Merge pull request #18096 from aaronfranke/master
[Core] Split up math_2d.h
This commit is contained in:
commit
4e55835e48
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@ -33,7 +33,7 @@
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#include "color.h"
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#include "dvector.h"
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#include "math_2d.h"
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#include "rect2.h"
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#include "resource.h"
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/**
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@ -31,7 +31,7 @@
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#ifndef CAMERA_MATRIX_H
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#define CAMERA_MATRIX_H
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#include "math_2d.h"
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#include "rect2.h"
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#include "transform.h"
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/**
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@author Juan Linietsky <reduzio@gmail.com>
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@ -1,7 +1,7 @@
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#ifndef DELAUNAY_H
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#define DELAUNAY_H
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#include "math_2d.h"
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#include "rect2.h"
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class Delaunay2D {
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public:
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@ -33,9 +33,9 @@
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#include "dvector.h"
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#include "face3.h"
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#include "math_2d.h"
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#include "object.h"
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#include "print_string.h"
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#include "rect2.h"
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#include "triangulate.h"
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#include "vector.h"
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#include "vector3.h"
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1002
core/math/math_2d.h
1002
core/math/math_2d.h
File diff suppressed because it is too large
Load Diff
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@ -36,30 +36,71 @@
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#define CMP_NORMALIZE_TOLERANCE 0.000001
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#define CMP_POINT_IN_PLANE_EPSILON 0.00001
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#define Math_SQRT12 0.7071067811865475244008443621048490
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#define Math_SQRT2 1.4142135623730950488016887242
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#define Math_LN2 0.6931471805599453094172321215
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#define Math_TAU 6.2831853071795864769252867666
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#define Math_PI 3.1415926535897932384626433833
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#define Math_E 2.7182818284590452353602874714
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#define Math_INF INFINITY
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#define Math_NAN NAN
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#ifdef DEBUG_ENABLED
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#define MATH_CHECKS
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#endif
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#define USEC_TO_SEC(m_usec) ((m_usec) / 1000000.0)
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/**
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* "Real" is a type that will be translated to either floats or fixed depending
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* on the compilation setting
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*/
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enum ClockDirection {
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CLOCKWISE,
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COUNTERCLOCKWISE
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};
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enum Orientation {
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HORIZONTAL,
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VERTICAL
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};
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enum HAlign {
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HALIGN_LEFT,
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HALIGN_CENTER,
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HALIGN_RIGHT
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};
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enum VAlign {
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VALIGN_TOP,
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VALIGN_CENTER,
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VALIGN_BOTTOM
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};
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enum Margin {
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MARGIN_LEFT,
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MARGIN_TOP,
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MARGIN_RIGHT,
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MARGIN_BOTTOM
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};
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enum Corner {
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CORNER_TOP_LEFT,
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CORNER_TOP_RIGHT,
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CORNER_BOTTOM_RIGHT,
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CORNER_BOTTOM_LEFT
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};
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/**
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* The "Real" type is an abstract type used for real numbers, such as 1.5,
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* in contrast to integer numbers. Precision can be controlled with the
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* presence or absence of the REAL_T_IS_DOUBLE define.
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*/
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#ifdef REAL_T_IS_DOUBLE
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typedef double real_t;
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#else
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typedef float real_t;
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#endif
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#endif // MATH_DEFS_H
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@ -39,13 +39,6 @@
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#include <float.h>
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#include <math.h>
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#define Math_PI 3.14159265358979323846
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#define Math_TAU 6.28318530717958647692
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#define Math_SQRT12 0.7071067811865475244008443621048490
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#define Math_LN2 0.693147180559945309417
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#define Math_INF INFINITY
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#define Math_NAN NAN
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class Math {
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static pcg32_random_t default_pcg;
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@ -0,0 +1,240 @@
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/*************************************************************************/
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/* rect2.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) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 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 */
|
||||
/* a copy of this software and associated documentation files (the */
|
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/* "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. */
|
||||
/* */
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||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* 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 "transform_2d.h" // Includes rect2.h but Rect2 needs Transform2D
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bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
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real_t min = 0, max = 1;
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int axis = 0;
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real_t sign = 0;
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for (int i = 0; i < 2; i++) {
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real_t seg_from = p_from[i];
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real_t seg_to = p_to[i];
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real_t box_begin = position[i];
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real_t box_end = box_begin + size[i];
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real_t cmin, cmax;
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real_t csign;
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if (seg_from < seg_to) {
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if (seg_from > box_end || seg_to < box_begin)
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return false;
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real_t length = seg_to - seg_from;
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cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
