#ifndef VECTOR2I_H #define VECTOR2I_H /*************************************************************************/ /* 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. */ /*************************************************************************/ #include "core/math/math_funcs.h" #include "core/ustring.h" #include "vector2.h" 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_ 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; real_t get_aspect() const { return width / (real_t)height; } Vector2 to_vector2() const { return Vector2(x, y); } 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; } }; 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