/*************************************************************************/ /* 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(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(cross(self, p_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() { return Math::atan2(y, x); } Vector2 vector2_sign() { return Vector2(SGN(x), SGN(y)); } Vector2 vector2_floor() { return Vector2(Math::floor(x), Math::floor(y)); } Vector2 vector2_ceil() { return Vector2(Math::ceil(x), Math::ceil(y)); } Vector2 vector2_round() { return Vector2(Math::round(x), Math::round(y)); } Vector2 vector2_rotated(real_t p_by) { Vector2 v; v.set_rotation(angle() + p_by); v *= length(); return v; } Vector2 vector2_posmod(const real_t p_mod) { return Vector2(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod)); } Vector2 vector2_posmodv(const Vector2 &p_modv) { return Vector2(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y)); } Vector2 vector2_project(const Vector2 &p_to) { return p_to * (dot(p_to) / p_to.length_squared()); } Vector2 vector2_snapped(const Vector2 &p_by) { return Vector2( Math::stepify(x, p_by.x), Math::stepify(y, p_by.y)); } Vector2 vector2_clamped(real_t p_len) { WARN_DEPRECATED_MSG("'Vector2.clamped()' is deprecated because it has been renamed to 'limit_length'."); real_t l = length(); Vector2 v = *this; if (l > 0 && p_len < l) { v /= l; v *= p_len; } return v; } Vector2 vector2_limit_length(const real_t p_len) { const real_t l = length(); Vector2 v = *this; if (l > 0 && p_len < l) { v /= l; v *= p_len; } return v; } Vector2 vector2_cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const { Vector2 p0 = p_pre_a; Vector2 p1 = *this; Vector2 p2 = p_b; Vector2 p3 = p_post_b; 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); return out; } Vector2 vector2_move_toward(const Vector2 &p_to, const real_t p_delta) { Vector2 v = *this; Vector2 vd = p_to - v; real_t len = vd.length(); return len <= p_delta || len < (real_t)CMP_EPSILON ? p_to : 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 &p_normal) { #ifdef MATH_CHECKS ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 must be normalized."); #endif return *this - p_normal * this->dot(p_normal); } Vector2 vector2_bounce(const Vector2 &p_normal) { return -reflect(p_normal); } Vector2 vector2_reflect(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 2 * p_normal * this->dot(p_normal) - *this; } bool vector2_is_equal_approx(const Vector2 &p_v) { return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y); } // Vector2i Vector2i Vector2i::operator+(const Vector2i &p_v) { return Vector2i(x + p_v.x, y + p_v.y); } void Vector2i::operator+=(const Vector2i &p_v) { x += p_v.x; y += p_v.y; } Vector2i Vector2i::operator-(const Vector2i &p_v) { return Vector2i(x - p_v.x, y - p_v.y); } void Vector2i::operator-=(const Vector2i &p_v) { x -= p_v.x; y -= p_v.y; } Vector2i Vector2i::operator*(const Vector2i &p_v1) { return Vector2i(x * p_v1.x, y * p_v1.y); }; Vector2i Vector2i::operator*(const int &rvalue) { return Vector2i(x * rvalue, y * rvalue); }; void Vector2i::operator*=(const int &rvalue) { x *= rvalue; y *= rvalue; }; Vector2i Vector2i::operator/(const Vector2i &p_v1) { return Vector2i(x / p_v1.x, y / p_v1.y); }; Vector2i Vector2i::operator/(const int &rvalue) { return Vector2i(x / rvalue, y / rvalue); }; void Vector2i::operator/=(const int &rvalue) { x /= rvalue; y /= rvalue; }; Vector2i Vector2i::operator-() { return Vector2i(-x, -y); } bool Vector2i::operator==(const Vector2i &p_vec2) { return x == p_vec2.x && y == p_vec2.y; } bool Vector2i::operator!=(const Vector2i &p_vec2) { return x != p_vec2.x || y != p_vec2.y; } */