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cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
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csign = -1.0;
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} else {
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if (seg_to > box_end || seg_from < box_begin)
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return false;
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real_t length = seg_to - seg_from;
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cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
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cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
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csign = 1.0;
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}
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if (cmin > min) {
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min = cmin;
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axis = i;
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sign = csign;
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}
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if (cmax < max)
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max = cmax;
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if (max < min)
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return false;
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}
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Vector2 rel = p_to - p_from;
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if (r_normal) {
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Vector2 normal;
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normal[axis] = sign;
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*r_normal = normal;
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}
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if (r_pos)
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*r_pos = p_from + rel * min;
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return true;
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}
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bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const {
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//SAT intersection between local and transformed rect2
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Vector2 xf_points[4] = {
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p_xform.xform(p_rect.position),
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p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y)),
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p_xform.xform(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
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p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),
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};
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real_t low_limit;
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//base rect2 first (faster)
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if (xf_points[0].y > position.y)
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goto next1;
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if (xf_points[1].y > position.y)
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goto next1;
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if (xf_points[2].y > position.y)
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goto next1;
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if (xf_points[3].y > position.y)
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goto next1;
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return false;
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next1:
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low_limit = position.y + size.y;
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if (xf_points[0].y < low_limit)
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goto next2;
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if (xf_points[1].y < low_limit)
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goto next2;
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if (xf_points[2].y < low_limit)
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goto next2;
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if (xf_points[3].y < low_limit)
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goto next2;
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return false;
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next2:
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if (xf_points[0].x > position.x)
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goto next3;
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if (xf_points[1].x > position.x)
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goto next3;
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if (xf_points[2].x > position.x)
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goto next3;
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if (xf_points[3].x > position.x)
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goto next3;
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return false;
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next3:
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low_limit = position.x + size.x;
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if (xf_points[0].x < low_limit)
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goto next4;
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if (xf_points[1].x < low_limit)
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goto next4;
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if (xf_points[2].x < low_limit)
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goto next4;
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if (xf_points[3].x < low_limit)
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goto next4;
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return false;
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next4:
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Vector2 xf_points2[4] = {
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position,
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Vector2(position.x + size.x, position.y),
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Vector2(position.x, position.y + size.y),
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Vector2(position.x + size.x, position.y + size.y),
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};
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real_t maxa = p_xform.elements[0].dot(xf_points2[0]);
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real_t mina = maxa;
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real_t dp = p_xform.elements[0].dot(xf_points2[1]);
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maxa = MAX(dp, maxa);
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mina = MIN(dp, mina);
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dp = p_xform.elements[0].dot(xf_points2[2]);
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maxa = MAX(dp, maxa);
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mina = MIN(dp, mina);
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dp = p_xform.elements[0].dot(xf_points2[3]);
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maxa = MAX(dp, maxa);
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mina = MIN(dp, mina);
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real_t maxb = p_xform.elements[0].dot(xf_points[0]);
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real_t minb = maxb;
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dp = p_xform.elements[0].dot(xf_points[1]);
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maxb = MAX(dp, maxb);
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minb = MIN(dp, minb);
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dp = p_xform.elements[0].dot(xf_points[2]);
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maxb = MAX(dp, maxb);
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minb = MIN(dp, minb);
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dp = p_xform.elements[0].dot(xf_points[3]);
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maxb = MAX(dp, maxb);
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minb = MIN(dp, minb);
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if (mina > maxb)
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return false;
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if (minb > maxa)
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return false;
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maxa = p_xform.elements[1].dot(xf_points2[0]);
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mina = maxa;
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|
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dp = p_xform.elements[1].dot(xf_points2[1]);
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maxa = MAX(dp, maxa);
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mina = MIN(dp, mina);
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dp = p_xform.elements[1].dot(xf_points2[2]);
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maxa = MAX(dp, maxa);
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mina = MIN(dp, mina);
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|
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dp = p_xform.elements[1].dot(xf_points2[3]);
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maxa = MAX(dp, maxa);
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mina = MIN(dp, mina);
|
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|
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maxb = p_xform.elements[1].dot(xf_points[0]);
|
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minb = maxb;
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|
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dp = p_xform.elements[1].dot(xf_points[1]);
