pandemonium_engine/core/math/vector2i.h

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#ifndef VECTOR2I_H
#define VECTOR2I_H
/*************************************************************************/
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/* vector2i.h */
/*************************************************************************/
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/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
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#include "core/error/error_macros.h"
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#include "core/math/math_funcs.h"
#include "vector2.h"
class String;
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];
}
_FORCE_INLINE_ void set_all(int p_value) {
x = y = p_value;
}
_FORCE_INLINE_ int min_axis() const {
return x < y ? 0 : 1;
}
_FORCE_INLINE_ int max_axis() const {
return x < y ? 1 : 0;
}
Vector2i min(const Vector2i &p_vector2i) const {
return Vector2i(MIN(x, p_vector2i.x), MIN(y, p_vector2i.y));
}
Vector2i max(const Vector2i &p_vector2i) const {
return Vector2i(MAX(x, p_vector2i.x), MAX(y, p_vector2i.y));
}
_FORCE_INLINE_ static Vector2i linear_interpolate(const Vector2i &p_a, const Vector2i &p_b, real_t p_weight);
_FORCE_INLINE_ Vector2i linear_interpolate(const Vector2i &p_to, real_t p_weight) const;
Vector2i operator+(const Vector2i &p_v) const;
void operator+=(const Vector2i &p_v);
Vector2i operator-(const Vector2i &p_v) const;
void operator-=(const Vector2i &p_v);
Vector2i operator*(const Vector2i &p_v1) const;
Vector2i operator*(const int &rvalue) const;
void operator*=(const int &rvalue);
Vector2i operator/(const Vector2i &p_v1) const;
Vector2i operator/(const int &rvalue) const;
void operator/=(const int &rvalue);
Vector2i operator-() const;
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 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 Vector2i &p_vec2) const;
bool operator!=(const Vector2i &p_vec2) const;
int64_t length_squared() const;
double length() const;
real_t aspect() const { return width / (real_t)height; }
Vector2i sign() const { return Vector2i(SGN(x), SGN(y)); }
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Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); }
Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
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Vector2 to_vector2() const { return Vector2(x, y); }
operator String() const;
operator Vector2() const { return Vector2(x, y); }
inline Vector2i(int p_x, int p_y) {
x = p_x;
y = p_y;
}
inline Vector2i() {
x = 0;
y = 0;
}
};
Vector2i Vector2i::linear_interpolate(const Vector2i &p_a, const Vector2i &p_b, real_t p_weight) {
Vector2i 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;
}
Vector2i Vector2i::linear_interpolate(const Vector2i &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;
}
typedef Vector2i Size2i;
typedef Vector2i Point2i;
#endif // VECTOR2_H