vector4.hpp 9.4 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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. struct _NO_DISCARD_ Vector4 {
  37. static const int AXIS_COUNT = 4;
  38. enum Axis {
  39. AXIS_X,
  40. AXIS_Y,
  41. AXIS_Z,
  42. AXIS_W,
  43. };
  44. union {
  45. struct {
  46. real_t x;
  47. real_t y;
  48. real_t z;
  49. real_t w;
  50. };
  51. real_t components[4] = { 0, 0, 0, 0 };
  52. };
  53. _FORCE_INLINE_ real_t &operator[](const int p_axis) {
  54. DEV_ASSERT((unsigned int)p_axis < 4);
  55. return components[p_axis];
  56. }
  57. _FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
  58. DEV_ASSERT((unsigned int)p_axis < 4);
  59. return components[p_axis];
  60. }
  61. Vector4::Axis min_axis_index() const;
  62. Vector4::Axis max_axis_index() const;
  63. Vector4 min(const Vector4 &p_vector4) const {
  64. return Vector4(MIN(x, p_vector4.x), MIN(y, p_vector4.y), MIN(z, p_vector4.z), MIN(w, p_vector4.w));
  65. }
  66. Vector4 minf(real_t p_scalar) const {
  67. return Vector4(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar), MIN(w, p_scalar));
  68. }
  69. Vector4 max(const Vector4 &p_vector4) const {
  70. return Vector4(MAX(x, p_vector4.x), MAX(y, p_vector4.y), MAX(z, p_vector4.z), MAX(w, p_vector4.w));
  71. }
  72. Vector4 maxf(real_t p_scalar) const {
  73. return Vector4(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar), MAX(w, p_scalar));
  74. }
  75. _FORCE_INLINE_ real_t length_squared() const;
  76. bool is_equal_approx(const Vector4 &p_vec4) const;
  77. bool is_zero_approx() const;
  78. real_t length() const;
  79. void normalize();
  80. Vector4 normalized() const;
  81. bool is_normalized() const;
  82. real_t distance_to(const Vector4 &p_to) const;
  83. real_t distance_squared_to(const Vector4 &p_to) const;
  84. Vector4 direction_to(const Vector4 &p_to) const;
  85. Vector4 abs() const;
  86. Vector4 sign() const;
  87. Vector4 floor() const;
  88. Vector4 ceil() const;
  89. Vector4 round() const;
  90. Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
  91. Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
  92. 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;
  93. Vector4 posmod(const real_t p_mod) const;
  94. Vector4 posmodv(const Vector4 &p_modv) const;
  95. void snap(const Vector4 &p_step);
  96. void snapf(real_t p_step);
  97. Vector4 snapped(const Vector4 &p_step) const;
  98. Vector4 snappedf(real_t p_step) const;
  99. Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
  100. Vector4 clampf(real_t p_min, real_t p_max) const;
  101. Vector4 inverse() const;
  102. _FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
  103. _FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
  104. _FORCE_INLINE_ void operator-=(const Vector4 &p_vec4);
  105. _FORCE_INLINE_ void operator*=(const Vector4 &p_vec4);
  106. _FORCE_INLINE_ void operator/=(const Vector4 &p_vec4);
  107. _FORCE_INLINE_ void operator*=(const real_t &s);
  108. _FORCE_INLINE_ void operator/=(const real_t &s);
  109. _FORCE_INLINE_ Vector4 operator+(const Vector4 &p_vec4) const;
  110. _FORCE_INLINE_ Vector4 operator-(const Vector4 &p_vec4) const;
  111. _FORCE_INLINE_ Vector4 operator*(const Vector4 &p_vec4) const;
  112. _FORCE_INLINE_ Vector4 operator/(const Vector4 &p_vec4) const;
  113. _FORCE_INLINE_ Vector4 operator-() const;
  114. _FORCE_INLINE_ Vector4 operator*(const real_t &s) const;
  115. _FORCE_INLINE_ Vector4 operator/(const real_t &s) const;
