add project method to Vector2/3

This commit is contained in:
Thomas Herzog 2018-08-16 12:52:38 +02:00
parent af93842f93
commit 037f4638ab
7 changed files with 32 additions and 7 deletions

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@ -121,11 +121,8 @@ Vector2 Vector2::rotated(real_t p_by) const {
return v; return v;
} }
Vector2 Vector2::project(const Vector2 &p_vec) const { Vector2 Vector2::project(const Vector2 &p_b) const {
return p_b * (dot(p_b) / p_b.dot(p_b));
Vector2 v1 = p_vec;
Vector2 v2 = *this;
return v2 * (v1.dot(v2) / v2.dot(v2));
} }
Vector2 Vector2::snapped(const Vector2 &p_by) const { Vector2 Vector2::snapped(const Vector2 &p_by) const {

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@ -68,7 +68,7 @@ struct Vector2 {
real_t dot(const Vector2 &p_other) const; real_t dot(const Vector2 &p_other) const;
real_t cross(const Vector2 &p_other) const; real_t cross(const Vector2 &p_other) const;
Vector2 project(const Vector2 &p_vec) const; Vector2 project(const Vector2 &p_b) const;
Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const; Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;

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@ -109,6 +109,8 @@ struct Vector3 {
_FORCE_INLINE_ real_t distance_to(const Vector3 &p_b) const; _FORCE_INLINE_ real_t distance_to(const Vector3 &p_b) const;
_FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_b) const; _FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_b) const;
_FORCE_INLINE_ Vector3 project(const Vector3 &p_b) const;
_FORCE_INLINE_ real_t angle_to(const Vector3 &p_b) const; _FORCE_INLINE_ real_t angle_to(const Vector3 &p_b) const;
_FORCE_INLINE_ Vector3 slide(const Vector3 &p_normal) const; _FORCE_INLINE_ Vector3 slide(const Vector3 &p_normal) const;
@ -238,6 +240,10 @@ real_t Vector3::distance_squared_to(const Vector3 &p_b) const {
return (p_b - *this).length_squared(); return (p_b - *this).length_squared();
} }
Vector3 Vector3::project(const Vector3 &p_b) const {
return p_b * (dot(p_b) / p_b.dot(p_b));
}
real_t Vector3::angle_to(const Vector3 &p_b) const { real_t Vector3::angle_to(const Vector3 &p_b) const {
return Math::atan2(cross(p_b).length(), dot(p_b)); return Math::atan2(cross(p_b).length(), dot(p_b));