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maxb = MAX(dp, maxb);
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minb = MIN(dp, minb);
|
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|
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dp = p_xform.elements[1].dot(xf_points[2]);
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maxb = MAX(dp, maxb);
|
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minb = MIN(dp, minb);
|
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|
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dp = p_xform.elements[1].dot(xf_points[3]);
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maxb = MAX(dp, maxb);
|
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minb = MIN(dp, minb);
|
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|
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if (mina > maxb)
|
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return false;
|
||||
if (minb > maxa)
|
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return false;
|
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|
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return true;
|
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}
|
|
@ -0,0 +1,371 @@
|
|||
/*************************************************************************/
|
||||
/* rect2.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2018 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. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef RECT2_H
|
||||
#define RECT2_H
|
||||
|
||||
#include "vector2.h" // also includes math_funcs and ustring
|
||||
|
||||
struct Transform2D;
|
||||
|
||||
struct Rect2 {
|
||||
|
||||
Point2 position;
|
||||
Size2 size;
|
||||
|
||||
const Vector2 &get_position() const { return position; }
|
||||
void set_position(const Vector2 &p_pos) { position = p_pos; }
|
||||
const Vector2 &get_size() const { return size; }
|
||||
void set_size(const Vector2 &p_size) { size = p_size; }
|
||||
|
||||
real_t get_area() const { return size.width * size.height; }
|
||||
|
||||
inline bool intersects(const Rect2 &p_rect) const {
|
||||
if (position.x >= (p_rect.position.x + p_rect.size.width))
|
||||
return false;
|
||||
if ((position.x + size.width) <= p_rect.position.x)
|
||||
return false;
|
||||
if (position.y >= (p_rect.position.y + p_rect.size.height))
|
||||
return false;
|
||||
if ((position.y + size.height) <= p_rect.position.y)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
inline real_t distance_to(const Vector2 &p_point) const {
|
||||
|
||||
real_t dist = 0.0;
|
||||
bool inside = true;
|
||||
|
||||
if (p_point.x < position.x) {
|
||||
real_t d = position.x - p_point.x;
|
||||
dist = inside ? d : MIN(dist, d);
|
||||
inside = false;
|
||||
}
|
||||
if (p_point.y < position.y) {
|
||||
real_t d = position.y - p_point.y;
|
||||
dist = inside ? d : MIN(dist, d);
|
||||
inside = false;
|
||||
}
|
||||
if (p_point.x >= (position.x + size.x)) {
|
||||
real_t d = p_point.x - (position.x + size.x);
|
||||
dist = inside ? d : MIN(dist, d);
|
||||
inside = false;
|
||||
}
|
||||
if (p_point.y >= (position.y + size.y)) {
|
||||
real_t d = p_point.y - (position.y + size.y);
|
||||
dist = inside ? d : MIN(dist, d);
|
||||
inside = false;
|
||||
}
|
||||
|
||||
if (inside)
|
||||
return 0;
|
||||
else
|
||||
return dist;
|
||||
}
|
||||
|
||||
bool intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const;
|
||||
|
||||
bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos = NULL, Point2 *r_normal = NULL) const;
|
||||
|
||||
inline bool encloses(const Rect2 &p_rect) const {
|
||||
|
||||
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
|
||||
((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) &&
|
||||
((p_rect.position.y + p_rect.size.y) < (position.y + size.y));
|
||||
}
|
||||
|
||||
inline bool has_no_area() const {
|
||||
|
||||
return (size.x <= 0 || size.y <= 0);
|
||||
}
|
||||
inline Rect2 clip(const Rect2 &p_rect) const { /// return a clipped rect
|
||||
|
||||
Rect2 new_rect = p_rect;
|
||||
|
||||
if (!intersects(new_rect))
|
||||
return Rect2();
|
||||
|
||||
new_rect.position.x = MAX(p_rect.position.x, position.x);
|
||||
new_rect.position.y = MAX(p_rect.position.y, position.y);
|
||||
|
||||
Point2 p_rect_end = p_rect.position + p_rect.size;
|
||||
Point2 end = position + size;
|
||||
|
||||
new_rect.size.x = MIN(p_rect_end.x, end.x) - new_rect.position.x;
|
||||
new_rect.size.y = MIN(p_rect_end.y, end.y) - new_rect.position.y;
|
||||
|
||||
return new_rect;
|
||||
}
|
||||
|
||||
inline Rect2 merge(const Rect2 &p_rect) const { ///< return a merged rect
|
||||
|
||||
Rect2 new_rect;
|
||||
|
||||
new_rect.position.x = MIN(p_rect.position.x, position.x);
|
||||
new_rect.position.y = MIN(p_rect.position.y, position.y);
|
||||
|
||||
new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
|
||||
new_rect.size.y = MAX(p_rect.position.y + p_rect.size.y, position.y + size.y);
|
||||
|
||||
new_rect.size = new_rect.size - new_rect.position; //make relative again
|
||||
|
||||
return new_rect;
|
||||
};
|
||||
inline bool has_point(const Point2 &p_point) const {
|
||||
if (p_point.x < position.x)
|
||||
return false;
|
||||
if (p_point.y < position.y)
|
||||
return false;
|
||||
|
||||
if (p_point.x >= (position.x + size.x))
|
||||
return false;
|
||||
if (p_point.y >= (position.y + size.y))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
inline bool no_area() const { return (size.width <= 0 || size.height <= 0); }
|
||||
|
||||
bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
|
||||
bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }
|
||||
|
||||
inline Rect2 grow(real_t p_by) const {
|
||||
|
||||
Rect2 g = *this;
|
||||
g.position.x -= p_by;
|
||||
g.position.y -= p_by;
|
||||
g.size.width += p_by * 2;
|
||||
g.size.height += p_by * 2;
|
||||
return g;
|
||||
}
|
||||
|
||||
inline Rect2 grow_margin(Margin p_margin, real_t p_amount) const {
|
||||
Rect2 g = *this;
|
||||
g = g.grow_individual((MARGIN_LEFT == p_margin) ? p_amount : 0,
|
||||
(MARGIN_TOP == p_margin) ? p_amount : 0,
|
||||
(MARGIN_RIGHT == p_margin) ? p_amount : 0,
|
||||
(MARGIN_BOTTOM == p_margin) ? p_amount : 0);
|
||||
return g;
|
||||
}
|
||||
|
||||
inline Rect2 grow_individual(real_t p_left, real_t p_top, real_t p_right, real_t p_bottom) const {
|
||||
|
||||
Rect2 g = *this;
|
||||
g.position.x -= p_left;
|
||||
g.position.y -= p_top;
|
||||
g.size.width += p_left + p_right;
|
||||
g.size.height += p_top + p_bottom;
|
||||
|
||||
return g;
|
||||
}
|
||||
|
||||
inline Rect2 expand(const Vector2 &p_vector) const {
|
||||
|
||||
Rect2 r = *this;
|
||||
r.expand_to(p_vector);
|
||||
return r;
|
||||
}
|
||||
|
||||
inline void expand_to(const Vector2 &p_vector) { //in place function for speed
|
||||
|
||||
Vector2 begin = position;
|
||||
Vector2 end = position + size;
|
||||
|
||||
if (p_vector.x < begin.x)
|
||||
begin.x = p_vector.x;
|
||||
if (p_vector.y < begin.y)
|
||||
begin.y = p_vector.y;
|
||||
|
||||
if (p_vector.x > end.x)
|
||||
end.x = p_vector.x;
|
||||
if (p_vector.y > end.y)
|
||||
end.y = p_vector.y;
|
||||
|
||||
position = begin;
|
||||
size = end - begin;
|
||||
}
|
||||
|
||||
inline Rect2 abs() const {
|
||||
|
||||
return Rect2(Point2(position.x + MIN(size.x, 0), position.y + MIN(size.y, 0)), size.abs());
|
||||
}
|
||||
|
||||
operator String() const { return String(position) + ", " + String(size); }
|
||||
|
||||
Rect2() {}
|
||||
Rect2(real_t p_x, real_t p_y, real_t p_width, real_t p_height) :
|
||||
position(Point2(p_x, p_y)),
|
||||
size(Size2(p_width, p_height)) {
|
||||
}
|
||||
Rect2(const Point2 &p_pos, const Size2 &p_size) :
|
||||
position(p_pos),
|
||||
size(p_size) {
|
||||
}
|
||||
};
|
||||
|
||||
struct Rect2i {
|
||||
|
||||
Point2i position;
|
||||
Size2i size;
|
||||
|
||||
const Point2i &get_position() const { return position; }
|
||||
void set_position(const Point2i &p_position) { position = p_position; }
|
||||
const Size2i &get_size() const { return size; }
|
||||
void set_size(const Size2i &p_size) { size = p_size; }
|
||||
|
||||
int get_area() const { return size.width * size.height; }
|
||||
|
||||
inline bool intersects(const Rect2i &p_rect) const {
|
||||
if (position.x > (p_rect.position.x + p_rect.size.width))
|
||||
return false;
|
||||
if ((position.x + size.width) < p_rect.position.x)
|
||||
return false;
|
||||
if (position.y > (p_rect.position.y + p_rect.size.height))
|
||||
return false;
|
||||
if ((position.y + size.height) < p_rect.position.y)
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
inline bool encloses(const Rect2i &p_rect) const {
|
||||
|
||||
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
|
||||
((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) &&
|
||||
((p_rect.position.y + p_rect.size.y) < (position.y + size.y));
|
||||
}
|
||||
|
||||
inline bool has_no_area() const {
|
||||
|
||||
return (size.x <= 0 || size.y <= 0);
|
||||
}
|
||||
inline Rect2i clip(const Rect2i &p_rect) const { /// return a clipped rect
|
||||
|
||||
Rect2i new_rect = p_rect;
|
||||
|
||||
if (!intersects(new_rect))
|
||||
return Rect2i();
|
||||
|
||||
new_rect.position.x = MAX(p_rect.position.x, position.x);
|
||||
new_rect.position.y = MAX(p_rect.position.y, position.y);
|
||||
|
||||
Point2 p_rect_end = p_rect.position + p_rect.size;
|
||||
Point2 end = position + size;
|
||||
|
||||
new_rect.size.x = (int)(MIN(p_rect_end.x, end.x) - new_rect.position.x);
|
||||
new_rect.size.y = (int)(MIN(p_rect_end.y, end.y) - new_rect.position.y);
|
||||
|
||||
return new_rect;
|
||||
}
|
||||
|
||||
inline Rect2i merge(const Rect2i &p_rect) const { ///< return a merged rect
|
||||
|
||||
Rect2i new_rect;
|
||||
|
||||
new_rect.position.x = MIN(p_rect.position.x, position.x);
|
||||
new_rect.position.y = MIN(p_rect.position.y, position.y);
|
||||
|
||||
new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
|
||||
new_rect.size.y = MAX(p_rect.position.y + p_rect.size.y, position.y + size.y);
|
||||
|
||||
new_rect.size = new_rect.size - new_rect.position; //make relative again
|
||||
|
||||
return new_rect;
|
||||
};
|
||||
bool has_point(const Point2 &p_point) const {
