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- /*************************************************************************/
- /* Vector2.hpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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 VECTOR2_H
- #define VECTOR2_H
- #include <gdnative/vector2.h>
- #include "Defs.hpp"
- #include <Math.hpp>
- namespace godot {
- class String;
- struct Vector2 {
- enum Axis {
- AXIS_X = 0,
- AXIS_Y,
- AXIS_COUNT
- };
- static const Vector2 ZERO;
- static const Vector2 ONE;
- static const Vector2 INF;
- // Coordinate system of the 2D engine
- static const Vector2 LEFT;
- static const Vector2 RIGHT;
- static const Vector2 UP;
- static const Vector2 DOWN;
- union {
- real_t x;
- real_t width;
- };
- union {
- real_t y;
- real_t height;
- };
- inline Vector2(real_t p_x, real_t p_y) {
- x = p_x;
- y = p_y;
- }
- inline Vector2() {
- x = 0;
- y = 0;
- }
- inline real_t &operator[](int p_idx) {
- return p_idx ? y : x;
- }
- inline const real_t &operator[](int p_idx) const {
- return p_idx ? y : x;
- }
- inline Vector2 operator+(const Vector2 &p_v) const {
- return Vector2(x + p_v.x, y + p_v.y);
- }
- inline void operator+=(const Vector2 &p_v) {
- x += p_v.x;
- y += p_v.y;
- }
- inline Vector2 operator-(const Vector2 &p_v) const {
- return Vector2(x - p_v.x, y - p_v.y);
- }
- inline void operator-=(const Vector2 &p_v) {
- x -= p_v.x;
- y -= p_v.y;
- }
- inline Vector2 operator*(const Vector2 &p_v1) const {
- return Vector2(x * p_v1.x, y * p_v1.y);
- }
- inline Vector2 operator*(const real_t &rvalue) const {
- return Vector2(x * rvalue, y * rvalue);
- }
- inline void operator*=(const real_t &rvalue) {
- x *= rvalue;
- y *= rvalue;
- }
- inline void operator*=(const Vector2 &rvalue) {
- *this = *this * rvalue;
- }
- inline Vector2 operator/(const Vector2 &p_v1) const {
- return Vector2(x / p_v1.x, y / p_v1.y);
- }
- inline Vector2 operator/(const real_t &rvalue) const {
- return Vector2(x / rvalue, y / rvalue);
- }
- inline void operator/=(const real_t &rvalue) {
- x /= rvalue;
- y /= rvalue;
- }
- inline Vector2 operator-() const {
- return Vector2(-x, -y);
- }
- bool operator==(const Vector2 &p_vec2) const;
- bool operator!=(const Vector2 &p_vec2) const;
- inline bool operator<(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
- inline bool operator<=(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y <= p_vec2.y) : (x <= p_vec2.x); }
- inline void normalize() {
- real_t l = x * x + y * y;
- if (l != 0) {
- l = sqrt(l);
- x /= l;
- y /= l;
- }
- }
- inline Vector2 normalized() const {
- Vector2 v = *this;
- v.normalize();
- return v;
- }
- inline real_t length() const {
- return sqrt(x * x + y * y);
- }
- inline real_t length_squared() const {
- return x * x + y * y;
- }
- inline real_t distance_to(const Vector2 &p_vector2) const {
- return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
- }
- inline real_t distance_squared_to(const Vector2 &p_vector2) const {
- return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
- }
- inline real_t angle_to(const Vector2 &p_vector2) const {
- return atan2(cross(p_vector2), dot(p_vector2));
- }
- inline real_t angle_to_point(const Vector2 &p_vector2) const {
- return atan2(y - p_vector2.y, x - p_vector2.x);
- }
- inline Vector2 direction_to(const Vector2 &p_b) const {
- Vector2 ret(p_b.x - x, p_b.y - y);
- ret.normalize();
- return ret;
- }
- inline real_t dot(const Vector2 &p_other) const {
- return x * p_other.x + y * p_other.y;
- }
- inline real_t cross(const Vector2 &p_other) const {
- return x * p_other.y - y * p_other.x;
- }
- inline Vector2 cross(real_t p_other) const {
- return Vector2(p_other * y, -p_other * x);
- }
- Vector2 project(const Vector2 &p_vec) const;
- Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
- Vector2 clamped(real_t p_len) const;
- static inline Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
- Vector2 res = p_a;
- res.x += (p_t * (p_b.x - p_a.x));
- res.y += (p_t * (p_b.y - p_a.y));
- return res;
- }
- inline Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const {
- Vector2 res = *this;
- res.x += (p_t * (p_b.x - x));
- res.y += (p_t * (p_b.y - y));
- return res;
- }
- Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const;
- Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const {
- Vector2 v = *this;
- Vector2 vd = p_to - v;
- real_t len = vd.length();
- return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta;
- }
- inline Vector2 slide(const Vector2 &p_vec) const {
- return p_vec - *this * this->dot(p_vec);
- }
- inline Vector2 bounce(const Vector2 &p_normal) const {
- return -reflect(p_normal);
- }
- inline Vector2 reflect(const Vector2 &p_normal) const {
- return -(*this - p_normal * this->dot(p_normal) * 2.0);
- }
- inline real_t angle() const {
- return atan2(y, x);
- }
- inline void set_rotation(real_t p_radians) {
- x = cosf(p_radians);
- y = sinf(p_radians);
- }
- inline Vector2 abs() const {
- return Vector2(fabs(x), fabs(y));
- }
- inline Vector2 rotated(real_t p_by) const {
- Vector2 v;
- v.set_rotation(angle() + p_by);
- v *= length();
- return v;
- }
- inline Vector2 tangent() const {
- return Vector2(y, -x);
- }
- inline Vector2 floor() const {
- return Vector2(Math::floor(x), Math::floor(y));
- }
- inline Vector2 snapped(const Vector2 &p_by) const {
- return Vector2(
- Math::stepify(x, p_by.x),
- Math::stepify(y, p_by.y));
- }
- inline real_t aspect() const { return width / height; }
- operator String() const;
- };
- inline Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {
- return p_vec * p_scalar;
- }
- namespace Math {
- // Convenience, since they exist in GDScript
- inline Vector2 cartesian2polar(Vector2 v) {
- return Vector2(Math::sqrt(v.x * v.x + v.y * v.y), Math::atan2(v.y, v.x));
- }
- inline Vector2 polar2cartesian(Vector2 v) {
- // x == radius
- // y == angle
- return Vector2(v.x * Math::cos(v.y), v.x * Math::sin(v.y));
- }
- } // namespace Math
- } // namespace godot
- #endif // VECTOR2_H
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