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@ -339,6 +339,7 @@ struct _VariantCall {
VCALL_LOCALMEM0R(Vector2, is_normalized); VCALL_LOCALMEM0R(Vector2, is_normalized);
VCALL_LOCALMEM1R(Vector2, distance_to); VCALL_LOCALMEM1R(Vector2, distance_to);
VCALL_LOCALMEM1R(Vector2, distance_squared_to); VCALL_LOCALMEM1R(Vector2, distance_squared_to);
VCALL_LOCALMEM1R(Vector2, project);
VCALL_LOCALMEM1R(Vector2, angle_to); VCALL_LOCALMEM1R(Vector2, angle_to);
VCALL_LOCALMEM1R(Vector2, angle_to_point); VCALL_LOCALMEM1R(Vector2, angle_to_point);
VCALL_LOCALMEM2R(Vector2, linear_interpolate); VCALL_LOCALMEM2R(Vector2, linear_interpolate);
@ -395,6 +396,7 @@ struct _VariantCall {
VCALL_LOCALMEM0R(Vector3, round); VCALL_LOCALMEM0R(Vector3, round);
VCALL_LOCALMEM1R(Vector3, distance_to); VCALL_LOCALMEM1R(Vector3, distance_to);
VCALL_LOCALMEM1R(Vector3, distance_squared_to); VCALL_LOCALMEM1R(Vector3, distance_squared_to);
VCALL_LOCALMEM1R(Vector3, project);
VCALL_LOCALMEM1R(Vector3, angle_to); VCALL_LOCALMEM1R(Vector3, angle_to);
VCALL_LOCALMEM1R(Vector3, slide); VCALL_LOCALMEM1R(Vector3, slide);
VCALL_LOCALMEM1R(Vector3, bounce); VCALL_LOCALMEM1R(Vector3, bounce);
@ -1551,6 +1553,7 @@ void register_variant_methods() {
ADDFUNC0R(VECTOR2, BOOL, Vector2, is_normalized, varray()); ADDFUNC0R(VECTOR2, BOOL, Vector2, is_normalized, varray());
ADDFUNC1R(VECTOR2, REAL, Vector2, distance_to, VECTOR2, "to", varray()); ADDFUNC1R(VECTOR2, REAL, Vector2, distance_to, VECTOR2, "to", varray());
ADDFUNC1R(VECTOR2, REAL, Vector2, distance_squared_to, VECTOR2, "to", varray()); ADDFUNC1R(VECTOR2, REAL, Vector2, distance_squared_to, VECTOR2, "to", varray());
ADDFUNC1R(VECTOR2, VECTOR2, Vector2, project, VECTOR2, "b", varray());
ADDFUNC1R(VECTOR2, REAL, Vector2, angle_to, VECTOR2, "to", varray()); ADDFUNC1R(VECTOR2, REAL, Vector2, angle_to, VECTOR2, "to", varray());
ADDFUNC1R(VECTOR2, REAL, Vector2, angle_to_point, VECTOR2, "to", varray()); ADDFUNC1R(VECTOR2, REAL, Vector2, angle_to_point, VECTOR2, "to", varray());
ADDFUNC2R(VECTOR2, VECTOR2, Vector2, linear_interpolate, VECTOR2, "b", REAL, "t", varray()); ADDFUNC2R(VECTOR2, VECTOR2, Vector2, linear_interpolate, VECTOR2, "b", REAL, "t", varray());
@ -1606,6 +1609,7 @@ void register_variant_methods() {
ADDFUNC0R(VECTOR3, VECTOR3, Vector3, round, varray()); ADDFUNC0R(VECTOR3, VECTOR3, Vector3, round, varray());
ADDFUNC1R(VECTOR3, REAL, Vector3, distance_to, VECTOR3, "b", varray()); ADDFUNC1R(VECTOR3, REAL, Vector3, distance_to, VECTOR3, "b", varray());
ADDFUNC1R(VECTOR3, REAL, Vector3, distance_squared_to, VECTOR3, "b", varray()); ADDFUNC1R(VECTOR3, REAL, Vector3, distance_squared_to, VECTOR3, "b", varray());
ADDFUNC1R(VECTOR3, VECTOR3, Vector3, project, VECTOR3, "b", varray());
ADDFUNC1R(VECTOR3, REAL, Vector3, angle_to, VECTOR3, "to", varray()); ADDFUNC1R(VECTOR3, REAL, Vector3, angle_to, VECTOR3, "to", varray());
ADDFUNC1R(VECTOR3, VECTOR3, Vector3, slide, VECTOR3, "n", varray()); ADDFUNC1R(VECTOR3, VECTOR3, Vector3, slide, VECTOR3, "n", varray());
ADDFUNC1R(VECTOR3, VECTOR3, Vector3, bounce, VECTOR3, "n", varray()); ADDFUNC1R(VECTOR3, VECTOR3, Vector3, bounce, VECTOR3, "n", varray());

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@ -130,6 +130,15 @@
Returns the distance to vector [code]b[/code]. Returns the distance to vector [code]b[/code].
</description> </description>
</method> </method>
<method name="project">
<return type="Vector2">
</return>
<argument index="0" name="b" type="Vector2">
</argument>
<description>
Returns the vector projected onto the vector [code]b[/code].
</description>
</method>
<method name="dot"> <method name="dot">
<return type="float"> <return type="float">
</return> </return>

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@ -99,6 +99,15 @@
Returns the distance to [code]b[/code]. Returns the distance to [code]b[/code].
</description> </description>
</method> </method>
<method name="project_onto">
<return type="Vector3">
</return>
<argument index="0" name="b" type="Vector3">
</argument>
<description>
Returns the vector projected onto the vector [code]b[/code].
</description>
</method>
<method name="dot"> <method name="dot">
<return type="float"> <return type="float">
</return> </return>

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@ -321,7 +321,7 @@ void GrooveJoint2DSW::solve(real_t p_step) {
Vector2 jOld = jn_acc; Vector2 jOld = jn_acc;
j += jOld; j += jOld;
jn_acc = (((clamp * j.cross(xf_normal)) > 0) ? j : xf_normal.project(j)).clamped(jn_max); jn_acc = (((clamp * j.cross(xf_normal)) > 0) ? j : j.project(xf_normal)).clamped(jn_max);
j = jn_acc - jOld; j = jn_acc - jOld;