mirror of
https://github.com/Relintai/sfw.git
synced 2025-04-07 17:01:48 +02:00
- Now unicode error printing is disabled by default. Also can be enabled via a macro. 2e41d4dfcda7ff2c35a1326f0de71b0714524f11 - Added to_real helper methods to String. 43b14a071c6ccf7c3062e0568e3d7bb05d8a83d2 - Fix AABB.encloses failing on shared upper bound. 8341ddc450bd160b5cb44eeb0400da2e5a151ed0 - Fix incorrect clipping in String::substr_index(). dcd00dec81a2841ad5244e043379697c68d681f7 - Backported create_reference() helper methods for InputEvents from godot 4. 4cdb1636264d8a6cef0881a37a7fad72ac262f3f - Backported comparison operators to Array from godot4. 7779439e284bf8a0534f606d5c7f929674764941 - Removed Vector2i(Vector2) constructor, added a Vector2i conversion operator to Vector2 instead. This solves ambigous Variant to Vector2i conversion errors. 27b73fa9f9984709b0c8eb77bfeea5cab8d9fee3 - Added exp2 to the Math singleton. e17cc864bc339c1f4d1ce6acd4cabf4a6593c6cc - Add a get_or_add method to Dictionary. 487b454506259c080306098093875ea7bda5b5ad - Add is_zero_approx methods to Vector{2,3} 441bb29fd3bd758ff783e4122e6b2d512dc8529f - Also add is_zero_approx() to Vector4. ed224298e5ae951093b42a004afacbd275e54494 - Transform now uses Basis::create_looking_at. 6f53257e05d72088c28028eb568526f4da146ae0 - Backported from godot4: Add the ability to look-at in model-space. 951ae7b11db0376dd0dbdf080e2f2e3652ac33ed - Fix split_floats behavior when spaces are used as separators 4585110a298487081f026827e3395c4feaf35f9a - Better solution for the previous fix. d75d3591edf13ae0dd6aa989962595aa1280ae73 - Fix the fix. 48935e93b3f5849a52b0e7fc0b6ede36a7b61123
289 lines
8.0 KiB
C++
289 lines
8.0 KiB
C++
//--STRIP
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#ifndef VECTOR2_H
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#define VECTOR2_H
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//--STRIP
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/*************************************************************************/
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/* vector2.h */
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/* From https://github.com/Relintai/pandemonium_engine (MIT) */
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/*************************************************************************/
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//--STRIP
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#include "core/math_funcs.h"
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#include "core/error_macros.h"
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//--STRIP
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class String;
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struct Vector2i;
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struct _NO_DISCARD_CLASS_ Vector2 {
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static const int AXIS_COUNT = 2;
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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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real_t x;
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real_t width;
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};
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union {
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real_t y;
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real_t height;
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};
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};
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real_t coord[2];
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};
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_FORCE_INLINE_ real_t &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 real_t &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_ void set_all(real_t p_value) {
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x = y = p_value;
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}
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_FORCE_INLINE_ int min_axis() const {
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return x < y ? 0 : 1;
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}
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_FORCE_INLINE_ int max_axis() const {
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return x < y ? 1 : 0;
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}
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void normalize();
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Vector2 normalized() const;
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bool is_normalized() const;
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real_t length() const;
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real_t length_squared() const;
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Vector2 limit_length(const real_t p_len = 1.0) const;
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Vector2 min(const Vector2 &p_vector2) const {
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return Vector2(MIN(x, p_vector2.x), MIN(y, p_vector2.y));
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}
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Vector2 max(const Vector2 &p_vector2) const {
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return Vector2(MAX(x, p_vector2.x), MAX(y, p_vector2.y));
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}
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real_t distance_to(const Vector2 &p_vector2) const;
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real_t distance_squared_to(const Vector2 &p_vector2) const;
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real_t angle_to(const Vector2 &p_vector2) const;
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real_t angle_to_point(const Vector2 &p_vector2) const;
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_FORCE_INLINE_ Vector2 direction_to(const Vector2 &p_to) const;
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real_t dot(const Vector2 &p_other) const;
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real_t cross(const Vector2 &p_other) const;
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Vector2 posmod(const real_t p_mod) const;
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Vector2 posmodv(const Vector2 &p_modv) const;
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Vector2 project(const Vector2 &p_to) const;
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Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
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_FORCE_INLINE_ static Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_weight);
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_FORCE_INLINE_ Vector2 linear_interpolate(const Vector2 &p_to, real_t p_weight) const;
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_FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, real_t p_weight) const;
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_FORCE_INLINE_ Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const;
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_FORCE_INLINE_ Vector2 bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const;
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Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
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Vector2 slide(const Vector2 &p_normal) const;
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Vector2 bounce(const Vector2 &p_normal) const;
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Vector2 reflect(const Vector2 &p_normal) const;
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bool is_equal_approx(const Vector2 &p_v) const;
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bool is_zero_approx() const;
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Vector2 operator+(const Vector2 &p_v) const;
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void operator+=(const Vector2 &p_v);
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Vector2 operator-(const Vector2 &p_v) const;
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void operator-=(const Vector2 &p_v);
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Vector2 operator*(const Vector2 &p_v1) const;
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Vector2 operator*(const real_t &rvalue) const;
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void operator*=(const real_t &rvalue);
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void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
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Vector2 operator/(const Vector2 &p_v1) const;
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Vector2 operator/(const real_t &rvalue) const;
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void operator/=(const real_t &rvalue);
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void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; }
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Vector2 operator-() const;
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bool operator==(const Vector2 &p_vec2) const;
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bool operator!=(const Vector2 &p_vec2) const;
