/*************************************************************************/ /* vector2.h */ /*************************************************************************/ /* 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. */ /*************************************************************************/ #ifndef VECTOR2_H #define VECTOR2_H #include "core/math/math_funcs.h" struct Vector2i; static const int VECTOR2_AXIS_COUNT = 2; enum Vector2Axis { VECTOR2_AXIS_X, VECTOR2_AXIS_Y, }; typedef struct _NO_DISCARD_CLASS_ Vector2 { union { struct { union { real_t x; real_t width; }; union { real_t y; real_t height; }; }; real_t coord[2]; }; } Vector2; static _FORCE_INLINE_ real_t vector2_get_axis(const Vector2 *v, int p_idx) { //DEV_ASSERT((unsigned int)p_idx < 2); return v->coord[p_idx]; } /* //not needed static _FORCE_INLINE_ const real_t &operator[](int p_idx) const { DEV_ASSERT((unsigned int)p_idx < 2); return coord[p_idx]; } */ static _FORCE_INLINE_ void vector2_set_all(Vector2 *self, real_t p_value) { self->x = self->y = p_value; } static _FORCE_INLINE_ void vector2_set(Vector2 *self, real_t p_value_x, real_t p_value_y) { self->x = p_value_x; self->y = p_value_y; } static _FORCE_INLINE_ Vector2 vector2_create(real_t p_value_x, real_t p_value_y) { Vector2 v; v.x = p_value_x; v.y = p_value_y; return v; } static _FORCE_INLINE_ Vector2 vector2_createv(const Vector2 *other) { Vector2 v; v.x = other->x; v.y = other->y; return v; } static _FORCE_INLINE_ int vector2_min_axis(const Vector2 *v) { return v->x < v->y ? 0 : 1; } static _FORCE_INLINE_ int vector2_max_axis(const Vector2 *v) { return v->x < v->y ? 1 : 0; } // Vector2 - Vector2 operators static _FORCE_INLINE_ Vector2 vector2_addv(const Vector2 *self, const Vector2 *p_v) { return vector2_create(self->x + p_v->x, self->y + p_v->y); } static _FORCE_INLINE_ void vector2_add_eqv(Vector2 *self, const Vector2 *p_v) { self->x += p_v->x; self->y += p_v->y; } static _FORCE_INLINE_ Vector2 vector2_subv(const Vector2 *self, const Vector2 *p_v) { return vector2_create(self->x - p_v->x, self->y - p_v->y); } static _FORCE_INLINE_ void vector2_sub_eqv(Vector2 *self, const Vector2 *p_v) { self->x -= p_v->x; self->y -= p_v->y; } static _FORCE_INLINE_ Vector2 vector2_mulv(const Vector2 *self, const Vector2 *p_v1) { return vector2_create(self->x * p_v1->x, self->y * p_v1->y); } static _FORCE_INLINE_ void vector2_mul_eqv(Vector2 *self, const Vector2 *rvalue) { self->x *= rvalue->x; self->y *= rvalue->y; } static _FORCE_INLINE_ Vector2 vector2_divv(const Vector2 *self, const Vector2 *p_v1) { return vector2_create(self->x / p_v1->x, self->y / p_v1->y); } static _FORCE_INLINE_ void vector2_div_eqv(Vector2 *self, const Vector2 *rvalue) { self->x /= rvalue->x; self->y /= rvalue->y; } // Vector2 - scalar operators static _FORCE_INLINE_ Vector2 vector2_muls(const Vector2 *self, const real_t rvalue) { return vector2_create(self->x * rvalue, self->y * rvalue); }; static _FORCE_INLINE_ void vector2_mul_eqs(Vector2 *self, const real_t rvalue) { self->x *= rvalue; self->y *= rvalue; }; static _FORCE_INLINE_ Vector2 vector2_divs(const Vector2 *self, const real_t rvalue) { return vector2_create(self->x / rvalue, self->y / rvalue); }; static _FORCE_INLINE_ void vector2_div_eqs(Vector2 *self, const real_t rvalue) { self->x /= rvalue; self->y /= rvalue; }; /* static _FORCE_INLINE_ Vector2 operator*(real_t p_scalar, const Vector2 *p_vec) { return p_vec * p_scalar; } */ // Other static _FORCE_INLINE_ Vector2 vector2_neg(const Vector2 *self) { return vector2_create(-(self->x), -(self->y)); } real_t length(const Vector2 *v); real_t length_squared(const Vector2 *v); void vector2_normalize(Vector2 *v); Vector2 vector2_normalized(Vector2 v); bool vector2_is_normalized(const Vector2 *v); real_t vector2_dot(const Vector2 *self, const Vector2 *p_other); real_t vector2_cross(const Vector2 *self, const Vector2 *p_other); real_t vector2_distance_to(const Vector2 *self, const Vector2 *p_vector2); real_t vector2_distance_squared_to(const Vector2 *self, const Vector2 *p_vector2); real_t vector2_angle_to(const Vector2 *self, const Vector2 *p_vector2); real_t vector2_angle_to_point(const Vector2 *self, const Vector2 *p_vector2); static _FORCE_INLINE_ Vector2 vector2_direction_to(const Vector2 *self, const Vector2 *p_to) { Vector2 ret; vector2_set(&ret, p_to->x - self->x, p_to->y - self->y); vector2_normalize(&ret); return ret; } real_t vector2_angle(const Vector2 *self); static _FORCE_INLINE_ void vector2_set_rotation(Vector2 *self, real_t p_radians) { self->x = math_cosf(p_radians); self->y = math_sinf(p_radians); } static _FORCE_INLINE_ Vector2 vector2_abs(const Vector2 *self) { return vector2_create(math_absf(self->x), math_absf(self->y)); } Vector2 vector2_rotated(const Vector2 *self, real_t p_by); static _FORCE_INLINE_ Vector2 vector2_tangent(const Vector2 *self) { return vector2_create(self->y, -(self->x)); } Vector2 vector2_posmod(Vector2 *self, const real_t p_mod); Vector2 vector2_posmodv(Vector2 *self, const Vector2 *p_modv); Vector2 vector2_project(Vector2 *self, const Vector2 *p_to); static _FORCE_INLINE_ Vector2 vector2_plane_project(const Vector2 *self, real_t p_d, const Vector2 *p_vec) { Vector2 v = vector2_muls(self, vector2_dot(self, p_vec) - p_d); return vector2_subv(p_vec, &v); } Vector2 vector2_clamped(Vector2 *self, real_t p_len); Vector2 vector2_limit_length(Vector2 *self, const real_t p_len); Vector2 vector2_limit_length1(Vector2 *self); /* _FORCE_INLINE_ static Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_weight); _FORCE_INLINE_ Vector2 linear_interpolate(const Vector2 &p_to, real_t p_weight); _FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, real_t p_weight); Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight); Vector2 move_toward(const Vector2 &p_to, const real_t p_delta); Vector2 slide(const Vector2 &p_normal); Vector2 bounce(const Vector2 &p_normal); Vector2 reflect(const Vector2 &p_normal); bool is_equal_approx(const Vector2 &p_v); bool operator==(const Vector2 &p_vec2); bool operator!=(const Vector2 &p_vec2); 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); } Vector2 sign(); Vector2 floor(); Vector2 ceil(); Vector2 round(); Vector2 snapped(const Vector2 &p_by); real_t aspect() const { return width / height; } operator String() const { return String::num(x) + ", " + String::num(y); } _FORCE_INLINE_ Vector2(real_t p_x, real_t p_y) { x = p_x; y = p_y; } _FORCE_INLINE_ Vector2() { x = y = 0; } _FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const { return x == p_vec2.x && y == p_vec2.y; } _FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const { return x != p_vec2.x || y != p_vec2.y; } Vector2 Vector2::linear_interpolate(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_MSG(!is_normalized(), Vector2(), "The start Vector2 must be normalized."); #endif real_t theta = angle_to(p_to); return rotated(theta * p_weight); } Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_weight) { Vector2 res = p_a; res.x += (p_weight * (p_b.x - p_a.x)); res.y += (p_weight * (p_b.y - p_a.y)); return res; } typedef Vector2 Size2; typedef Vector2 Point2; // INTEGER STUFF struct _NO_DISCARD_CLASS_ Vector2i { enum Axis { AXIS_X, AXIS_Y, }; union { struct { union { int x; int width; }; union { int y; int height; }; }; int coord[2]; }; _FORCE_INLINE_ int &operator[](int p_idx) { DEV_ASSERT((unsigned int)p_idx < 2); return coord[p_idx]; } _FORCE_INLINE_ const int &operator[](int p_idx) const { DEV_ASSERT((unsigned int)p_idx < 2); return coord[p_idx]; } Vector2i operator+(const Vector2i &p_v); void operator+=(const Vector2i &p_v); Vector2i operator-(const Vector2i &p_v); void operator-=(const Vector2i &p_v); Vector2i operator*(const Vector2i &p_v1); Vector2i operator*(const int &rvalue); void operator*=(const int &rvalue); Vector2i operator/(const Vector2i &p_v1); Vector2i operator/(const int &rvalue); void operator/=(const int &rvalue); Vector2i operator-(); bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); } bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); } bool operator==(const Vector2i &p_vec2); bool operator!=(const Vector2i &p_vec2); real_t get_aspect() const { return width / (real_t)height; } operator String() const { return String::num(x) + ", " + String::num(y); } operator Vector2() const { return Vector2(x, y); } inline Vector2i(const Vector2 &p_vec2) { x = (int)p_vec2.x; y = (int)p_vec2.y; } inline Vector2i(int p_x, int p_y) { x = p_x; y = p_y; } inline Vector2i() { x = 0; y = 0; } }; typedef Vector2i Size2i; typedef Vector2i Point2i; */ #endif // VECTOR2_H