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+/*************************************************************************/
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+/* vector2.h */
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+/*************************************************************************/
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+/* This file is part of: */
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+/* GODOT ENGINE */
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+/* https://godotengine.org */
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+/*************************************************************************/
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+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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+/* */
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+/* Permission is hereby granted, free of charge, to any person obtaining */
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+/* a copy of this software and associated documentation files (the */
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+/* "Software"), to deal in the Software without restriction, including */
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+/* without limitation the rights to use, copy, modify, merge, publish, */
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+/* distribute, sublicense, and/or sell copies of the Software, and to */
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+/* permit persons to whom the Software is furnished to do so, subject to */
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+/* the following conditions: */
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+/* */
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+/* The above copyright notice and this permission notice shall be */
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+/* included in all copies or substantial portions of the Software. */
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+/* */
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+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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+/*************************************************************************/
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+
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+#ifndef VECTOR2_H
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+#define VECTOR2_H
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+
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+#include "math_funcs.h"
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+#include "ustring.h"
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+
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+struct Vector2 {
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+
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+ union {
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+ real_t x;
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+ real_t width;
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+ };
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+ union {
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+ real_t y;
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+ real_t height;
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+ };
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+
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+ _FORCE_INLINE_ real_t &operator[](int p_idx) {
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+ return p_idx ? y : x;
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+ }
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+ _FORCE_INLINE_ const real_t &operator[](int p_idx) const {
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+ return p_idx ? y : x;
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+ }
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+
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+ void normalize();
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+ Vector2 normalized() const;
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+ bool is_normalized() const;
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+
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+ real_t length() const;
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+ real_t length_squared() const;
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+
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+ real_t distance_to(const Vector2 &p_vector2) const;
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+ real_t distance_squared_to(const Vector2 &p_vector2) const;
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+ real_t angle_to(const Vector2 &p_vector2) const;
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+ real_t angle_to_point(const Vector2 &p_vector2) const;
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+
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+ real_t dot(const Vector2 &p_other) const;
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+ real_t cross(const Vector2 &p_other) const;
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+ Vector2 project(const Vector2 &p_vec) const;
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+
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+ Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
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+
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+ Vector2 clamped(real_t p_len) const;
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+
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+ _FORCE_INLINE_ static Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t);
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+ _FORCE_INLINE_ Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const;
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+ _FORCE_INLINE_ Vector2 slerp(const Vector2 &p_b, real_t p_t) const;
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+ Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const;
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+
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+ Vector2 slide(const Vector2 &p_normal) const;
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+ Vector2 bounce(const Vector2 &p_normal) const;
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+ Vector2 reflect(const Vector2 &p_normal) const;
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+
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+ Vector2 operator+(const Vector2 &p_v) const;
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+ void operator+=(const Vector2 &p_v);
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+ Vector2 operator-(const Vector2 &p_v) const;
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+ void operator-=(const Vector2 &p_v);
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+ Vector2 operator*(const Vector2 &p_v1) const;
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+
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+ Vector2 operator*(const real_t &rvalue) const;
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+ void operator*=(const real_t &rvalue);
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+ void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
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+
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+ Vector2 operator/(const Vector2 &p_v1) const;
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+
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+ Vector2 operator/(const real_t &rvalue) const;
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+
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+ void operator/=(const real_t &rvalue);
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+
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+ Vector2 operator-() const;
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+
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+ bool operator==(const Vector2 &p_vec2) const;
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+ bool operator!=(const Vector2 &p_vec2) const;
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+
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+ bool operator<(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
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+ bool operator<=(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y <= p_vec2.y) : (x <= p_vec2.x); }
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+
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+ real_t angle() const;
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+
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+ void set_rotation(real_t p_radians) {
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+
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+ x = Math::cos(p_radians);
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+ y = Math::sin(p_radians);
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+ }
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+
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+ _FORCE_INLINE_ Vector2 abs() const {
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+
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+ return Vector2(Math::abs(x), Math::abs(y));
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+ }
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+
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+ Vector2 rotated(real_t p_by) const;
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+ Vector2 tangent() const {
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+
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+ return Vector2(y, -x);
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+ }
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+
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+ Vector2 floor() const;
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+ Vector2 ceil() const;
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+ Vector2 round() const;
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+ Vector2 snapped(const Vector2 &p_by) const;
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+ real_t aspect() const { return width / height; }
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+
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+ operator String() const { return String::num(x) + ", " + String::num(y); }
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+
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+ _FORCE_INLINE_ Vector2(real_t p_x, real_t p_y) {
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+ x = p_x;
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+ y = p_y;
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+ }
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+ _FORCE_INLINE_ Vector2() {
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+ x = 0;
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+ y = 0;
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+ }
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+};
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+
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+_FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
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+
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+ return p_vec - *this * (dot(p_vec) - p_d);
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+}
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+
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+_FORCE_INLINE_ Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {
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+
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+ return p_vec * p_scalar;
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+}
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+
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+_FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const {
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+
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+ return Vector2(x + p_v.x, y + p_v.y);
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+}
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+_FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) {
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+
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+ x += p_v.x;
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+ y += p_v.y;
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+}
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+_FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const {
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+
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+ return Vector2(x - p_v.x, y - p_v.y);
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+}
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+_FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) {
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+
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+ x -= p_v.x;
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+ y -= p_v.y;
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+}
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+
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+_FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
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+
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+ return Vector2(x * p_v1.x, y * p_v1.y);
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+};
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+
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+_FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
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+
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+ return Vector2(x * rvalue, y * rvalue);
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+};
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+_FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
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+
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+ x *= rvalue;
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+ y *= rvalue;
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+};
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+
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+_FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
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+
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+ return Vector2(x / p_v1.x, y / p_v1.y);
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+};
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+
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+_FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
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+
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+ return Vector2(x / rvalue, y / rvalue);
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+};
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+
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+_FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
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+
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+ x /= rvalue;
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+ y /= rvalue;
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+};
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+
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+_FORCE_INLINE_ Vector2 Vector2::operator-() const {
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+
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+ return Vector2(-x, -y);
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+}
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+
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+_FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
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+
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+ return x == p_vec2.x && y == p_vec2.y;
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+}
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+_FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
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+
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+ return x != p_vec2.x || y != p_vec2.y;
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+}
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+
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+Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const {
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+
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+ Vector2 res = *this;
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+
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+ res.x += (p_t * (p_b.x - x));
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+ res.y += (p_t * (p_b.y - y));
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+
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+ return res;
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+}
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+
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+Vector2 Vector2::slerp(const Vector2 &p_b, real_t p_t) const {
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+#ifdef MATH_CHECKS
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+ ERR_FAIL_COND_V(is_normalized() == false, Vector2());
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+#endif
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+ real_t theta = angle_to(p_b);
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+ return rotated(theta * p_t);
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+}
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+
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+Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
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+
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+ Vector2 res = p_a;
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+
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+ res.x += (p_t * (p_b.x - p_a.x));
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+ res.y += (p_t * (p_b.y - p_a.y));
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+
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+ return res;
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+}
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+
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+typedef Vector2 Size2;
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+typedef Vector2 Point2;
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+
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+#endif // VECTOR2_H
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