|
||||
if (p_point.x < position.x)
|
||||
return false;
|
||||
if (p_point.y < position.y)
|
||||
return false;
|
||||
|
||||
if (p_point.x >= (position.x + size.x))
|
||||
return false;
|
||||
if (p_point.y >= (position.y + size.y))
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool no_area() { return (size.width <= 0 || size.height <= 0); }
|
||||
|
||||
bool operator==(const Rect2i &p_rect) const { return position == p_rect.position && size == p_rect.size; }
|
||||
bool operator!=(const Rect2i &p_rect) const { return position != p_rect.position || size != p_rect.size; }
|
||||
|
||||
Rect2i grow(int p_by) const {
|
||||
|
||||
Rect2i g = *this;
|
||||
g.position.x -= p_by;
|
||||
g.position.y -= p_by;
|
||||
g.size.width += p_by * 2;
|
||||
g.size.height += p_by * 2;
|
||||
return g;
|
||||
}
|
||||
|
||||
inline void expand_to(const Point2i &p_vector) {
|
||||
|
||||
Point2i begin = position;
|
||||
Point2i end = position + size;
|
||||
|
||||
if (p_vector.x < begin.x)
|
||||
begin.x = p_vector.x;
|
||||
if (p_vector.y < begin.y)
|
||||
begin.y = p_vector.y;
|
||||
|
||||
if (p_vector.x > end.x)
|
||||
end.x = p_vector.x;
|
||||
if (p_vector.y > end.y)
|
||||
end.y = p_vector.y;
|
||||
|
||||
position = begin;
|
||||
size = end - begin;
|
||||
}
|
||||
|
||||
operator String() const { return String(position) + ", " + String(size); }
|
||||
|
||||
operator Rect2() const { return Rect2(position, size); }
|
||||
Rect2i(const Rect2 &p_r2) :
|
||||
position(p_r2.position),
|
||||
size(p_r2.size) {
|
||||
}
|
||||
Rect2i() {}
|
||||
Rect2i(int p_x, int p_y, int p_width, int p_height) :
|
||||
position(Point2(p_x, p_y)),
|
||||
size(Size2(p_width, p_height)) {
|
||||
}
|
||||
Rect2i(const Point2 &p_pos, const Size2 &p_size) :
|
||||
position(p_pos),
|
||||
size(p_size) {
|
||||
}
|
||||
};
|
||||
|
||||
#endif // RECT2_H
|
|
@ -1,5 +1,5 @@
|
|||
/*************************************************************************/
|
||||
/* math_2d.cpp */
|
||||
/* transform_2d.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
|
@ -28,287 +28,7 @@
|
|||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#include "math_2d.h"
|
||||
|
||||
real_t Vector2::angle() const {
|
||||
|
||||
return Math::atan2(y, x);
|
||||
}
|
||||
|
||||
real_t Vector2::length() const {
|
||||
|
||||
return Math::sqrt(x * x + y * y);
|
||||
}
|
||||
|
||||
real_t Vector2::length_squared() const {
|
||||
|
||||
return x * x + y * y;
|
||||
}
|
||||
|
||||
void Vector2::normalize() {
|
||||
|
||||
real_t l = x * x + y * y;
|
||||
if (l != 0) {
|
||||
|
||||
l = Math::sqrt(l);
|
||||
x /= l;
|
||||
y /= l;
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 Vector2::normalized() const {
|
||||
|
||||
Vector2 v = *this;
|
||||
v.normalize();
|
||||
return v;
|
||||
}
|
||||
|
||||
bool Vector2::is_normalized() const {
|
||||
// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
|
||||
return Math::is_equal_approx(length_squared(), 1.0);
|
||||
}
|
||||
|
||||
real_t Vector2::distance_to(const Vector2 &p_vector2) const {
|
||||
|
||||
return Math::sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
|
||||
}
|
||||
|
||||
real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
|
||||
|
||||
return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
|
||||
}
|
||||
|
||||
real_t Vector2::angle_to(const Vector2 &p_vector2) const {
|
||||
|
||||
return Math::atan2(cross(p_vector2), dot(p_vector2));
|
||||
}
|
||||
|
||||
real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
|
||||
|
||||
return Math::atan2(y - p_vector2.y, x - p_vector2.x);
|
||||
}
|
||||
|
||||
real_t Vector2::dot(const Vector2 &p_other) const {
|
||||
|
||||
return x * p_other.x + y * p_other.y;
|
||||
}
|
||||
|
||||
real_t Vector2::cross(const Vector2 &p_other) const {
|
||||
|
||||
return x * p_other.y - y * p_other.x;
|
||||
}
|
||||
|
||||
Vector2 Vector2::floor() const {
|
||||
|
||||
return Vector2(Math::floor(x), Math::floor(y));
|
||||
}
|
||||
|
||||
Vector2 Vector2::ceil() const {
|
||||
|
||||
return Vector2(Math::ceil(x), Math::ceil(y));
|
||||
}
|
||||
|
||||
Vector2 Vector2::round() const {
|
||||
|
||||
return Vector2(Math::round(x), Math::round(y));
|
||||
}
|
||||
|
||||
Vector2 Vector2::rotated(real_t p_by) const {
|
||||
|
||||
Vector2 v;
|
||||
v.set_rotation(angle() + p_by);
|
||||
v *= length();
|
||||
return v;
|
||||
}
|
||||
|
||||
Vector2 Vector2::project(const Vector2 &p_vec) const {
|
||||
|
||||
Vector2 v1 = p_vec;
|
||||
Vector2 v2 = *this;
|
||||
return v2 * (v1.dot(v2) / v2.dot(v2));
|
||||
}
|
||||
|
||||
Vector2 Vector2::snapped(const Vector2 &p_by) const {
|
||||
|
||||
return Vector2(
|
||||
Math::stepify(x, p_by.x),
|
||||
Math::stepify(y, p_by.y));
|
||||
}
|
||||
|
||||
Vector2 Vector2::clamped(real_t p_len) const {
|
||||
|
||||
real_t l = length();
|
||||
Vector2 v = *this;
|
||||
if (l > 0 && p_len < l) {
|
||||
|
||||
v /= l;
|
||||
v *= p_len;
|
||||
}
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
|
||||
|
||||
Vector2 p0 = p_pre_a;
|
||||
Vector2 p1 = *this;
|
||||
Vector2 p2 = p_b;
|
||||
Vector2 p3 = p_post_b;
|
||||
|
||||
real_t t = p_t;
|
||||
real_t t2 = t * t;
|
||||
real_t t3 = t2 * t;
|
||||
|
||||
Vector2 out;
|
||||
out = 0.5 * ((p1 * 2.0) +
|
||||
(-p0 + p2) * t +
|
||||
(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
|
||||
(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
|
||||
return out;
|
||||
}
|
||||
|
||||
// slide returns the component of the vector along the given plane, specified by its normal vector.
|
||||
Vector2 Vector2::slide(const Vector2 &p_normal) const {
|
||||
#ifdef MATH_CHECKS
|
||||
ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2());
|
||||
#endif
|
||||
return *this - p_normal * this->dot(p_normal);
|
||||
}
|
||||
|
||||
Vector2 Vector2::bounce(const Vector2 &p_normal) const {
|
||||
return -reflect(p_normal);
|
||||
}
|
||||
|
||||
Vector2 Vector2::reflect(const Vector2 &p_normal) const {
|
||||
#ifdef MATH_CHECKS
|
||||
ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2());
|
||||
#endif
|
||||
return 2.0 * p_normal * this->dot(p_normal) - *this;
|
||||
}
|
||||
|
||||
bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
|
||||
|
||||
real_t min = 0, max = 1;
|
||||
int axis = 0;
|
||||
real_t sign = 0;
|
||||
|
||||
for (int i = 0; i < 2; i++) {
|
||||
real_t seg_from = p_from[i];
|
||||
real_t seg_to = p_to[i];
|
||||
real_t box_begin = position[i];
|
||||
real_t box_end = box_begin + size[i];
|
||||
real_t cmin, cmax;
|
||||
real_t csign;
|
||||
|
||||
if (seg_from < seg_to) {
|
||||
|
||||
if (seg_from > box_end || seg_to < box_begin)
|
||||
return false;
|
||||
real_t length = seg_to - seg_from;
|
||||
cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
|
||||
cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
|
||||
csign = -1.0;
|
||||
|
||||
} else {
|
||||
|
||||
if (seg_to > box_end || seg_from < box_begin)
|
||||
return false;
|
||||
real_t length = seg_to - seg_from;
|
||||
cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
|
||||
cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
|
||||
csign = 1.0;
|
||||
}
|
||||
|
||||
if (cmin > min) {
|
||||
min = cmin;
|
||||
axis = i;
|
||||
sign = csign;
|
||||
}
|
||||
if (cmax < max)
|
||||
max = cmax;
|
||||
if (max < min)
|
||||
return false;
|
||||
}
|
||||
|
||||
Vector2 rel = p_to - p_from;
|
||||
|
||||
if (r_normal) {
|
||||
Vector2 normal;
|
||||
normal[axis] = sign;
|
||||
*r_normal = normal;
|
||||
}
|
||||
|
||||
if (r_pos)
|
||||
*r_pos = p_from + rel * min;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/* Point2i */
|
||||
|
||||
Point2i Point2i::operator+(const Point2i &p_v) const {
|
||||
|
||||
return Point2i(x + p_v.x, y + p_v.y);
|
||||
}
|
||||
void Point2i::operator+=(const Point2i &p_v) {
|
||||
|
||||
x += p_v.x;
|
||||
y += p_v.y;
|
||||
}
|
||||
Point2i Point2i::operator-(const Point2i &p_v) const {
|
||||
|
||||
return Point2i(x - p_v.x, y - p_v.y);
|
||||
}
|
||||
void Point2i::operator-=(const Point2i &p_v) {
|
||||
|
||||
x -= p_v.x;
|
||||
y -= p_v.y;
|
||||
}
|
||||
|
||||
Point2i Point2i::operator*(const Point2i &p_v1) const {
|
||||
|
||||
return Point2i(x * p_v1.x, y * p_v1.y);
|
||||
};
|
||||
|
||||
Point2i Point2i::operator*(const int &rvalue) const {
|
||||
|
||||
return Point2i(x * rvalue, y * rvalue);
|
||||
};
|
||||
void Point2i::operator*=(const int &rvalue) {
|
||||
|
||||
x *= rvalue;
|
||||
y *= rvalue;
|
||||
};
|
||||
|
||||
Point2i Point2i::operator/(const Point2i &p_v1) const {
|
||||
|
||||
return Point2i(x / p_v1.x, y / p_v1.y);
|
||||
};
|
||||
|
||||
Point2i Point2i::operator/(const int &rvalue) const {
|
||||
|
||||
return Point2i(x / rvalue, y / rvalue);
|
||||
};
|
||||
|
||||
void Point2i::operator/=(const int &rvalue) {
|
||||
|
||||
x /= rvalue;
|
||||
y /= rvalue;
|
||||
};
|
||||
|
||||
Point2i Point2i::operator-() const {
|
||||
|
||||
return Point2i(-x, -y);
|
||||
}
|
||||
|
||||
bool Point2i::operator==(const Point2i &p_vec2) const {
|
||||
|
||||
return x == p_vec2.x && y == p_vec2.y;
|
||||
}
|
||||
bool Point2i::operator!=(const Point2i &p_vec2) const {
|
||||
|
||||
return x != p_vec2.x || y != p_vec2.y;
|
||||
}
|
||||
#include "transform_2d.h"
|
||||
|
||||
void Transform2D::invert() {
|
||||
// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
|
|
@ -0,0 +1,201 @@
|
|||
/*************************************************************************/
|
||||
/* transform_2d.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2018 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. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef TRANSFORM_2D_H
|
||||
#define TRANSFORM_2D_H
|
||||
|
||||
#include "rect2.h" // also includes vector2, math_funcs, and ustring
|
||||
|
||||
struct Transform2D {
|
||||
// Warning #1: basis of Transform2D is stored differently from Basis. In terms of elements array, the basis matrix looks like "on paper":
|
||||
// M = (elements[0][0] elements[1][0])
|
||||
// (elements[0][1] elements[1][1])
|
||||
// This is such that the columns, which can be interpreted as basis vectors of the coordinate system "painted" on the object, can be accessed as elements[i].
