Update Vector4/4i to match the engine

This commit is contained in:
Aaron Franke
2022-09-19 17:57:54 -05:00
parent d479208a8f
commit fc879c04c8
4 changed files with 150 additions and 68 deletions

View File

@@ -44,6 +44,8 @@ class Vector4 {
friend class Variant;
public:
static const int AXIS_COUNT = 4;
enum Axis {
AXIS_X,
AXIS_Y,
@@ -61,30 +63,46 @@ public:
real_t components[4] = { 0, 0, 0, 0 };
};
_FORCE_INLINE_ real_t &operator[](int idx) {
return components[idx];
_FORCE_INLINE_ real_t &operator[](const int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 4);
return components[p_axis];
}
_FORCE_INLINE_ const real_t &operator[](int idx) const {
return components[idx];
_FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 4);
return components[p_axis];
}
Vector4::Axis min_axis_index() const;
Vector4::Axis max_axis_index() const;
_FORCE_INLINE_ real_t length_squared() const;
bool is_equal_approx(const Vector4 &p_vec4) const;
bool is_zero_approx() const;
real_t length() const;
void normalize();
Vector4 normalized() const;
bool is_normalized() const;
real_t distance_to(const Vector4 &p_to) const;
real_t distance_squared_to(const Vector4 &p_to) const;
Vector4 direction_to(const Vector4 &p_to) const;
Vector4 abs() const;
Vector4 sign() const;
Vector4 floor() const;
Vector4 ceil() const;
Vector4 round() const;
Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
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;
Vector4::Axis min_axis_index() const;
Vector4::Axis max_axis_index() const;
Vector4 posmod(const real_t p_mod) const;
Vector4 posmodv(const Vector4 &p_modv) const;
void snap(const Vector4 &p_step);
Vector4 snapped(const Vector4 &p_step) const;
Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
Vector4 inverse() const;
Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
_FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
_FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
@@ -197,7 +215,7 @@ Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
}
Vector4 Vector4::operator-() const {
return Vector4(x, y, z, w);
return Vector4(-x, -y, -z, -w);
}
Vector4 Vector4::operator*(const real_t &s) const {
@@ -221,15 +239,12 @@ bool Vector4::operator<(const Vector4 &p_v) const {
if (y == p_v.y) {
if (z == p_v.z) {
return w < p_v.w;
} else {
return z < p_v.z;
}
} else {
return y < p_v.y;
return z < p_v.z;
}
} else {
return x < p_v.x;
return y < p_v.y;
}
return x < p_v.x;
}
bool Vector4::operator>(const Vector4 &p_v) const {
@@ -237,15 +252,12 @@ bool Vector4::operator>(const Vector4 &p_v) const {
if (y == p_v.y) {
if (z == p_v.z) {
return w > p_v.w;
} else {
return z > p_v.z;
}
} else {
return y > p_v.y;
return z > p_v.z;
}
} else {
return x > p_v.x;
return y > p_v.y;
}
return x > p_v.x;
}
bool Vector4::operator<=(const Vector4 &p_v) const {
@@ -253,15 +265,12 @@ bool Vector4::operator<=(const Vector4 &p_v) const {
if (y == p_v.y) {
if (z == p_v.z) {
return w <= p_v.w;
} else {
return z < p_v.z;
}
} else {
return y < p_v.y;
return z < p_v.z;
}
} else {
return x < p_v.x;
return y < p_v.y;
}
return x < p_v.x;
}
bool Vector4::operator>=(const Vector4 &p_v) const {
@@ -269,15 +278,12 @@ bool Vector4::operator>=(const Vector4 &p_v) const {
if (y == p_v.y) {
if (z == p_v.z) {
return w >= p_v.w;
} else {
return z > p_v.z;
}
} else {
return y > p_v.y;
return z > p_v.z;
}
} else {
return x > p_v.x;
return y > p_v.y;
}
return x > p_v.x;
}
_FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
@@ -298,4 +304,4 @@ _FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
} // namespace godot
#endif // GODOT_VECTOR3_HPP
#endif // GODOT_VECTOR4_HPP

View File

@@ -45,6 +45,8 @@ class Vector4i {
friend class Variant;
public:
static const int AXIS_COUNT = 4;
enum Axis {
AXIS_X,
AXIS_Y,
@@ -64,10 +66,12 @@ public:
};
_FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 4);
return coord[p_axis];
}
_FORCE_INLINE_ int32_t &operator[](const int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 4);
return coord[p_axis];
}
@@ -137,11 +141,11 @@ double Vector4i::length() const {
}
Vector4i Vector4i::abs() const {
return Vector4i(ABS(x), ABS(y), ABS(z), ABS(w));
return Vector4i(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
}
Vector4i Vector4i::sign() const {
return Vector4i(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
return Vector4i(Math::sign(x), Math::sign(y), Math::sign(z), Math::sign(w));
}
/* Operators */