vector2.h 11 KB

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  1. /*************************************************************************/
  2. /* vector2.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  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 VECTOR2_H
  31. #define VECTOR2_H
  32. #include "core/math/math_funcs.h"
  33. #include "core/string/ustring.h"
  34. struct Vector2i;
  35. struct Vector2 {
  36. enum Axis {
  37. AXIS_X,
  38. AXIS_Y,
  39. };
  40. union {
  41. real_t x = 0;
  42. real_t width;
  43. };
  44. union {
  45. real_t y = 0;
  46. real_t height;
  47. };
  48. _FORCE_INLINE_ real_t &operator[](int p_idx) {
  49. return p_idx ? y : x;
  50. }
  51. _FORCE_INLINE_ const real_t &operator[](int p_idx) const {
  52. return p_idx ? y : x;
  53. }
  54. void normalize();
  55. Vector2 normalized() const;
  56. bool is_normalized() const;
  57. real_t length() const;
  58. real_t length_squared() const;
  59. Vector2 min(const Vector2 &p_vector2) const {
  60. return Vector2(MIN(x, p_vector2.x), MIN(y, p_vector2.y));
  61. }
  62. Vector2 max(const Vector2 &p_vector2) const {
  63. return Vector2(MAX(x, p_vector2.x), MAX(y, p_vector2.y));
  64. }
  65. real_t distance_to(const Vector2 &p_vector2) const;
  66. real_t distance_squared_to(const Vector2 &p_vector2) const;
  67. real_t angle_to(const Vector2 &p_vector2) const;
  68. real_t angle_to_point(const Vector2 &p_vector2) const;
  69. _FORCE_INLINE_ Vector2 direction_to(const Vector2 &p_to) const;
  70. real_t dot(const Vector2 &p_other) const;
  71. real_t cross(const Vector2 &p_other) const;
  72. Vector2 posmod(const real_t p_mod) const;
  73. Vector2 posmodv(const Vector2 &p_modv) const;
  74. Vector2 project(const Vector2 &p_to) const;
  75. Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
  76. Vector2 clamped(real_t p_len) const;
  77. _FORCE_INLINE_ Vector2 lerp(const Vector2 &p_to, real_t p_weight) const;
  78. _FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, real_t p_weight) const;
  79. Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const;
  80. Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
  81. Vector2 slide(const Vector2 &p_normal) const;
  82. Vector2 bounce(const Vector2 &p_normal) const;
  83. Vector2 reflect(const Vector2 &p_normal) const;
  84. bool is_equal_approx(const Vector2 &p_v) const;
  85. Vector2 operator+(const Vector2 &p_v) const;
  86. void operator+=(const Vector2 &p_v);
  87. Vector2 operator-(const Vector2 &p_v) const;
  88. void operator-=(const Vector2 &p_v);
  89. Vector2 operator*(const Vector2 &p_v1) const;
  90. Vector2 operator*(const real_t &rvalue) const;
  91. void operator*=(const real_t &rvalue);
  92. void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
  93. Vector2 operator/(const Vector2 &p_v1) const;
  94. Vector2 operator/(const real_t &rvalue) const;
  95. void operator/=(const real_t &rvalue);
  96. void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; }
  97. Vector2 operator-() const;
  98. bool operator==(const Vector2 &p_vec2) const;
  99. bool operator!=(const Vector2 &p_vec2) const;
  100. bool operator<(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y < p_vec2.y) : (x < p_vec2.x); }
  101. bool operator>(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y > p_vec2.y) : (x > p_vec2.x); }
  102. bool operator<=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
  103. bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
  104. real_t angle() const;
  105. _FORCE_INLINE_ Vector2 abs() const {
  106. return Vector2(Math::abs(x), Math::abs(y));
  107. }
  108. Vector2 rotated(real_t p_by) const;
  109. Vector2 orthogonal() const {
  110. return Vector2(y, -x);
  111. }
  112. Vector2 sign() const;
  113. Vector2 floor() const;
  114. Vector2 ceil() const;
  115. Vector2 round() const;
  116. Vector2 snapped(const Vector2 &p_by) const;
  117. real_t aspect() const { return width / height; }
  118. operator String() const { return String::num(x) + ", " + String::num(y); }
  119. _FORCE_INLINE_ Vector2() {}
  120. _FORCE_INLINE_ Vector2(real_t p_x, real_t p_y) {
  121. x = p_x;
  122. y = p_y;
  123. }
  124. };
  125. _FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
  126. return p_vec - *this * (dot(p_vec) - p_d);
  127. }
  128. _FORCE_INLINE_ Vector2 operator*(float p_scalar, const Vector2 &p_vec) {
  129. return p_vec * p_scalar;
  130. }
  131. _FORCE_INLINE_ Vector2 operator*(double p_scalar, const Vector2 &p_vec) {
  132. return p_vec * p_scalar;
  133. }
  134. _FORCE_INLINE_ Vector2 operator*(int32_t p_scalar, const Vector2 &p_vec) {
  135. return p_vec * p_scalar;
  136. }
  137. _FORCE_INLINE_ Vector2 operator*(int64_t p_scalar, const Vector2 &p_vec) {
  138. return p_vec * p_scalar;
  139. }
  140. _FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const {
  141. return Vector2(x + p_v.x, y + p_v.y);
