Add bindings for Vector4, Vector4i, Projection built-in types.

This commit is contained in:
bruvzg
2022-07-20 23:49:08 +03:00
parent 8772a7faca
commit 91c56a0ad1
28 changed files with 8732 additions and 4959 deletions

View File

@@ -31,6 +31,7 @@
#ifndef GODOT_VECTOR2I_HPP
#define GODOT_VECTOR2I_HPP
#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/math.hpp>
namespace godot {
@@ -50,19 +51,43 @@ public:
};
union {
int32_t x = 0;
int32_t width;
};
union {
int32_t y = 0;
int32_t height;
struct {
union {
int32_t x;
int32_t width;
};
union {
int32_t y;
int32_t height;
};
};
int32_t coord[2] = { 0 };
};
inline int32_t &operator[](int p_idx) {
return p_idx ? y : x;
_FORCE_INLINE_ int32_t &operator[](int p_idx) {
DEV_ASSERT((unsigned int)p_idx < 2);
return coord[p_idx];
}
inline const int32_t &operator[](int p_idx) const {
return p_idx ? y : x;
_FORCE_INLINE_ const int32_t &operator[](int p_idx) const {
DEV_ASSERT((unsigned int)p_idx < 2);
return coord[p_idx];
}
_FORCE_INLINE_ Vector2i::Axis min_axis_index() const {
return x < y ? Vector2i::AXIS_X : Vector2i::AXIS_Y;
}
_FORCE_INLINE_ Vector2i::Axis max_axis_index() const {
return x < y ? Vector2i::AXIS_Y : Vector2i::AXIS_X;
}
Vector2i min(const Vector2i &p_vector2i) const {
return Vector2i(MIN(x, p_vector2i.x), MIN(y, p_vector2i.y));
}
Vector2i max(const Vector2i &p_vector2i) const {
return Vector2i(MAX(x, p_vector2i.x), MAX(y, p_vector2i.y));
}
Vector2i operator+(const Vector2i &p_v) const;
@@ -92,38 +117,40 @@ public:
bool operator==(const Vector2i &p_vec2) const;
bool operator!=(const Vector2i &p_vec2) const;
int64_t length_squared() const;
double length() const;
real_t aspect() const { return width / (real_t)height; }
Vector2i sign() const { return Vector2i(Math::sign(x), Math::sign(y)); }
Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); }
Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
operator String() const;
operator Vector2() const;
inline Vector2i() {}
inline Vector2i(int32_t p_x, int32_t p_y) {
inline Vector2i(const int32_t p_x, const int32_t p_y) {
x = p_x;
y = p_y;
}
};
inline Vector2i operator*(const int32_t &p_scalar, const Vector2i &p_vector) {
// Multiplication operators required to workaround issues with LLVM using implicit conversion.
_FORCE_INLINE_ Vector2i operator*(const int32_t p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
inline Vector2i operator*(const int64_t &p_scalar, const Vector2i &p_vector) {
return p_vector * (int32_t)p_scalar;
_FORCE_INLINE_ Vector2i operator*(const int64_t p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
inline Vector2i operator*(const float &p_scalar, const Vector2i &p_vector) {
float x = (float)p_vector.x * p_scalar;
float y = (float)p_vector.y * p_scalar;
return Vector2i((int32_t)round(x), (int32_t)round(y));
_FORCE_INLINE_ Vector2i operator*(const float p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
inline Vector2i operator*(const double &p_scalar, const Vector2i &p_vector) {
double x = (double)p_vector.x * p_scalar;
double y = (double)p_vector.y * p_scalar;
return Vector2i((int32_t)round(x), (int32_t)round(y));
_FORCE_INLINE_ Vector2i operator*(const double p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
typedef Vector2i Size2i;