Browse Source

Allow clamping vectors and colors

Aaron Franke 4 years ago
parent
commit
2e13e3ed4a

+ 8 - 0
core/math/color.cpp

@@ -211,6 +211,14 @@ bool Color::is_equal_approx(const Color &p_color) const {
 	return Math::is_equal_approx(r, p_color.r) && Math::is_equal_approx(g, p_color.g) && Math::is_equal_approx(b, p_color.b) && Math::is_equal_approx(a, p_color.a);
 }
 
+Color Color::clamp(const Color &p_min, const Color &p_max) const {
+	return Color(
+			CLAMP(r, p_min.r, p_max.r),
+			CLAMP(g, p_min.g, p_max.g),
+			CLAMP(b, p_min.b, p_max.b),
+			CLAMP(a, p_min.a, p_max.a));
+}
+
 void Color::invert() {
 	r = 1.0 - r;
 	g = 1.0 - g;

+ 1 - 0
core/math/color.h

@@ -89,6 +89,7 @@ struct Color {
 
 	bool is_equal_approx(const Color &p_color) const;
 
+	Color clamp(const Color &p_min = Color(0, 0, 0, 0), const Color &p_max = Color(1, 1, 1, 1)) const;
 	void invert();
 	Color inverted() const;
 

+ 12 - 0
core/math/vector2.cpp

@@ -122,6 +122,12 @@ Vector2 Vector2::project(const Vector2 &p_to) const {
 	return p_to * (dot(p_to) / p_to.length_squared());
 }
 
+Vector2 Vector2::clamp(const Vector2 &p_min, const Vector2 &p_max) const {
+	return Vector2(
+			CLAMP(x, p_min.x, p_max.x),
+			CLAMP(y, p_min.y, p_max.y));
+}
+
 Vector2 Vector2::snapped(const Vector2 &p_step) const {
 	return Vector2(
 			Math::snapped(x, p_step.x),
@@ -189,6 +195,12 @@ bool Vector2::is_equal_approx(const Vector2 &p_v) const {
 
 /* Vector2i */
 
+Vector2i Vector2i::clamp(const Vector2i &p_min, const Vector2i &p_max) const {
+	return Vector2i(
+			CLAMP(x, p_min.x, p_max.x),
+			CLAMP(y, p_min.y, p_max.y));
+}
+
 Vector2i Vector2i::operator+(const Vector2i &p_v) const {
 	return Vector2i(x + p_v.x, y + p_v.y);
 }

+ 2 - 0
core/math/vector2.h

@@ -162,6 +162,7 @@ struct Vector2 {
 	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 { return String::num(x) + ", " + String::num(y); }
@@ -337,6 +338,7 @@ struct Vector2i {
 	real_t aspect() const { return width / (real_t)height; }
 	Vector2i sign() const { return Vector2i(SGN(x), SGN(y)); }
 	Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); }
+	Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
 
 	operator String() const { return String::num(x) + ", " + String::num(y); }
 

+ 7 - 0
core/math/vector3.cpp

@@ -52,6 +52,13 @@ real_t Vector3::get_axis(int p_axis) const {
 	return operator[](p_axis);
 }
 
+Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
+	return Vector3(
+			CLAMP(x, p_min.x, p_max.x),
+			CLAMP(y, p_min.y, p_max.y),
+			CLAMP(z, p_min.z, p_max.z));
+}
+
 void Vector3::snap(Vector3 p_step) {
 	x = Math::snapped(x, p_step.x);
 	y = Math::snapped(y, p_step.y);

+ 1 - 0
core/math/vector3.h

@@ -113,6 +113,7 @@ struct Vector3 {
 	_FORCE_INLINE_ Vector3 sign() const;
 	_FORCE_INLINE_ Vector3 ceil() const;
 	_FORCE_INLINE_ Vector3 round() const;
+	Vector3 clamp(const Vector3 &p_min, const Vector3 &p_max) const;
 
 	_FORCE_INLINE_ real_t distance_to(const Vector3 &p_to) const;
 	_FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_to) const;

+ 7 - 0
core/math/vector3i.cpp

@@ -48,6 +48,13 @@ int Vector3i::max_axis() const {
 	return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
 }
 
+Vector3i Vector3i::clamp(const Vector3i &p_min, const Vector3i &p_max) const {
+	return Vector3i(
+			CLAMP(x, p_min.x, p_max.x),
+			CLAMP(y, p_min.y, p_max.y),
+			CLAMP(z, p_min.z, p_max.z));
+}
+
 Vector3i::operator String() const {
 	return (itos(x) + ", " + itos(y) + ", " + itos(z));
 }

+ 1 - 0
core/math/vector3i.h

@@ -69,6 +69,7 @@ struct Vector3i {
 
 	_FORCE_INLINE_ Vector3i abs() const;
 	_FORCE_INLINE_ Vector3i sign() const;
+	Vector3i clamp(const Vector3i &p_min, const Vector3i &p_max) const;
 
