103 lines
4.0 KiB
C++
103 lines
4.0 KiB
C++
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/*************************************************************************/
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/* vector4.cpp */
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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 "vector4.h"
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#include "core/math/basis.h"
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#include "core/string/print_string.h"
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bool Vector4::is_equal_approx(const Vector4 &p_vec4) const {
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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);
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}
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real_t Vector4::length() const {
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return Math::sqrt(length_squared());
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}
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void Vector4::normalize() {
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*this /= length();
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}
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Vector4 Vector4::normalized() const {
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return *this / length();
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}
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bool Vector4::is_normalized() const {
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return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON); //use less epsilon
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}
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Vector4 Vector4::abs() const {
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return Vector4(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
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}
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Vector4 Vector4::sign() const {
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return Vector4(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
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}
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Vector4 Vector4::inverse() const {
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return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
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}
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Vector4::Axis Vector4::min_axis_index() const {
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uint32_t min_index = 0;
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real_t min_value = x;
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for (uint32_t i = 1; i < 4; i++) {
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if (operator[](i) < min_value) {
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min_index = i;
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min_value = operator[](i);
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}
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}
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return Vector4::Axis(min_index);
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}
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Vector4::Axis Vector4::max_axis_index() const {
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uint32_t max_index = 0;
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real_t max_value = x;
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for (uint32_t i = 1; i < 4; i++) {
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if (operator[](i) > max_value) {
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max_index = i;
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max_value = operator[](i);
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}
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}
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return Vector4::Axis(max_index);
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}
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Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const {
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return Vector4(
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CLAMP(x, p_min.x, p_max.x),
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CLAMP(y, p_min.y, p_max.y),
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CLAMP(z, p_min.z, p_max.z),
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CLAMP(w, p_min.w, p_max.w));
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}
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Vector4::operator String() const {
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return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ", " + String::num_real(w, false) + ")";
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}
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