/*************************************************************************/ /* vector2.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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. */ /*************************************************************************/ #include "vector2.h" real_t vector2_length(const Vector2 *v) { return math_sqrtf(v->x * v->x + v->y * v->y); } real_t vector2_length_squared(const Vector2 *v) { return v->x * v->x + v->y * v->y; } void vector2_normalize(Vector2 *v) { real_t l = v->x * v->x + v->y * v->y; if (l != 0) { l = math_sqrtf(l); v->x /= l; v->y /= l; } } Vector2 vector2_normalized(Vector2 v) { vector2_normalize(&v); return v; } bool vector2_is_normalized(const Vector2 *v) { // use length_squared() instead of length() to avoid sqrt(), makes it more stringent. return math_is_equal_approxft(vector2_length_squared(v), 1, (real_t)UNIT_EPSILON); } real_t vector2_dot(const Vector2 *self, const Vector2 *p_other) { return self->x * p_other->x + self->y * p_other->y; } real_t vector2_cross(const Vector2 *self, const Vector2 *p_other) { return self->x * p_other->y - self->y * p_other->x; } real_t vector2_distance_to(const Vector2 *self, const Vector2 *p_vector2) { return math_sqrtf((self->x - p_vector2->x) * (self->x - p_vector2->x) + (self->y - p_vector2->y) * (self->y - p_vector2->y)); } real_t vector2_distance_squared_to(const Vector2 *self, const Vector2 *p_vector2) { return (self->x - p_vector2->x) * (self->x - p_vector2->x) + (self->y - p_vector2->y) * (self->y - p_vector2->y); } real_t vector2_angle_to(const Vector2 *self, const Vector2 *p_vector2) { return math_atan2f(vector2_cross(self, p_vector2), vector2_dot(self, p_vector2)); } real_t vector2_angle_to_point(const Vector2 *self, const Vector2 *p_vector2) { return math_atan2f(self->y - p_vector2->y, self->x - p_vector2->x); } real_t vector2_angle(const Vector2 *self) { return math_atan2f(self->y, self->x); } Vector2 vector2_rotated(const Vector2 *self, real_t p_by) { Vector2 v; vector2_set_rotation(&v, vector2_angle(self) + p_by); vector2_mul_eqs(&v, vector2_length(&v)); return v; } Vector2 vector2_posmod(Vector2 *self, const real_t p_mod) { return vector2_create(math_fposmodf(self->x, p_mod), math_fposmodf(self->y, p_mod)); } Vector2 vector2_posmodv(Vector2 *self, const Vector2 *p_modv) { return vector2_create(math_fposmodf(self->x, p_modv->x), math_fposmodf(self->y, p_modv->y)); } Vector2 vector2_project(Vector2 *self, const Vector2 *p_to) { return vector2_muls(p_to, (vector2_dot(self, p_to) / vector2_length_squared(p_to))); } Vector2 vector2_clamped(Vector2 *self, real_t p_len) { //WARN_DEPRECATED_MSG("'Vector2.clamped()' is deprecated because it has been renamed to 'limit_length'."); real_t l = vector2_length(self); Vector2 v = vector2_createv(self); if (l > 0 && p_len < l) { vector2_div_eqs(&v, l); vector2_mul_eqs(&v, p_len); } return v; } Vector2 vector2_limit_length(Vector2 *self, const real_t p_len) { const real_t l = vector2_length(self); Vector2 v = vector2_createv(self); if (l > 0 && p_len < l) { vector2_div_eqs(&v, l); vector2_mul_eqs(&v, p_len); } return v; } Vector2 vector2_limit_length1(Vector2 *self) { const real_t l = vector2_length(self); Vector2 v = vector2_createv(self); vector2_div_eqs(&v, 1); return v; } Vector2 vector2_sign(Vector2 *self) { return vector2_create(SGN(self->x), SGN(self->y)); } Vector2 vector2_floor(Vector2 *self) { return vector2_create(math_floorf(self->x), math_floorf(self->y)); } Vector2 vector2_ceil(Vector2 *self) { return vector2_create(math_ceilf(self->x), math_ceilf(self->y)); } Vector2 vector2_round(Vector2 *self) { return vector2_create(math_roundf(self->x), math_roundf(self->y)); } Vector2 vector2_snapped(Vector2 *self, const Vector2 *p_by) { return vector2_create( math_stepifyf(self->x, p_by->x), math_stepifyf(self->y, p_by->y)); } Vector2 vector2_cubic_interpolate(const Vector2 *self, const Vector2 *p_b, const Vector2 *p_pre_a, const Vector2 *p_post_b, real_t p_weight) { Vector2 p0 = *p_pre_a; Vector2 p1 = *self; Vector2 p2 = *p_b; Vector2 p3 = *p_post_b; Vector2 np0 = vector2_neg(&p0); real_t t = p_weight; real_t t2 = t * t; real_t t3 = t2 * t; /* Vector2 out; out = 0.5f * ((p1 * 2) + (-p0 + p2) * t + (2 * p0 - 5 * p1 + 4 * p2 - p3) * t2 + (-p0 + 3 * p1 - 3 * p2 + p3) * t3); */ real_t x = 0.5f * ((p1.x * 2) + (np0.x + p2.x) * t + (2 * p0.x - 5 * p1.x + 4 * p2.x - p3.x) * t2 + (np0.x + 3 * p1.x - 3 * p2.x + p3.x) * t3); real_t y = 0.5f * ((p1.y * 2) + (np0.y + p2.y) * t + (2 * p0.y - 5 * p1.y + 4 * p2.y - p3.y) * t2 + (np0.y + 3 * p1.y - 3 * p2.y + p3.y) * t3); return vector2_create(x, y); } Vector2 vector2_move_toward(const Vector2 *self, const Vector2 *p_to, const real_t p_delta) { Vector2 v = *self; Vector2 vd = vector2_subv(p_to, &v); real_t len = vector2_length(&vd); return len <= p_delta || len < (real_t)CMP_EPSILON ? *p_to : vector2_divsc(vector2_addv(&v, &vd), len * p_delta); } // slide returns the component of the vector along the given plane, specified by its normal vector. Vector2 vector2_slide(const Vector2 *self, const Vector2 *p_normal) { #ifdef MATH_CHECKS ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 must be normalized."); #endif return vector2_mulsc(vector2_subv(self, p_normal), vector2_dot(self, p_normal)); } Vector2 vector2_bounce(const Vector2 *self, const Vector2 *p_normal) { return vector2_negc(vector2_reflect(self, p_normal)); } Vector2 vector2_reflect(const Vector2 *self, const Vector2 *p_normal) { #ifdef MATH_CHECKS //ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 must be normalized."); #endif return vector2_subvc(vector2_mulsc(vector2_muls(p_normal, vector2_dot(self, p_normal)), 2), *self); } bool vector2_is_equal_approx(const Vector2 *self, const Vector2 *p_v) { return math_is_equal_approxf(self->x, p_v->x) && math_is_equal_approxf(self->y, p_v->y); }