|
||||
// Note that this is the opposite of the indices in mathematical texts, meaning: $M_{12}$ in a math book corresponds to elements[1][0] here.
|
||||
// This requires additional care when working with explicit indices.
|
||||
// See https://en.wikipedia.org/wiki/Row-_and_column-major_order for further reading.
|
||||
|
||||
// Warning #2: 2D be aware that unlike 3D code, 2D code uses a left-handed coordinate system: Y-axis points down,
|
||||
// and angle is measure from +X to +Y in a clockwise-fashion.
|
||||
|
||||
Vector2 elements[3];
|
||||
|
||||
_FORCE_INLINE_ real_t tdotx(const Vector2 &v) const { return elements[0][0] * v.x + elements[1][0] * v.y; }
|
||||
_FORCE_INLINE_ real_t tdoty(const Vector2 &v) const { return elements[0][1] * v.x + elements[1][1] * v.y; }
|
||||
|
||||
const Vector2 &operator[](int p_idx) const { return elements[p_idx]; }
|
||||
Vector2 &operator[](int p_idx) { return elements[p_idx]; }
|
||||
|
||||
_FORCE_INLINE_ Vector2 get_axis(int p_axis) const {
|
||||
ERR_FAIL_INDEX_V(p_axis, 3, Vector2());
|
||||
return elements[p_axis];
|
||||
}
|
||||
_FORCE_INLINE_ void set_axis(int p_axis, const Vector2 &p_vec) {
|
||||
ERR_FAIL_INDEX(p_axis, 3);
|
||||
elements[p_axis] = p_vec;
|
||||
}
|
||||
|
||||
void invert();
|
||||
Transform2D inverse() const;
|
||||
|
||||
void affine_invert();
|
||||
Transform2D affine_inverse() const;
|
||||
|
||||
void set_rotation(real_t p_rot);
|
||||
real_t get_rotation() const;
|
||||
_FORCE_INLINE_ void set_rotation_and_scale(real_t p_rot, const Size2 &p_scale);
|
||||
void rotate(real_t p_phi);
|
||||
|
||||
void scale(const Size2 &p_scale);
|
||||
void scale_basis(const Size2 &p_scale);
|
||||
void translate(real_t p_tx, real_t p_ty);
|
||||
void translate(const Vector2 &p_translation);
|
||||
|
||||
real_t basis_determinant() const;
|
||||
|
||||
Size2 get_scale() const;
|
||||
|
||||
_FORCE_INLINE_ const Vector2 &get_origin() const { return elements[2]; }
|
||||
_FORCE_INLINE_ void set_origin(const Vector2 &p_origin) { elements[2] = p_origin; }
|
||||
|
||||
Transform2D scaled(const Size2 &p_scale) const;
|
||||
Transform2D basis_scaled(const Size2 &p_scale) const;
|
||||
Transform2D translated(const Vector2 &p_offset) const;
|
||||
Transform2D rotated(real_t p_phi) const;
|
||||
|
||||
Transform2D untranslated() const;
|
||||
|
||||
void orthonormalize();
|
||||
Transform2D orthonormalized() const;
|
||||
|
||||
bool operator==(const Transform2D &p_transform) const;
|
||||
bool operator!=(const Transform2D &p_transform) const;
|
||||
|
||||
void operator*=(const Transform2D &p_transform);
|
||||
Transform2D operator*(const Transform2D &p_transform) const;
|
||||
|
||||
Transform2D interpolate_with(const Transform2D &p_transform, real_t p_c) const;
|
||||
|
||||
_FORCE_INLINE_ Vector2 basis_xform(const Vector2 &p_vec) const;
|
||||
_FORCE_INLINE_ Vector2 basis_xform_inv(const Vector2 &p_vec) const;
|
||||
_FORCE_INLINE_ Vector2 xform(const Vector2 &p_vec) const;
|
||||
_FORCE_INLINE_ Vector2 xform_inv(const Vector2 &p_vec) const;
|
||||
_FORCE_INLINE_ Rect2 xform(const Rect2 &p_rect) const;
|
||||
_FORCE_INLINE_ Rect2 xform_inv(const Rect2 &p_rect) const;
|
||||
|
||||
operator String() const;
|
||||
|
||||
Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
|
||||
|
||||
elements[0][0] = xx;
|
||||
elements[0][1] = xy;
|
||||
elements[1][0] = yx;
|
||||
elements[1][1] = yy;
|
||||
elements[2][0] = ox;
|
||||
elements[2][1] = oy;
|
||||
}
|
||||
|
||||
Transform2D(real_t p_rot, const Vector2 &p_pos);
|
||||
Transform2D() {
|
||||
elements[0][0] = 1.0;
|
||||
elements[1][1] = 1.0;
|
||||
}
|
||||
};
|
||||
|
||||
Vector2 Transform2D::basis_xform(const Vector2 &p_vec) const {
|
||||
|
||||
return Vector2(
|
||||
tdotx(p_vec),
|
||||
tdoty(p_vec));
|
||||
}
|
||||
|
||||
Vector2 Transform2D::basis_xform_inv(const Vector2 &p_vec) const {
|
||||
|
||||
return Vector2(
|
||||
elements[0].dot(p_vec),
|
||||
elements[1].dot(p_vec));
|
||||
}
|
||||
|
||||
Vector2 Transform2D::xform(const Vector2 &p_vec) const {
|
||||
|
||||
return Vector2(
|
||||
tdotx(p_vec),
|
||||
tdoty(p_vec)) +
|
||||
elements[2];
|
||||
}
|
||||
Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
|
||||
|
||||
Vector2 v = p_vec - elements[2];
|
||||
|
||||
return Vector2(
|
||||
elements[0].dot(v),
|
||||
elements[1].dot(v));
|
||||
}
|
||||
Rect2 Transform2D::xform(const Rect2 &p_rect) const {
|
||||
|
||||
Vector2 x = elements[0] * p_rect.size.x;
|
||||
Vector2 y = elements[1] * p_rect.size.y;
|
||||
Vector2 pos = xform(p_rect.position);
|
||||
|
||||
Rect2 new_rect;
|
||||
new_rect.position = pos;
|
||||
new_rect.expand_to(pos + x);
|
||||
new_rect.expand_to(pos + y);
|
||||
new_rect.expand_to(pos + x + y);
|
||||
return new_rect;
|
||||
}
|
||||
|
||||
void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
|
||||
|
||||
elements[0][0] = Math::cos(p_rot) * p_scale.x;
|
||||
elements[1][1] = Math::cos(p_rot) * p_scale.y;
|
||||
elements[1][0] = -Math::sin(p_rot) * p_scale.y;
|
||||
elements[0][1] = Math::sin(p_rot) * p_scale.x;
|
||||
}
|
||||
|
||||
Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {
|
||||
|
||||
Vector2 ends[4] = {
|
||||
xform_inv(p_rect.position),
|
||||
xform_inv(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
|
||||
xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),
|
||||
xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y))
|
||||
};
|
||||
|
||||
Rect2 new_rect;
|
||||
new_rect.position = ends[0];
|
||||
new_rect.expand_to(ends[1]);
|
||||
new_rect.expand_to(ends[2]);
|
||||
new_rect.expand_to(ends[3]);
|
||||
|
||||
return new_rect;
|
||||
}
|
||||
|
||||
#endif // TRANSFORM_2D_H
|
|
@ -31,7 +31,7 @@
|
|||
#ifndef TRIANGULATE_H
|
||||
#define TRIANGULATE_H
|
||||
|
||||
#include "math_2d.h"
|
||||
#include "vector2.h"
|
||||
|
||||
/*
|
||||
http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
|
||||
|
|
|
@ -0,0 +1,253 @@
|
|||
/*************************************************************************/
|
||||
/* vector2.cpp */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2018 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 "vector2.h"
|
||||
|
||||
real_t Vector2::angle() const {
|
||||
|
||||
return Math::atan2(y, x);
|
||||
}
|
||||
|
||||
real_t Vector2::length() const {
|
||||
|
||||
return Math::sqrt(x * x + y * y);
|
||||
}
|
||||
|
||||
real_t Vector2::length_squared() const {
|
||||
|
||||
return x * x + y * y;
|
||||
}
|
||||
|
||||
void Vector2::normalize() {
|
||||
|
||||
real_t l = x * x + y * y;
|
||||
if (l != 0) {
|
||||
|
||||
l = Math::sqrt(l);
|
||||
x /= l;
|
||||
y /= l;
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 Vector2::normalized() const {
|
||||
|
||||
Vector2 v = *this;
|
||||
v.normalize();
|
||||
return v;
|
||||
}
|
||||
|
||||
bool Vector2::is_normalized() const {
|
||||
// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
