mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-25 05:07:12 +01:00
188 lines
6.4 KiB
C++
188 lines
6.4 KiB
C++
/*************************************************************************/
|
|
/* vector4.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 "vector4.h"
|
|
|
|
#include "core/math/basis.h"
|
|
#include "core/string/print_string.h"
|
|
|
|
void Vector4::set_axis(const int p_axis, const real_t p_value) {
|
|
ERR_FAIL_INDEX(p_axis, 4);
|
|
components[p_axis] = p_value;
|
|
}
|
|
|
|
real_t Vector4::get_axis(const int p_axis) const {
|
|
ERR_FAIL_INDEX_V(p_axis, 4, 0);
|
|
return operator[](p_axis);
|
|
}
|
|
|
|
Vector4::Axis Vector4::min_axis() const {
|
|
uint32_t min_index = 0;
|
|
real_t min_value = x;
|
|
for (uint32_t i = 1; i < 4; i++) {
|
|
if (operator[](i) <= min_value) {
|
|
min_index = i;
|
|
min_value = operator[](i);
|
|
}
|
|
}
|
|
return Vector4::Axis(min_index);
|
|
}
|
|
|
|
Vector4::Axis Vector4::max_axis() const {
|
|
uint32_t max_index = 0;
|
|
real_t max_value = x;
|
|
for (uint32_t i = 1; i < 4; i++) {
|
|
if (operator[](i) > max_value) {
|
|
max_index = i;
|
|
max_value = operator[](i);
|
|
}
|
|
}
|
|
return Vector4::Axis(max_index);
|
|
}
|
|
|
|
bool Vector4::is_equal_approx(const Vector4 &p_vec4) const {
|
|
return Math::is_equal_approx(x, p_vec4.x) && Math::is_equal_approx(y, p_vec4.y) && Math::is_equal_approx(z, p_vec4.z) && Math::is_equal_approx(w, p_vec4.w);
|
|
}
|
|
|
|
real_t Vector4::length() const {
|
|
return Math::sqrt(length_squared());
|
|
}
|
|
|
|
void Vector4::normalize() {
|
|
*this /= length();
|
|
}
|
|
|
|
Vector4 Vector4::normalized() const {
|
|
return *this / length();
|
|
}
|
|
|
|
bool Vector4::is_normalized() const {
|
|
return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON); // Use less epsilon.
|
|
}
|
|
|
|
Vector4 Vector4::limit_length(const real_t p_len) const {
|
|
const real_t l = length();
|
|
Vector4 v = *this;
|
|
if (l > 0 && p_len < l) {
|
|
v /= l;
|
|
v *= p_len;
|
|
}
|
|
|
|
return v;
|
|
}
|
|
|
|
real_t Vector4::distance_to(const Vector4 &p_to) const {
|
|
return (p_to - *this).length();
|
|
}
|
|
|
|
Vector4 Vector4::direction_to(const Vector4 &p_to) const {
|
|
Vector4 ret(p_to.x - x, p_to.y - y, p_to.z - z, p_to.w - w);
|
|
ret.normalize();
|
|
return ret;
|
|
}
|
|
|
|
real_t Vector4::distance_squared_to(const Vector4 &p_to) const {
|
|
return (p_to - *this).length_squared();
|
|
}
|
|
|
|
Vector4 Vector4::abs() const {
|
|
return Vector4(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
|
|
}
|
|
|
|
Vector4 Vector4::sign() const {
|
|
return Vector4(SGN(x), SGN(y), SGN(z), SGN(w));
|
|
}
|
|
|
|
Vector4 Vector4::floor() const {
|
|
return Vector4(Math::floor(x), Math::floor(y), Math::floor(z), Math::floor(w));
|
|
}
|
|
|
|
Vector4 Vector4::ceil() const {
|
|
return Vector4(Math::ceil(x), Math::ceil(y), Math::ceil(z), Math::ceil(w));
|
|
}
|
|
|
|
Vector4 Vector4::round() const {
|
|
return Vector4(Math::round(x), Math::round(y), Math::round(z), Math::round(w));
|
|
}
|
|
|
|
Vector4 Vector4::linear_interpolate(const Vector4 &p_to, const real_t p_weight) const {
|
|
return Vector4(
|
|
x + (p_weight * (p_to.x - x)),
|
|
y + (p_weight * (p_to.y - y)),
|
|
z + (p_weight * (p_to.z - z)),
|
|
w + (p_weight * (p_to.w - w)));
|
|
}
|
|
|
|
Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const {
|
|
Vector4 res = *this;
|
|
res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
|
|
res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
|
|
res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight);
|
|
res.w = Math::cubic_interpolate(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight);
|
|
return res;
|
|
}
|
|
|
|
Vector4 Vector4::posmod(const real_t p_mod) const {
|
|
return Vector4(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod), Math::fposmod(w, p_mod));
|
|
}
|
|
|
|
Vector4 Vector4::posmodv(const Vector4 &p_modv) const {
|
|
return Vector4(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z), Math::fposmod(w, p_modv.w));
|
|
}
|
|
|
|
void Vector4::snap(const Vector4 &p_step) {
|
|
x = Math::stepify(x, p_step.x);
|
|
y = Math::stepify(y, p_step.y);
|
|
z = Math::stepify(z, p_step.z);
|
|
w = Math::stepify(w, p_step.w);
|
|
}
|
|
|
|
Vector4 Vector4::snapped(const Vector4 &p_step) const {
|
|
Vector4 v = *this;
|
|
v.snap(p_step);
|
|
return v;
|
|
}
|
|
|
|
Vector4 Vector4::inverse() const {
|
|
return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
|
|
}
|
|
|
|
Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const {
|
|
return Vector4(
|
|
CLAMP(x, p_min.x, p_max.x),
|
|
CLAMP(y, p_min.y, p_max.y),
|
|
CLAMP(z, p_min.z, p_max.z),
|
|
CLAMP(w, p_min.w, p_max.w));
|
|
}
|
|
|
|
Vector4::operator String() const {
|
|
return "(" + String::num_real(x) + ", " + String::num_real(y) + ", " + String::num_real(z) + ", " + String::num_real(w) + ")";
|
|
}
|