 	/* Operators */
 

+ 5 - 0
core/variant/variant_call.cpp

@@ -1443,6 +1443,7 @@ static void _register_variant_builtin_methods() {
 	bind_method(Vector2, cross, sarray("with"), varray());
 	bind_method(Vector2, abs, sarray(), varray());
 	bind_method(Vector2, sign, sarray(), varray());
+	bind_method(Vector2, clamp, sarray("min", "max"), varray());
 	bind_method(Vector2, snapped, sarray("step"), varray());
 
 	/* Vector2i */
@@ -1450,6 +1451,7 @@ static void _register_variant_builtin_methods() {
 	bind_method(Vector2i, aspect, sarray(), varray());
 	bind_method(Vector2i, sign, sarray(), varray());
 	bind_method(Vector2i, abs, sarray(), varray());
+	bind_method(Vector2i, clamp, sarray("min", "max"), varray());
 
 	/* Rect2 */
 
@@ -1498,6 +1500,7 @@ static void _register_variant_builtin_methods() {
 	bind_method(Vector3, is_normalized, sarray(), varray());
 	bind_method(Vector3, is_equal_approx, sarray("to"), varray());
 	bind_method(Vector3, inverse, sarray(), varray());
+	bind_method(Vector3, clamp, sarray("min", "max"), varray());
 	bind_method(Vector3, snapped, sarray("step"), varray());
 	bind_method(Vector3, rotated, sarray("by_axis", "phi"), varray());
 	bind_method(Vector3, lerp, sarray("to", "weight"), varray());
@@ -1526,6 +1529,7 @@ static void _register_variant_builtin_methods() {
 	bind_method(Vector3i, max_axis, sarray(), varray());
 	bind_method(Vector3i, sign, sarray(), varray());
 	bind_method(Vector3i, abs, sarray(), varray());
+	bind_method(Vector3i, clamp, sarray("min", "max"), varray());
 
 	/* Plane */
 
@@ -1563,6 +1567,7 @@ static void _register_variant_builtin_methods() {
 	bind_method(Color, to_abgr64, sarray(), varray());
 	bind_method(Color, to_rgba64, sarray(), varray());
 
+	bind_method(Color, clamp, sarray("min", "max"), varray(Color(0, 0, 0, 0), Color(1, 1, 1, 1)));
 	bind_method(Color, inverted, sarray(), varray());
 	bind_method(Color, lerp, sarray("to", "weight"), varray());
 	bind_method(Color, lightened, sarray("amount"), varray());

+ 11 - 0
doc/classes/Color.xml

@@ -136,6 +136,17 @@
 				[/codeblocks]
 			</description>
 		</method>
+		<method name="clamp" qualifiers="const">
+			<return type="Color">
+			</return>
+			<argument index="0" name="min" type="Color" default="Color( 0, 0, 0, 0 )">
+			</argument>
+			<argument index="1" name="max" type="Color" default="Color( 1, 1, 1, 1 )">
+			</argument>
+			<description>
+				Returns a new color with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
+			</description>
+		</method>
 		<method name="darkened" qualifiers="const">
 			<return type="Color">
 			</return>

+ 11 - 0
doc/classes/Vector2.xml

@@ -110,6 +110,17 @@
 				Returns the vector with all components rounded up (towards positive infinity).
 			</description>
 		</method>
+		<method name="clamp" qualifiers="const">
+			<return type="Vector2">
+			</return>
+			<argument index="0" name="min" type="Vector2">
+			</argument>
+			<argument index="1" name="max" type="Vector2">
+			</argument>
+			<description>
+				Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
+			</description>
+		</method>
 		<method name="cross" qualifiers="const">
 			<return type="float">
 			</return>

+ 11 - 0
doc/classes/Vector2i.xml

@@ -64,6 +64,17 @@
 				Returns the ratio of [member x] to [member y].
 			</description>
 		</method>
+		<method name="clamp" qualifiers="const">
+			<return type="Vector2i">
+			</return>
+			<argument index="0" name="min" type="Vector2i">
+			</argument>
+			<argument index="1" name="max" type="Vector2i">
+			</argument>
+			<description>
+				Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
+			</description>
+		</method>
 		<method name="operator !=" qualifiers="operator">
 			<return type="bool">
 			</return>

+ 11 - 0
doc/classes/Vector3.xml

@@ -87,6 +87,17 @@
 				Returns a new vector with all components rounded up (towards positive infinity).
 			</description>
 		</method>
+		<method name="clamp" qualifiers="const">
+			<return type="Vector3">
+			</return>
+			<argument index="0" name="min" type="Vector3">
+			</argument>
+			<argument index="1" name="max" type="Vector3">
+			</argument>
+			<description>
+				Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
+			</description>
+		</method>
 		<method name="cross" qualifiers="const">
 			<return type="Vector3">
 			</return>

+ 11 - 0
doc/classes/Vector3i.xml

@@ -58,6 +58,17 @@
 			<description>
 			</description>
 		</method>
+		<method name="clamp" qualifiers="const">
+			<return type="Vector3i">
+			</return>
+			<argument index="0" name="min" type="Vector3i">
+			</argument>
+			<argument index="1" name="max" type="Vector3i">
+			</argument>
+			<description>
+				Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
+			</description>
+		</method>
 		<method name="max_axis" qualifiers="const">
 			<return type="int">
 			</return>