|
||||
return Math::is_equal_approx(length_squared(), 1.0);
|
||||
}
|
||||
|
||||
real_t Vector2::distance_to(const Vector2 &p_vector2) const {
|
||||
|
||||
return Math::sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
|
||||
}
|
||||
|
||||
real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
|
||||
|
||||
return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
|
||||
}
|
||||
|
||||
real_t Vector2::angle_to(const Vector2 &p_vector2) const {
|
||||
|
||||
return Math::atan2(cross(p_vector2), dot(p_vector2));
|
||||
}
|
||||
|
||||
real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
|
||||
|
||||
return Math::atan2(y - p_vector2.y, x - p_vector2.x);
|
||||
}
|
||||
|
||||
real_t Vector2::dot(const Vector2 &p_other) const {
|
||||
|
||||
return x * p_other.x + y * p_other.y;
|
||||
}
|
||||
|
||||
real_t Vector2::cross(const Vector2 &p_other) const {
|
||||
|
||||
return x * p_other.y - y * p_other.x;
|
||||
}
|
||||
|
||||
Vector2 Vector2::floor() const {
|
||||
|
||||
return Vector2(Math::floor(x), Math::floor(y));
|
||||
}
|
||||
|
||||
Vector2 Vector2::ceil() const {
|
||||
|
||||
return Vector2(Math::ceil(x), Math::ceil(y));
|
||||
}
|
||||
|
||||
Vector2 Vector2::round() const {
|
||||
|
||||
return Vector2(Math::round(x), Math::round(y));
|
||||
}
|
||||
|
||||
Vector2 Vector2::rotated(real_t p_by) const {
|
||||
|
||||
Vector2 v;
|
||||
v.set_rotation(angle() + p_by);
|
||||
v *= length();
|
||||
return v;
|
||||
}
|
||||
|
||||
Vector2 Vector2::project(const Vector2 &p_vec) const {
|
||||
|
||||
Vector2 v1 = p_vec;
|
||||
Vector2 v2 = *this;
|
||||
return v2 * (v1.dot(v2) / v2.dot(v2));
|
||||
}
|
||||
|
||||
Vector2 Vector2::snapped(const Vector2 &p_by) const {
|
||||
|
||||
return Vector2(
|
||||
Math::stepify(x, p_by.x),
|
||||
Math::stepify(y, p_by.y));
|
||||
}
|
||||
|
||||
Vector2 Vector2::clamped(real_t p_len) const {
|
||||
|
||||
real_t l = length();
|
||||
Vector2 v = *this;
|
||||
if (l > 0 && p_len < l) {
|
||||
|
||||
v /= l;
|
||||
v *= p_len;
|
||||
}
|
||||
|
||||
return v;
|
||||
}
|
||||
|
||||
Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
|
||||
|
||||
Vector2 p0 = p_pre_a;
|
||||
Vector2 p1 = *this;
|
||||
Vector2 p2 = p_b;
|
||||
Vector2 p3 = p_post_b;
|
||||
|
||||
real_t t = p_t;
|
||||
real_t t2 = t * t;
|
||||
real_t t3 = t2 * t;
|
||||
|
||||
Vector2 out;
|
||||
out = 0.5 * ((p1 * 2.0) +
|
||||
(-p0 + p2) * t +
|
||||
(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
|
||||
(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
|
||||
return out;
|
||||
}
|
||||
|
||||
// slide returns the component of the vector along the given plane, specified by its normal vector.
|
||||
Vector2 Vector2::slide(const Vector2 &p_normal) const {
|
||||
#ifdef MATH_CHECKS
|
||||
ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2());
|
||||
#endif
|
||||
return *this - p_normal * this->dot(p_normal);
|
||||
}
|
||||
|
||||
Vector2 Vector2::bounce(const Vector2 &p_normal) const {
|
||||
return -reflect(p_normal);
|
||||
}
|
||||
|
||||
Vector2 Vector2::reflect(const Vector2 &p_normal) const {
|
||||
#ifdef MATH_CHECKS
|
||||
ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2());
|
||||
#endif
|
||||
return 2.0 * p_normal * this->dot(p_normal) - *this;
|
||||
}
|
||||
|
||||
/* Vector2i */
|
||||
|
||||
Vector2i Vector2i::operator+(const Vector2i &p_v) const {
|
||||
|
||||
return Vector2i(x + p_v.x, y + p_v.y);
|
||||
}
|
||||
void Vector2i::operator+=(const Vector2i &p_v) {
|
||||
|
||||
x += p_v.x;
|
||||
y += p_v.y;
|
||||
}
|
||||
Vector2i Vector2i::operator-(const Vector2i &p_v) const {
|
||||
|
||||
return Vector2i(x - p_v.x, y - p_v.y);
|
||||
}
|
||||
void Vector2i::operator-=(const Vector2i &p_v) {
|
||||
|
||||
x -= p_v.x;
|
||||
y -= p_v.y;
|
||||
}
|
||||
|
||||
Vector2i Vector2i::operator*(const Vector2i &p_v1) const {
|
||||
|
||||
return Vector2i(x * p_v1.x, y * p_v1.y);
|
||||
};
|
||||
|
||||
Vector2i Vector2i::operator*(const int &rvalue) const {
|
||||
|
||||
return Vector2i(x * rvalue, y * rvalue);
|
||||
};
|
||||
void Vector2i::operator*=(const int &rvalue) {
|
||||
|
||||
x *= rvalue;
|
||||
y *= rvalue;
|
||||
};
|
||||
|
||||
Vector2i Vector2i::operator/(const Vector2i &p_v1) const {
|
||||
|
||||
return Vector2i(x / p_v1.x, y / p_v1.y);
|
||||
};
|
||||
|
||||
Vector2i Vector2i::operator/(const int &rvalue) const {
|
||||
|
||||
return Vector2i(x / rvalue, y / rvalue);
|
||||
};
|
||||
|
||||
void Vector2i::operator/=(const int &rvalue) {
|
||||
|
||||
x /= rvalue;
|
||||
y /= rvalue;
|
||||
};
|
||||
|
||||
Vector2i Vector2i::operator-() const {
|
||||
|
||||
return Vector2i(-x, -y);
|
||||
}
|
||||
|
||||
bool Vector2i::operator==(const Vector2i &p_vec2) const {
|
||||
|
||||
return x == p_vec2.x && y == p_vec2.y;
|
||||
}
|
||||
bool Vector2i::operator!=(const Vector2i &p_vec2) const {
|
||||
|
||||
return x != p_vec2.x || y != p_vec2.y;
|
||||
}
|
|
@ -0,0 +1,316 @@
|
|||
/*************************************************************************/
|
||||
/* vector2.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2018 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. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef VECTOR2_H
|
||||
#define VECTOR2_H
|
||||
|
||||
#include "math_funcs.h"
|
||||
#include "ustring.h"
|
||||
|
||||
struct Vector2i;
|
||||
|
||||
struct Vector2 {
|
||||
|
||||
union {
|
||||
real_t x;
|
||||
real_t width;
|
||||
};
|
||||
union {
|
||||
real_t y;
|
||||
real_t height;
|
||||
};
|
||||
|
||||
_FORCE_INLINE_ real_t &operator[](int p_idx) {
|
||||
return p_idx ? y : x;
|
||||
}
|
||||
_FORCE_INLINE_ const real_t &operator[](int p_idx) const {
|
||||
return p_idx ? y : x;
|
||||
}
|
||||
|
||||
void normalize();
|
||||
Vector2 normalized() const;
|
||||
bool is_normalized() const;
|
||||
|
||||
real_t length() const;
|
||||
real_t length_squared() const;
|
||||
|
||||
real_t distance_to(const Vector2 &p_vector2) const;
|
||||
real_t distance_squared_to(const Vector2 &p_vector2) const;
|
||||
real_t angle_to(const Vector2 &p_vector2) const;
|
||||
real_t angle_to_point(const Vector2 &p_vector2) const;
|
||||
|
||||
real_t dot(const Vector2 &p_other) const;
|
||||
real_t cross(const Vector2 &p_other) const;
|
||||
Vector2 project(const Vector2 &p_vec) const;
|
||||
|
||||
Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
|
||||
|
||||
Vector2 clamped(real_t p_len) const;
|
||||
|
||||
_FORCE_INLINE_ static Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t);
|
||||
_FORCE_INLINE_ Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const;
|
||||
_FORCE_INLINE_ Vector2 slerp(const Vector2 &p_b, real_t p_t) const;
|
||||
Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const;
|
||||
|
||||
Vector2 slide(const Vector2 &p_normal) const;
|
||||
Vector2 bounce(const Vector2 &p_normal) const;
|
||||
Vector2 reflect(const Vector2 &p_normal) const;
