * (v1.dot(v2) / v2.dot(v2));
  15. }
  16. Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
  17. return p_vec - *this * (dot(p_vec) - p_d);
  18. }
  19. Vector2 Vector2::clamped(real_t p_len) const {
  20. real_t l = length();
  21. Vector2 v = *this;
  22. if (l > 0 && p_len < l) {
  23. v /= l;
  24. v *= p_len;
  25. }
  26. return v;
  27. }
  28. Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
  29. Vector2 p0 = p_pre_a;
  30. Vector2 p1 = *this;
  31. Vector2 p2 = p_b;
  32. Vector2 p3 = p_post_b;
  33. real_t t = p_t;
  34. real_t t2 = t * t;
  35. real_t t3 = t2 * t;
  36. Vector2 out;
  37. out = ((p1 * 2.0) +
  38. (-p0 + p2) * t +
  39. (p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3) * t2 +
  40. (-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) *
  41. 0.5;
  42. return out;
  43. }
  44. Vector2 Vector2::snapped(const Vector2 &p_by) const {
  45. return Vector2(
  46. p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
  47. p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y);
  48. }
  49. Vector2::operator String() const {
  50. return String::num(x) + ", " + String::num(y);
  51. }
  52. } // namespace godot