codot/core/math/vector2.h
2022-03-13 20:56:32 +01:00

392 lines
11 KiB
C++

/*************************************************************************/
/* 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