|
||||
|
||||
Vector2 operator+(const Vector2 &p_v) const;
|
||||
void operator+=(const Vector2 &p_v);
|
||||
Vector2 operator-(const Vector2 &p_v) const;
|
||||
void operator-=(const Vector2 &p_v);
|
||||
Vector2 operator*(const Vector2 &p_v1) const;
|
||||
|
||||
Vector2 operator*(const real_t &rvalue) const;
|
||||
void operator*=(const real_t &rvalue);
|
||||
void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
|
||||
|
||||
Vector2 operator/(const Vector2 &p_v1) const;
|
||||
|
||||
Vector2 operator/(const real_t &rvalue) const;
|
||||
|
||||
void operator/=(const real_t &rvalue);
|
||||
|
||||
Vector2 operator-() const;
|
||||
|
||||
bool operator==(const Vector2 &p_vec2) const;
|
||||
bool operator!=(const Vector2 &p_vec2) const;
|
||||
|
||||
bool operator<(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
|
||||
bool operator<=(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y <= p_vec2.y) : (x <= p_vec2.x); }
|
||||
|
||||
real_t angle() const;
|
||||
|
||||
void set_rotation(real_t p_radians) {
|
||||
|
||||
x = Math::cos(p_radians);
|
||||
y = Math::sin(p_radians);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Vector2 abs() const {
|
||||
|
||||
return Vector2(Math::abs(x), Math::abs(y));
|
||||
}
|
||||
|
||||
Vector2 rotated(real_t p_by) const;
|
||||
Vector2 tangent() const {
|
||||
|
||||
return Vector2(y, -x);
|
||||
}
|
||||
|
||||
Vector2 floor() const;
|
||||
Vector2 ceil() const;
|
||||
Vector2 round() const;
|
||||
Vector2 snapped(const Vector2 &p_by) const;
|
||||
real_t aspect() const { return width / height; }
|
||||
|
||||
operator String() const { return String::num(x) + ", " + String::num(y); }
|
||||
|
||||
_FORCE_INLINE_ Vector2(real_t p_x, real_t p_y) {
|
||||
x = p_x;
|
||||
y = p_y;
|
||||
}
|
||||
_FORCE_INLINE_ Vector2() {
|
||||
x = 0;
|
||||
y = 0;
|
||||
}
|
||||
};
|
||||
|
||||
_FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
|
||||
|
||||
return p_vec - *this * (dot(p_vec) - p_d);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {
|
||||
|
||||
return p_vec * p_scalar;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const {
|
||||
|
||||
return Vector2(x + p_v.x, y + p_v.y);
|
||||
}
|
||||
_FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) {
|
||||
|
||||
x += p_v.x;
|
||||
y += p_v.y;
|
||||
}
|
||||
_FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const {
|
||||
|
||||
return Vector2(x - p_v.x, y - p_v.y);
|
||||
}
|
||||
_FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) {
|
||||
|
||||
x -= p_v.x;
|
||||
y -= p_v.y;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
|
||||
|
||||
return Vector2(x * p_v1.x, y * p_v1.y);
|
||||
};
|
||||
|
||||
_FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
|
||||
|
||||
return Vector2(x * rvalue, y * rvalue);
|
||||
};
|
||||
_FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
|
||||
|
||||
x *= rvalue;
|
||||
y *= rvalue;
|
||||
};
|
||||
|
||||
_FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
|
||||
|
||||
return Vector2(x / p_v1.x, y / p_v1.y);
|
||||
};
|
||||
|
||||
_FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
|
||||
|
||||
return Vector2(x / rvalue, y / rvalue);
|
||||
};
|
||||
|
||||
_FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
|
||||
|
||||
x /= rvalue;
|
||||
y /= rvalue;
|
||||
};
|
||||
|
||||
_FORCE_INLINE_ Vector2 Vector2::operator-() const {
|
||||
|
||||
return Vector2(-x, -y);
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
|
||||
|
||||
return x == p_vec2.x && y == p_vec2.y;
|
||||
}
|
||||
_FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
|
||||
|
||||
return x != p_vec2.x || y != p_vec2.y;
|
||||
}
|
||||
|
||||
Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const {
|
||||
|
||||
Vector2 res = *this;
|
||||
|
||||
res.x += (p_t * (p_b.x - x));
|
||||
res.y += (p_t * (p_b.y - y));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
Vector2 Vector2::slerp(const Vector2 &p_b, real_t p_t) const {
|
||||
#ifdef MATH_CHECKS
|
||||
ERR_FAIL_COND_V(is_normalized() == false, Vector2());
|
||||
#endif
|
||||
real_t theta = angle_to(p_b);
|
||||
return rotated(theta * p_t);
|
||||
}
|
||||
|
||||
Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
|
||||
|
||||
Vector2 res = p_a;
|
||||
|
||||
res.x += (p_t * (p_b.x - p_a.x));
|
||||
res.y += (p_t * (p_b.y - p_a.y));
|
||||
|
||||
return res;
|
||||
}
|
||||
|
||||
typedef Vector2 Size2;
|
||||
typedef Vector2 Point2;
|
||||
|
||||
/* INTEGER STUFF */
|
||||
|
||||
struct Vector2i {
|
||||
|
||||
union {
|
||||
int x;
|
||||
int width;
|
||||
};
|
||||
union {
|
||||
int y;
|
||||
int height;
|
||||
};
|
||||
|
||||
_FORCE_INLINE_ int &operator[](int p_idx) {
|
||||
return p_idx ? y : x;
|
||||
}
|
||||
_FORCE_INLINE_ const int &operator[](int p_idx) const {
|
||||
return p_idx ? y : x;
|
||||
}
|
||||
|
||||
Vector2i operator+(const Vector2i &p_v) const;
|
||||
void operator+=(const Vector2i &p_v);
|
||||
Vector2i operator-(const Vector2i &p_v) const;
|
||||
void operator-=(const Vector2i &p_v);
|
||||
Vector2i operator*(const Vector2i &p_v1) const;
|
||||
|
||||
Vector2i operator*(const int &rvalue) const;
|
||||
void operator*=(const int &rvalue);
|
||||
|
||||
Vector2i operator/(const Vector2i &p_v1) const;
|
||||
|
||||
Vector2i operator/(const int &rvalue) const;
|
||||
|
||||
void operator/=(const int &rvalue);
|
||||
|
||||
Vector2i operator-() const;
|
||||
bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
|
||||
bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
|
||||
|
||||
bool operator==(const Vector2i &p_vec2) const;
|
||||
bool operator!=(const Vector2i &p_vec2) const;
|
||||
|
||||
real_t get_aspect() const { return width / (real_t)height; }
|
||||
|
||||
operator String() const { return String::num(x) + ", " + String::num(y); }
|
||||
|
||||
operator Vector2() const { return Vector2(x, y); }
|
||||
inline Vector2i(const Vector2 &p_vec2) {
|
||||
x = (int)p_vec2.x;
|
||||
y = (int)p_vec2.y;
|
||||
}
|
||||
inline Vector2i(int p_x, int p_y) {
|
||||
x = p_x;
|
||||
y = p_y;
|
||||
}
|
||||
inline Vector2i() {
|
||||
x = 0;
|
||||
y = 0;
|
||||
}
|
||||
};
|
||||
|
||||
typedef Vector2i Size2i;
|
||||
typedef Vector2i Point2i;
|
||||
|
||||
#endif // VECTOR2_H
|
|
@ -31,7 +31,7 @@
|
|||
#ifndef METHOD_PTRCALL_H
|
||||
#define METHOD_PTRCALL_H
|
||||
|
||||
#include "math_2d.h"
|
||||
#include "transform_2d.h"
|
||||
#include "typedefs.h"
|
||||
#include "variant.h"
|
||||
|
||||
|
|
|
@ -31,9 +31,9 @@
|
|||
#ifndef INPUT_EVENT_H
|
||||
#define INPUT_EVENT_H
|
||||
|
||||
#include "math_2d.h"
|
||||
#include "os/copymem.h"
|
||||
#include "resource.h"
|
||||
#include "transform_2d.h"
|
||||
#include "typedefs.h"
|
||||
#include "ustring.h"
|
||||
/**
|
||||
|
|
|
@ -33,7 +33,7 @@
|
|||
|
||||
#include <stddef.h>
|
||||
/**
|
||||
* Basic definitions and simple functions to be used everywhere..
