mirror of
https://github.com/Relintai/pandemonium_engine.git
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139 lines
4.8 KiB
C++
139 lines
4.8 KiB
C++
#ifndef VECTOR2I_H
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#define VECTOR2I_H
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/*************************************************************************/
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/* vector2.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/math/math_funcs.h"
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#include "core/ustring.h"
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#include "vector2.h"
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struct _NO_DISCARD_CLASS_ Vector2i {
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enum Axis {
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AXIS_X,
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AXIS_Y,
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};
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union {
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struct {
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union {
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int x;
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int width;
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};
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union {
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int y;
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int height;
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};
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};
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int coord[2];
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};
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_FORCE_INLINE_ int &operator[](int p_idx) {
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DEV_ASSERT((unsigned int)p_idx < 2);
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return coord[p_idx];
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}
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_FORCE_INLINE_ const int &operator[](int p_idx) const {
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DEV_ASSERT((unsigned int)p_idx < 2);
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return coord[p_idx];
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}
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_FORCE_INLINE_ static Vector2i linear_interpolate(const Vector2i &p_a, const Vector2i &p_b, real_t p_weight);
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_FORCE_INLINE_ Vector2i linear_interpolate(const Vector2i &p_to, real_t p_weight) const;
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Vector2i operator+(const Vector2i &p_v) const;
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void operator+=(const Vector2i &p_v);
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Vector2i operator-(const Vector2i &p_v) const;
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void operator-=(const Vector2i &p_v);
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Vector2i operator*(const Vector2i &p_v1) const;
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Vector2i operator*(const int &rvalue) const;
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void operator*=(const int &rvalue);
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Vector2i operator/(const Vector2i &p_v1) const;
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Vector2i operator/(const int &rvalue) const;
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void operator/=(const int &rvalue);
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Vector2i operator-() const;
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bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
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bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
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bool operator<=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
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bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
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bool operator==(const Vector2i &p_vec2) const;
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bool operator!=(const Vector2i &p_vec2) const;
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real_t get_aspect() const { return width / (real_t)height; }
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Vector2 to_vector2() const { return Vector2(x, y); }
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operator String() const { return String::num(x) + ", " + String::num(y); }
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operator Vector2() const { return Vector2(x, y); }
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inline Vector2i(const Vector2 &p_vec2) {
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x = (int)p_vec2.x;
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y = (int)p_vec2.y;
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}
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inline Vector2i(int p_x, int p_y) {
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x = p_x;
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y = p_y;
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}
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inline Vector2i() {
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x = 0;
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y = 0;
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}
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};
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Vector2i Vector2i::linear_interpolate(const Vector2i &p_a, const Vector2i &p_b, real_t p_weight) {
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Vector2i res = p_a;
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res.x += (p_weight * (p_b.x - p_a.x));
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res.y += (p_weight * (p_b.y - p_a.y));
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return res;
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}
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Vector2i Vector2i::linear_interpolate(const Vector2i &p_to, real_t p_weight) const {
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Vector2 res = *this;
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res.x += (p_weight * (p_to.x - x));
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res.y += (p_weight * (p_to.y - y));
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return res;
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}
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typedef Vector2i Size2i;
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typedef Vector2i Point2i;
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#endif // VECTOR2_H
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