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

@@ -30,29 +30,82 @@
#include <godot_cpp/variant/vector4.hpp>
#include <godot_cpp/variant/basis.hpp>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/vector4i.hpp>
namespace godot {
Vector4::Axis Vector4::min_axis_index() const {
uint32_t min_index = 0;
real_t min_value = x;
for (uint32_t i = 1; i < 4; i++) {
if (operator[](i) <= min_value) {
min_index = i;
min_value = operator[](i);
}
}
return Vector4::Axis(min_index);
}
Vector4::Axis Vector4::max_axis_index() const {
uint32_t max_index = 0;
real_t max_value = x;
for (uint32_t i = 1; i < 4; i++) {
if (operator[](i) > max_value) {
max_index = i;
max_value = operator[](i);
}
}
return Vector4::Axis(max_index);
}
bool Vector4::is_equal_approx(const Vector4 &p_vec4) const {
return Math::is_equal_approx(x, p_vec4.x) && Math::is_equal_approx(y, p_vec4.y) && Math::is_equal_approx(z, p_vec4.z) && Math::is_equal_approx(w, p_vec4.w);
}
bool Vector4::is_zero_approx() const {
return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z) && Math::is_zero_approx(w);
}
real_t Vector4::length() const {
return Math::sqrt(length_squared());
}
void Vector4::normalize() {
*this /= length();
real_t lengthsq = length_squared();
if (lengthsq == 0) {
x = y = z = w = 0;
} else {
real_t length = Math::sqrt(lengthsq);
x /= length;
y /= length;
z /= length;
w /= length;
}
}
Vector4 Vector4::normalized() const {
return *this / length();
Vector4 v = *this;
v.normalize();
return v;
}
bool Vector4::is_normalized() const {
return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON); // use less epsilon
return Math::is_equal_approx(length_squared(), (real_t)1, (real_t)UNIT_EPSILON);
}
real_t Vector4::distance_to(const Vector4 &p_to) const {
return (p_to - *this).length();
}
real_t Vector4::distance_squared_to(const Vector4 &p_to) const {
return (p_to - *this).length_squared();
}
Vector4 Vector4::direction_to(const Vector4 &p_to) const {
Vector4 ret(p_to.x - x, p_to.y - y, p_to.z - z, p_to.w - w);
ret.normalize();
return ret;
}
Vector4 Vector4::abs() const {
@@ -75,10 +128,6 @@ Vector4 Vector4::round() const {
return Vector4(Math::round(x), Math::round(y), Math::round(z), Math::round(w));
}
Vector4 Vector4::inverse() const {
return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
}
Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const {
return Vector4(
x + (p_weight * (p_to.x - x)),
@@ -87,28 +136,47 @@ Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const {
w + (p_weight * (p_to.w - w)));
}
Vector4::Axis Vector4::min_axis_index() const {
uint32_t min_index = 0;
real_t min_value = x;
for (uint32_t i = 1; i < 4; i++) {
if (operator[](i) < min_value) {
min_index = i;
min_value = operator[](i);
}
}
return Vector4::Axis(min_index);
Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const {
Vector4 res = *this;
res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight);
res.w = Math::cubic_interpolate(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight);
return res;
}
Vector4::Axis Vector4::max_axis_index() const {
uint32_t max_index = 0;
real_t max_value = x;
for (uint32_t i = 1; i < 4; i++) {
if (operator[](i) > max_value) {
max_index = i;
max_value = operator[](i);
}
}
return Vector4::Axis(max_index);
Vector4 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 res = *this;
res.x = Math::cubic_interpolate_in_time(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
res.y = Math::cubic_interpolate_in_time(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
res.z = Math::cubic_interpolate_in_time(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
res.w = Math::cubic_interpolate_in_time(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
return res;
}
Vector4 Vector4::posmod(const real_t p_mod) const {
return Vector4(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod), Math::fposmod(w, p_mod));
}
Vector4 Vector4::posmodv(const Vector4 &p_modv) const {
return Vector4(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z), Math::fposmod(w, p_modv.w));
}
void Vector4::snap(const Vector4 &p_step) {
x = Math::snapped(x, p_step.x);
y = Math::snapped(y, p_step.y);
z = Math::snapped(z, p_step.z);
w = Math::snapped(w, p_step.w);
}
Vector4 Vector4::snapped(const Vector4 &p_step) const {
Vector4 v = *this;
v.snap(p_step);
return v;
}
Vector4 Vector4::inverse() const {
return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
}
Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const {
@@ -123,4 +191,6 @@ Vector4::operator String() const {
return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ", " + String::num_real(w, false) + ")";
}
static_assert(sizeof(Vector4) == 4 * sizeof(real_t));
} // namespace godot

View File

@@ -49,7 +49,7 @@ Vector4i::Axis Vector4i::min_axis_index() const {
uint32_t min_index = 0;
int32_t min_value = x;
for (uint32_t i = 1; i < 4; i++) {
if (operator[](i) < min_value) {
if (operator[](i) <= min_value) {
min_index = i;
min_value = operator[](i);
}
@@ -86,10 +86,12 @@ Vector4i::operator Vector4() const {
}
Vector4i::Vector4i(const Vector4 &p_vec4) {
x = p_vec4.x;
y = p_vec4.y;
z = p_vec4.z;
w = p_vec4.w;
x = (int32_t)p_vec4.x;
y = (int32_t)p_vec4.y;
z = (int32_t)p_vec4.z;
w = (int32_t)p_vec4.w;
}
static_assert(sizeof(Vector4i) == 4 * sizeof(int32_t));
} // namespace godot