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. bool is_finite() const;
  79. real_t length() const;
  80. void normalize();
  81. Vector4 normalized() const;
  82. bool is_normalized() const;
  83. real_t distance_to(const Vector4 &p_to) const;
  84. real_t distance_squared_to(const Vector4 &p_to) const;
  85. Vector4 direction_to(const Vector4 &p_to) const;
  86. Vector4 abs() const;
  87. Vector4 sign() const;
  88. Vector4 floor() const;
  89. Vector4 ceil() const;
  90. Vector4 round() const;
  91. Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
  92. Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
  93. 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;
  94. Vector4 posmod(const real_t p_mod) const;
  95. Vector4 posmodv(const Vector4 &p_modv) const;
  96. void snap(const Vector4 &p_step);
  97. void snapf(real_t p_step);
  98. Vector4 snapped(const Vector4 &p_step) const;
  99. Vector4 snappedf(real_t p_step) const;
  100. Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
  101. Vector4 clampf(real_t p_min, real_t p_max) const;
  102. Vector4 inverse() const;
  103. _FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
  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 Vector4 &p_vec4);
  108. _FORCE_INLINE_ void operator*=(const real_t &s);
  109. _FORCE_INLINE_ void operator/=(const real_t &s);
  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 Vector4 &p_vec4) const;
  114. _FORCE_INLINE_ Vector4 operator-() const;
  115. _FORCE_INLINE_ Vector4 operator*(const real_t &s) const;
  116. _FORCE_INLINE_ Vector4 operator/(const real_t &s) 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. _FORCE_INLINE_ bool operator<=(const Vector4 &p_vec4) const;
  123. operator String() const;
  124. _FORCE_INLINE_ Vector4() {}
  125. _FORCE_INLINE_ Vector4(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
  126. x(p_x),
  127. y(p_y),
  128. z(p_z),
  129. w(p_w) {
  130. }
  131. Vector4(const Vector4 &p_vec4) :
  132. x(p_vec4.x),
  133. y(p_vec4.y),
  134. z(p_vec4.z),
  135. w(p_vec4.w) {
  136. }
  137. void operator=(const Vector4 &p_vec4) {
  138. x = p_vec4.x;
  139. y = p_vec4.y;
  140. z = p_vec4.z;
  141. w = p_vec4.w;
  142. }
  143. };
  144. real_t Vector4::dot(const Vector4 &p_vec4) const {
  145. return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w;
  146. }
  147. real_t Vector4::length_squared() const {
  148. return dot(*this);
  149. }
  150. void Vector4::operator+=(const Vector4 &p_vec4) {
  151. x += p_vec4.x;
  152. y += p_vec4.y;
  153. z += p_vec4.z;
  154. w += p_vec4.w;
  155. }
  156. void Vector4::operator-=(const Vector4 &p_vec4) {
  157. x -= p_vec4.x;
  158. y -= p_vec4.y;
  159. z -= p_vec4.z;
  160. w -= p_vec4.w;
  161. }
  162. void Vector4::operator*=(const Vector4 &p_vec4) {
  163. x *= p_vec4.x;
  164. y *= p_vec4.y;
  165. z *= p_vec4.z;
  166. w *= p_vec4.w;
  167. }
  168. void Vector4::operator/=(const Vector4 &p_vec4) {
  169. x /= p_vec4.x;
  170. y /= p_vec4.y;
  171. z /= p_vec4.z;
  172. w /= p_vec4.w;
  173. }
  174. void Vector4::operator*=(const real_t &s) {
  175. x *= s;
  176. y *= s;
  177. z *= s;
  178. w *= s;
  179. }
  180. void Vector4::operator/=(const real_t &s) {
  181. *this *= 1.0f / s;
  182. }
  183. Vector4 Vector4::operator+(const Vector4 &p_vec4) const {
  184. return Vector4(x + p_vec4.x, y + p_vec4.y, z + p_vec4.z, w + p_vec4.w);
  185. }
  186. Vector4 Vector4::operator-(const Vector4 &p_vec4) const {
  187. return Vector4(x - p_vec4.x, y - p_vec4.y, z - p_vec4.z, w - p_vec4.w);
  188. }
  189. Vector4 Vector4::operator*(const Vector4 &p_vec4) const {
  190. return Vector4(x * p_vec4.x, y * p_vec4.y, z * p_vec4.z, w * p_vec4.w);
  191. }
  192. Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
  193. return Vector4(x / p_vec4.x, y / p_vec4.y, z / p_vec4.z, w / p_vec4.w);
  194. }
  195. Vector4 Vector4::operator-() const {
  196. return Vector4(-x, -y, -z, -w);
  197. }
  198. Vector4 Vector4::operator*(const real_t &s) const {
  199. return Vector4(x * s, y * s, z * s, w * s);
  200. }
  201. Vector4 Vector4::operator/(const real_t &s) const {
  202. return *this * (1.0f / s);
  203. }
  204. bool Vector4::operator==(const Vector4 &p_vec4) const {
  205. return x == p_vec4.x && y == p_vec4.y && z == p_vec4.z && w == p_vec4.w;
  206. }
  207. bool Vector4::operator!=(const Vector4 &p_vec4) const {
  208. return x != p_vec4.x || y != p_vec4.y || z != p_vec4.z || w != p_vec4.w;
  209. }
  210. bool Vector4::operator<(const Vector4 &p_v) const {
  211. if (x == p_v.x) {
  212. if (y == p_v.y) {
  213. if (z == p_v.z) {
  214. return w < p_v.w;
  215. }
  216. return z < p_v.z;
  217. }
  218. return y < p_v.y;
  219. }
  220. return x < p_v.x;
  221. }
  222. bool Vector4::operator>(const Vector4 &p_v) const {
  223. if (x == p_v.x) {
  224. if (y == p_v.y) {
  225. if (z == p_v.z) {
  226. return w > p_v.w;
  227. }
  228. return z > p_v.z;
  229. }
  230. return y > p_v.y;
  231. }
  232. return x > p_v.x;
  233. }
  234. bool Vector4::operator<=(const Vector4 &p_v) const {
  235. if (x == p_v.x) {
  236. if (y == p_v.y) {
  237. if (z == p_v.z) {
  238. return w <= p_v.w;
  239. }
  240. return z < p_v.z;
  241. }
  242. return y < p_v.y;
  243. }
  244. return x < p_v.x;
  245. }
  246. bool Vector4::operator>=(const Vector4 &p_v) const {
  247. if (x == p_v.x) {
  248. if (y == p_v.y) {
  249. if (z == p_v.z) {
  250. return w >= p_v.w;
  251. }
  252. return z > p_v.z;
  253. }
  254. return y > p_v.y;
  255. }
  256. return x > p_v.x;
  257. }
  258. _FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
  259. return p_vec * p_scalar;
  260. }
  261. _FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) {
  262. return p_vec * p_scalar;
  263. }
  264. _FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) {
  265. return p_vec * p_scalar;
  266. }
  267. _FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
  268. return p_vec * p_scalar;
  269. }
  270. } // namespace godot
  271. #endif // GODOT_VECTOR4_HPP