  142. }
  143. _FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) {
  144. x += p_v.x;
  145. y += p_v.y;
  146. }
  147. _FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const {
  148. return Vector2(x - p_v.x, y - p_v.y);
  149. }
  150. _FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) {
  151. x -= p_v.x;
  152. y -= p_v.y;
  153. }
  154. _FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
  155. return Vector2(x * p_v1.x, y * p_v1.y);
  156. }
  157. _FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
  158. return Vector2(x * rvalue, y * rvalue);
  159. }
  160. _FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
  161. x *= rvalue;
  162. y *= rvalue;
  163. }
  164. _FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
  165. return Vector2(x / p_v1.x, y / p_v1.y);
  166. }
  167. _FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
  168. return Vector2(x / rvalue, y / rvalue);
  169. }
  170. _FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
  171. x /= rvalue;
  172. y /= rvalue;
  173. }
  174. _FORCE_INLINE_ Vector2 Vector2::operator-() const {
  175. return Vector2(-x, -y);
  176. }
  177. _FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
  178. return x == p_vec2.x && y == p_vec2.y;
  179. }
  180. _FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
  181. return x != p_vec2.x || y != p_vec2.y;
  182. }
  183. Vector2 Vector2::lerp(const Vector2 &p_to, real_t p_weight) const {
  184. Vector2 res = *this;
  185. res.x += (p_weight * (p_to.x - x));
  186. res.y += (p_weight * (p_to.y - y));
  187. return res;
  188. }
  189. Vector2 Vector2::slerp(const Vector2 &p_to, real_t p_weight) const {
  190. #ifdef MATH_CHECKS
  191. ERR_FAIL_COND_V_MSG(!is_normalized(), Vector2(), "The start Vector2 must be normalized.");
  192. #endif
  193. real_t theta = angle_to(p_to);
  194. return rotated(theta * p_weight);
  195. }
  196. Vector2 Vector2::direction_to(const Vector2 &p_to) const {
  197. Vector2 ret(p_to.x - x, p_to.y - y);
  198. ret.normalize();
  199. return ret;
  200. }
  201. typedef Vector2 Size2;
  202. typedef Vector2 Point2;
  203. /* INTEGER STUFF */
  204. struct Vector2i {
  205. enum Axis {
  206. AXIS_X,
  207. AXIS_Y,
  208. };
  209. union {
  210. int32_t x = 0;
  211. int32_t width;
  212. };
  213. union {
  214. int32_t y = 0;
  215. int32_t height;
  216. };
  217. _FORCE_INLINE_ int32_t &operator[](int p_idx) {
  218. return p_idx ? y : x;
  219. }
  220. _FORCE_INLINE_ const int32_t &operator[](int p_idx) const {
  221. return p_idx ? y : x;
  222. }
  223. Vector2i operator+(const Vector2i &p_v) const;
  224. void operator+=(const Vector2i &p_v);
  225. Vector2i operator-(const Vector2i &p_v) const;
  226. void operator-=(const Vector2i &p_v);
  227. Vector2i operator*(const Vector2i &p_v1) const;
  228. Vector2i operator*(const int32_t &rvalue) const;
  229. void operator*=(const int32_t &rvalue);
  230. Vector2i operator/(const Vector2i &p_v1) const;
  231. Vector2i operator/(const int32_t &rvalue) const;
  232. void operator/=(const int32_t &rvalue);
  233. Vector2i operator%(const Vector2i &p_v1) const;
  234. Vector2i operator%(const int32_t &rvalue) const;
  235. void operator%=(const int32_t &rvalue);
  236. Vector2i operator-() const;
  237. bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
  238. bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
  239. bool operator<=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
  240. bool operator>=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
  241. bool operator==(const Vector2i &p_vec2) const;
  242. bool operator!=(const Vector2i &p_vec2) const;
  243. real_t aspect() const { return width / (real_t)height; }
  244. Vector2i sign() const { return Vector2i(SGN(x), SGN(y)); }
  245. Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); }
  246. operator String() const { return String::num(x) + ", " + String::num(y); }
  247. operator Vector2() const { return Vector2(x, y); }
  248. inline Vector2i() {}
  249. inline Vector2i(const Vector2 &p_vec2) {
  250. x = (int32_t)p_vec2.x;
  251. y = (int32_t)p_vec2.y;
  252. }
  253. inline Vector2i(int32_t p_x, int32_t p_y) {
  254. x = p_x;
  255. y = p_y;
  256. }
  257. };
  258. _FORCE_INLINE_ Vector2i operator*(const int32_t &p_scalar, const Vector2i &p_vector) {
  259. return p_vector * p_scalar;
  260. }
  261. _FORCE_INLINE_ Vector2i operator*(const int64_t &p_scalar, const Vector2i &p_vector) {
  262. return p_vector * p_scalar;
  263. }
  264. _FORCE_INLINE_ Vector2i operator*(const float &p_scalar, const Vector2i &p_vector) {
  265. return p_vector * p_scalar;
  266. }
  267. _FORCE_INLINE_ Vector2i operator*(const double &p_scalar, const Vector2i &p_vector) {
  268. return p_vector * p_scalar;
  269. }
  270. typedef Vector2i Size2i;
  271. typedef Vector2i Point2i;
  272. #endif // VECTOR2_H