+ 21 - 0
modules/mono/glue/GodotSharp/GodotSharp/Core/Color.cs

@@ -256,6 +256,27 @@ namespace Godot
             return res;
         }
 
+        /// <summary>
+        /// Returns a new color with all components clamped between the
+        /// components of `min` and `max` using
+        /// <see cref="Mathf.Clamp(float, float, float)"/>.
+        /// </summary>
+        /// <param name="min">The color with minimum allowed values.</param>
+        /// <param name="max">The color with maximum allowed values.</param>
+        /// <returns>The color with all components clamped.</returns>
+        public Color Clamp(Color? min = null, Color? max = null)
+        {
+            Color minimum = min ?? new Color(0, 0, 0, 0);
+            Color maximum = max ?? new Color(1, 1, 1, 1);
+            return new Color
+            (
+                (float)Mathf.Clamp(r, minimum.r, maximum.r),
+                (float)Mathf.Clamp(g, minimum.g, maximum.g),
+                (float)Mathf.Clamp(b, minimum.b, maximum.b),
+                (float)Mathf.Clamp(a, minimum.a, maximum.a)
+            );
+        }
+
         /// <summary>
         /// Returns a new color resulting from making this color darker
         /// by the specified ratio (on the range of 0 to 1).

+ 17 - 0
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs

@@ -159,6 +159,23 @@ namespace Godot
             return new Vector2(Mathf.Ceil(x), Mathf.Ceil(y));
         }
 
+        /// <summary>
+        /// Returns a new vector with all components clamped between the
+        /// components of `min` and `max` using
+        /// <see cref="Mathf.Clamp(real_t, real_t, real_t)"/>.
+        /// </summary>
+        /// <param name="min">The vector with minimum allowed values.</param>
+        /// <param name="max">The vector with maximum allowed values.</param>
+        /// <returns>The vector with all components clamped.</returns>
+        public Vector2 Clamp(Vector2 min, Vector2 max)
+        {
+            return new Vector2
+            (
+                Mathf.Clamp(x, min.x, max.x),
+                Mathf.Clamp(y, min.y, max.y)
+            );
+        }
+
         /// <summary>
         /// Returns the cross product of this vector and `b`.
         /// </summary>

+ 17 - 0
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2i.cs

@@ -119,6 +119,23 @@ namespace Godot
             return x / (real_t)y;
         }
 
+        /// <summary>
+        /// Returns a new vector with all components clamped between the
+        /// components of `min` and `max` using
+        /// <see cref="Mathf.Clamp(int, int, int)"/>.
+        /// </summary>
+        /// <param name="min">The vector with minimum allowed values.</param>
+        /// <param name="max">The vector with maximum allowed values.</param>
+        /// <returns>The vector with all components clamped.</returns>
+        public Vector2i Clamp(Vector2i min, Vector2i max)
+        {
+            return new Vector2i
+            (
+                Mathf.Clamp(x, min.x, max.x),
+                Mathf.Clamp(y, min.y, max.y)
+            );
+        }
+
         /// <summary>
         /// Returns the cross product of this vector and `b`.
         /// </summary>

+ 18 - 0
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs

@@ -139,6 +139,24 @@ namespace Godot
             return new Vector3(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z));
         }
 
+        /// <summary>
+        /// Returns a new vector with all components clamped between the
+        /// components of `min` and `max` using
+        /// <see cref="Mathf.Clamp(real_t, real_t, real_t)"/>.
+        /// </summary>
+        /// <param name="min">The vector with minimum allowed values.</param>
+        /// <param name="max">The vector with maximum allowed values.</param>
+        /// <returns>The vector with all components clamped.</returns>
+        public Vector3 Clamp(Vector3 min, Vector3 max)
+        {
+            return new Vector3
+            (
+                Mathf.Clamp(x, min.x, max.x),
+                Mathf.Clamp(y, min.y, max.y),
+                Mathf.Clamp(z, min.z, max.z)
+            );
+        }
+
         /// <summary>
         /// Returns the cross product of this vector and `b`.
         /// </summary>

+ 18 - 0
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3i.cs

@@ -88,6 +88,24 @@ namespace Godot
             return new Vector3i(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
         }
 
+        /// <summary>
+        /// Returns a new vector with all components clamped between the
+        /// components of `min` and `max` using
+        /// <see cref="Mathf.Clamp(int, int, int)"/>.
+        /// </summary>
+        /// <param name="min">The vector with minimum allowed values.</param>
+        /// <param name="max">The vector with maximum allowed values.</param>
+        /// <returns>The vector with all components clamped.</returns>
+        public Vector3i Clamp(Vector3i min, Vector3i max)
+        {
+            return new Vector3i
+            (
+                Mathf.Clamp(x, min.x, max.x),
+                Mathf.Clamp(y, min.y, max.y),
+                Mathf.Clamp(z, min.z, max.z)
+            );
+        }
+
         /// <summary>
         /// Returns the squared distance between this vector and `b`.
         /// This method runs faster than <see cref="DistanceTo"/>, so prefer it if