Files
godot-cpp/include/godot_cpp/variant/vector2.hpp
Rémi Verschelde 7e3321d1b2 Use forward declares for vector math types
Adds operators to convert from int vector types to float vector types
as done in the upstream engine implementations.
2022-02-20 12:04:08 +01:00

270 lines
8.1 KiB
C++

/*************************************************************************/
/* vector2.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef GODOT_VECTOR2_HPP
#define GODOT_VECTOR2_HPP
#include <godot_cpp/core/math.hpp>
namespace godot {
class String;
class Vector2i;
class Vector2 {
_FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
friend class Variant;
public:
enum Axis {
AXIS_X,
AXIS_Y,
};
union {
real_t x = 0;
real_t width;
};
union {
real_t y = 0;
real_t height;
};
inline real_t &operator[](int p_idx) {
return p_idx ? y : x;
}
inline const real_t &operator[](int p_idx) const {
return p_idx ? y : x;
}
void normalize();
Vector2 normalized() const;
bool is_normalized() const;
real_t length() const;
real_t length_squared() const;
Vector2 min(const Vector2 &p_vector2) const {
return Vector2(Math::min(x, p_vector2.x), Math::min(y, p_vector2.y));
}
Vector2 max(const Vector2 &p_vector2) const {
return Vector2(Math::max(x, p_vector2.x), Math::max(y, p_vector2.y));
}
real_t distance_to(const Vector2 &p_vector2) const;
real_t distance_squared_to(const Vector2 &p_vector2) const;
real_t angle_to(const Vector2 &p_vector2) const;
real_t angle_to_point(const Vector2 &p_vector2) const;
inline Vector2 direction_to(const Vector2 &p_to) const;
real_t dot(const Vector2 &p_other) const;
real_t cross(const Vector2 &p_other) const;
Vector2 posmod(const real_t p_mod) const;
Vector2 posmodv(const Vector2 &p_modv) const;
Vector2 project(const Vector2 &p_to) const;
Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
Vector2 clamped(real_t p_len) const;
inline Vector2 lerp(const Vector2 &p_to, real_t p_weight) const;
inline Vector2 slerp(const Vector2 &p_to, real_t p_weight) const;
Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const;
Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
Vector2 slide(const Vector2 &p_normal) const;
Vector2 bounce(const Vector2 &p_normal) const;
Vector2 reflect(const Vector2 &p_normal) const;
bool is_equal_approx(const Vector2 &p_v) const;
Vector2 operator+(const Vector2 &p_v) const;
void operator+=(const Vector2 &p_v);
Vector2 operator-(const Vector2 &p_v) const;
void operator-=(const Vector2 &p_v);
Vector2 operator*(const Vector2 &p_v1) const;
Vector2 operator*(const real_t &rvalue) const;
void operator*=(const real_t &rvalue);
void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
Vector2 operator/(const Vector2 &p_v1) const;
Vector2 operator/(const real_t &rvalue) const;
void operator/=(const real_t &rvalue);
void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; }
Vector2 operator-() const;
bool operator==(const Vector2 &p_vec2) const;
bool operator!=(const Vector2 &p_vec2) const;
bool operator<(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y < p_vec2.y) : (x < p_vec2.x); }
bool operator>(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y > p_vec2.y) : (x > p_vec2.x); }
bool operator<=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
real_t angle() const;
inline Vector2 abs() const {
return Vector2(Math::abs(x), Math::abs(y));
}
Vector2 rotated(real_t p_by) const;
Vector2 orthogonal() const {
return Vector2(y, -x);
}
Vector2 sign() const;
Vector2 floor() const;
Vector2 ceil() const;
Vector2 round() const;
Vector2 snapped(const Vector2 &p_by) const;
real_t aspect() const { return width / height; }
operator String() const;
operator Vector2i() const;
inline Vector2() {}
inline Vector2(real_t p_x, real_t p_y) {
x = p_x;
y = p_y;
}
};
inline Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
return p_vec - *this * (dot(p_vec) - p_d);
}
inline Vector2 operator*(float p_scalar, const Vector2 &p_vec) {
return p_vec * (real_t)p_scalar;
}
inline Vector2 operator*(double p_scalar, const Vector2 &p_vec) {
return p_vec * (real_t)p_scalar;
}
inline Vector2 operator*(int32_t p_scalar, const Vector2 &p_vec) {
return p_vec * (real_t)p_scalar;
}
inline Vector2 operator*(int64_t p_scalar, const Vector2 &p_vec) {
return p_vec * (real_t)p_scalar;
}
inline Vector2 Vector2::operator+(const Vector2 &p_v) const {
return Vector2(x + p_v.x, y + p_v.y);
}
inline void Vector2::operator+=(const Vector2 &p_v) {
x += p_v.x;
y += p_v.y;
}
inline Vector2 Vector2::operator-(const Vector2 &p_v) const {
return Vector2(x - p_v.x, y - p_v.y);
}
inline void Vector2::operator-=(const Vector2 &p_v) {
x -= p_v.x;
y -= p_v.y;
}
inline Vector2 Vector2::operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
}
inline Vector2 Vector2::operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
}
inline void Vector2::operator*=(const real_t &rvalue) {
x *= rvalue;
y *= rvalue;
}
inline Vector2 Vector2::operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
}
inline Vector2 Vector2::operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
}
inline void Vector2::operator/=(const real_t &rvalue) {
x /= rvalue;
y /= rvalue;
}
inline Vector2 Vector2::operator-() const {
return Vector2(-x, -y);
}
inline bool Vector2::operator==(const Vector2 &p_vec2) const {
return x == p_vec2.x && y == p_vec2.y;
}
inline bool Vector2::operator!=(const Vector2 &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}
Vector2 Vector2::lerp(const Vector2 &p_to, real_t p_weight) const {
Vector2 res = *this;
res.x += (p_weight * (p_to.x - x));
res.y += (p_weight * (p_to.y - y));
return res;
}
Vector2 Vector2::slerp(const Vector2 &p_to, real_t p_weight) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(!is_normalized(), Vector2());
#endif
real_t theta = angle_to(p_to);
return rotated(theta * p_weight);
}
Vector2 Vector2::direction_to(const Vector2 &p_to) const {
Vector2 ret(p_to.x - x, p_to.y - y);
ret.normalize();
return ret;
}
typedef Vector2 Size2;
typedef Vector2 Point2;
} // namespace godot
#endif // GODOT_VECTOR2_HPP