  116. _FORCE_INLINE_ bool operator==(const Vector4 &p_vec4) const;
  117. _FORCE_INLINE_ bool operator!=(const Vector4 &p_vec4) const;
  118. _FORCE_INLINE_ bool operator>(const Vector4 &p_vec4) const;
  119. _FORCE_INLINE_ bool operator<(const Vector4 &p_vec4) const;
  120. _FORCE_INLINE_ bool operator>=(const Vector4 &p_vec4) const;
  121. _FORCE_INLINE_ bool operator<=(const Vector4 &p_vec4) const;
  122. operator String() const;
  123. _FORCE_INLINE_ Vector4() {}
  124. _FORCE_INLINE_ Vector4(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
  125. x(p_x),
  126. y(p_y),
  127. z(p_z),
  128. w(p_w) {
  129. }
  130. Vector4(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 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. };
  143. real_t Vector4::dot(const Vector4 &p_vec4) const {
  144. return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w;
  145. }
  146. real_t Vector4::length_squared() const {
  147. return dot(*this);
  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 Vector4 &p_vec4) {
  162. x *= p_vec4.x;
  163. y *= p_vec4.y;
  164. z *= p_vec4.z;
  165. w *= p_vec4.w;
  166. }
  167. void Vector4::operator/=(const Vector4 &p_vec4) {
  168. x /= p_vec4.x;
  169. y /= p_vec4.y;
  170. z /= p_vec4.z;
  171. w /= p_vec4.w;
  172. }
  173. void Vector4::operator*=(const real_t &s) {
  174. x *= s;
  175. y *= s;
  176. z *= s;
  177. w *= s;
  178. }
  179. void Vector4::operator/=(const real_t &s) {
  180. *this *= 1.0f / s;
  181. }
  182. Vector4 Vector4::operator+(const Vector4 &p_vec4) const {
  183. return Vector4(x + p_vec4.x, y + p_vec4.y, z + p_vec4.z, w + p_vec4.w);
  184. }
  185. Vector4 Vector4::operator-(const Vector4 &p_vec4) const {
  186. return Vector4(x - p_vec4.x, y - p_vec4.y, z - p_vec4.z, w - p_vec4.w);
  187. }
  188. Vector4 Vector4::operator*(const Vector4 &p_vec4) const {
  189. return Vector4(x * p_vec4.x, y * p_vec4.y, z * p_vec4.z, w * p_vec4.w);
  190. }
  191. Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
  192. return Vector4(x / p_vec4.x, y / p_vec4.y, z / p_vec4.z, w / p_vec4.w);
  193. }
  194. Vector4 Vector4::operator-() const {
  195. return Vector4(-x, -y, -z, -w);
  196. }
  197. Vector4 Vector4::operator*(const real_t &s) const {
  198. return Vector4(x * s, y * s, z * s, w * s);
  199. }
  200. Vector4 Vector4::operator/(const real_t &s) const {
  201. return *this * (1.0f / s);
  202. }
  203. bool Vector4::operator==(const Vector4 &p_vec4) const {
  204. return x == p_vec4.x && y == p_vec4.y && z == p_vec4.z && w == p_vec4.w;
  205. }
  206. bool Vector4::operator!=(const Vector4 &p_vec4) const {
  207. return x != p_vec4.x || y != p_vec4.y || z != p_vec4.z || w != p_vec4.w;
  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. bool Vector4::operator>=(const Vector4 &p_v) const {
  246. if (x == p_v.x) {
  247. if (y == p_v.y) {
  248. if (z == p_v.z) {
  249. return w >= p_v.w;
  250. }
  251. return z > p_v.z;
  252. }
  253. return y > p_v.y;
  254. }
  255. return x > p_v.x;
  256. }
  257. _FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
  258. return p_vec * p_scalar;
  259. }
  260. _FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) {
  261. return p_vec * p_scalar;
  262. }
  263. _FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) {
  264. return p_vec * p_scalar;
  265. }
  266. _FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
  267. return p_vec * p_scalar;
  268. }
  269. } // namespace godot
  270. #endif // GODOT_VECTOR4_HPP