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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 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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real_t angle() const;
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void set_rotation(real_t p_radians) {
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x = Math::cos(p_radians);
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y = Math::sin(p_radians);
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}
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_FORCE_INLINE_ Vector2 abs() const {
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return Vector2(Math::abs(x), Math::abs(y));
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}
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Vector2 rotated(real_t p_by) const;
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_FORCE_INLINE_ Vector2 tangent() const {
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return Vector2(y, -x);
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}
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_FORCE_INLINE_ Vector2 orthogonal() const {
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return Vector2(y, -x);
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}
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Vector2 sign() const;
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Vector2 floor() const;
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Vector2 ceil() const;
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Vector2 round() const;
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Vector2 snapped(const Vector2 &p_by) const;
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real_t aspect() const { return width / height; }
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operator String() const;
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operator Vector2i() const;
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_FORCE_INLINE_ Vector2(real_t p_x, real_t p_y) {
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x = p_x;
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y = p_y;
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}
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_FORCE_INLINE_ Vector2() { x = y = 0; }
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};
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_FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
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return p_vec - *this * (dot(p_vec) - p_d);
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}
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_FORCE_INLINE_ Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const {
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return Vector2(x + p_v.x, y + p_v.y);
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}
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_FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) {
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x += p_v.x;
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y += p_v.y;
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}
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_FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const {
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return Vector2(x - p_v.x, y - p_v.y);
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}
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_FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) {
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x -= p_v.x;
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y -= p_v.y;
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}
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_FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
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return Vector2(x * p_v1.x, y * p_v1.y);
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};
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_FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
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return Vector2(x * rvalue, y * rvalue);
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};
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_FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
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x *= rvalue;
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y *= rvalue;
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};
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_FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
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return Vector2(x / p_v1.x, y / p_v1.y);
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};
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_FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
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return Vector2(x / rvalue, y / rvalue);
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};
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_FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
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x /= rvalue;
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y /= rvalue;
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};
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_FORCE_INLINE_ Vector2 Vector2::operator-() const {
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return Vector2(-x, -y);
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}
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_FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
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return x == p_vec2.x && y == p_vec2.y;
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}
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_FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
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return x != p_vec2.x || y != p_vec2.y;
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}
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Vector2 Vector2::linear_interpolate(const Vector2 &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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Vector2 Vector2::slerp(const Vector2 &p_to, real_t p_weight) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(!is_normalized(), Vector2(), "The start Vector2 must be normalized.");
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#endif
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real_t theta = angle_to(p_to);
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return rotated(theta * p_weight);
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}
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Vector2 Vector2::bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const {
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Vector2 res = *this;
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/* Formula from Wikipedia article on Bezier curves. */
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real_t omt = (1.0 - p_t);
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real_t omt2 = omt * omt;
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real_t omt3 = omt2 * omt;
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real_t t2 = p_t * p_t;
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real_t t3 = t2 * p_t;
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return res * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3;
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}
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Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight) const {
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Vector2 res = *this;
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res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
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res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
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return res;
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}
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Vector2 Vector2::direction_to(const Vector2 &p_to) const {
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Vector2 ret(p_to.x - x, p_to.y - y);
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ret.normalize();
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return ret;
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}
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Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_weight) {
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Vector2 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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typedef Vector2 Size2;
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typedef Vector2 Point2;
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//--STRIP
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#endif // VECTOR2_H
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//--STRIP
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