|
||||
* Basic definitions and simple functions to be used everywhere.
|
||||
*/
|
||||
|
||||
#include "platform_config.h"
|
||||
|
@ -71,7 +71,7 @@ T *_nullptr() {
|
|||
#define OFFSET_OF(st, m) \
|
||||
((size_t)((char *)&(_nullptr<st>()->m) - (char *)0))
|
||||
/**
|
||||
* Some platforms (devices) not define NULL
|
||||
* Some platforms (devices) don't define NULL
|
||||
*/
|
||||
|
||||
#ifndef NULL
|
||||
|
@ -79,7 +79,7 @@ T *_nullptr() {
|
|||
#endif
|
||||
|
||||
/**
|
||||
* Windows defines a lot of badly stuff we'll never ever use. undefine it.
|
||||
* Windows badly defines a lot of stuff we'll never use. Undefine it.
|
||||
*/
|
||||
|
||||
#ifdef _WIN32
|
||||
|
@ -296,4 +296,4 @@ struct _GlobalLock {
|
|||
#define unlikely(x) x
|
||||
#endif
|
||||
|
||||
#endif /* typedefs.h */
|
||||
#endif // TYPEDEFS_H
|
||||
|
|
|
@ -42,7 +42,6 @@
|
|||
#include "dvector.h"
|
||||
#include "face3.h"
|
||||
#include "io/ip_address.h"
|
||||
#include "math_2d.h"
|
||||
#include "matrix3.h"
|
||||
#include "node_path.h"
|
||||
#include "plane.h"
|
||||
|
@ -50,6 +49,7 @@
|
|||
#include "ref_ptr.h"
|
||||
#include "rid.h"
|
||||
#include "transform.h"
|
||||
#include "transform_2d.h"
|
||||
#include "ustring.h"
|
||||
#include "vector3.h"
|
||||
|
||||
|
|
|
@ -31,8 +31,8 @@
|
|||
#ifndef B2D_DECOMPOSE_H
|
||||
#define B2D_DECOMPOSE_H
|
||||
|
||||
#include "math_2d.h"
|
||||
#include "vector.h"
|
||||
#include "vector2.h"
|
||||
Vector<Vector<Vector2> > b2d_decompose(const Vector<Vector2> &p_polygon);
|
||||
|
||||
#endif // B2D_DECOMPOSE_H
|
||||
|
|
|
@ -34,9 +34,9 @@
|
|||
#include "aabb.h"
|
||||
#include "dvector.h"
|
||||
#include "map.h"
|
||||
#include "math_2d.h"
|
||||
#include "oa_hash_map.h"
|
||||
#include "plane.h"
|
||||
#include "rect2.h"
|
||||
#include "scene/resources/material.h"
|
||||
#include "transform.h"
|
||||
#include "vector3.h"
|
||||
|
|
|
@ -35,7 +35,7 @@
|
|||
#include "dvector.h"
|
||||
|
||||
#include "core/color.h"
|
||||
#include "core/math/math_2d.h"
|
||||
#include "core/math/vector2.h"
|
||||
#include "core/math/vector3.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
|
|
@ -30,7 +30,7 @@
|
|||
|
||||
#include "gdnative/rect2.h"
|
||||
|
||||
#include "core/math/math_2d.h"
|
||||
#include "core/math/transform_2d.h"
|
||||
#include "core/variant.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
|
|
@ -30,7 +30,7 @@
|
|||
|
||||
#include "gdnative/transform2d.h"
|
||||
|
||||
#include "core/math/math_2d.h"
|
||||
#include "core/math/transform_2d.h"
|
||||
#include "core/variant.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
|
|
@ -30,7 +30,7 @@
|
|||
|
||||
#include "gdnative/vector2.h"
|
||||
|
||||
#include "core/math/math_2d.h"
|
||||
#include "core/math/vector2.h"
|
||||
#include "core/variant.h"
|
||||
|
||||
#ifdef __cplusplus
|
||||
|
|
|
@ -31,7 +31,7 @@
|
|||
#ifndef OSUWP_H
|
||||
#define OSUWP_H
|
||||
|
||||
#include "core/math/math_2d.h"
|
||||
#include "core/math/transform_2d.h"
|
||||
#include "core/ustring.h"
|
||||
#include "drivers/xaudio2/audio_driver_xaudio2.h"
|
||||
#include "gl_context_egl.h"
|
||||
|
|
|
@ -33,8 +33,8 @@
|
|||
|
||||
#include "color.h"
|
||||
#include "line_2d.h"
|
||||
#include "math_2d.h"
|
||||
#include "scene/resources/color_ramp.h"
|
||||
#include "vector2.h"
|
||||
|
||||
class LineBuilder {
|
||||
public:
|
||||
|
|
|
@ -31,13 +31,13 @@
|
|||
#ifndef CONTROL_H
|
||||
#define CONTROL_H
|
||||
|
||||
#include "math_2d.h"
|
||||
#include "rid.h"
|
||||
#include "scene/2d/canvas_item.h"
|
||||
#include "scene/gui/shortcut.h"
|
||||
#include "scene/main/node.h"
|
||||
#include "scene/main/timer.h"
|
||||
#include "scene/resources/theme.h"
|
||||
#include "transform_2d.h"
|
||||
/**
|
||||
@author Juan Linietsky <reduzio@gmail.com>
|
||||
*/
|
||||
|
|
|
@ -31,11 +31,11 @@
|
|||
#ifndef VIEWPORT_H
|
||||
#define VIEWPORT_H
|
||||
|
||||
#include "math_2d.h"
|
||||
#include "scene/main/node.h"
|
||||
#include "scene/resources/texture.h"
|
||||
#include "scene/resources/world_2d.h"
|
||||
#include "servers/visual_server.h"
|
||||
#include "transform_2d.h"
|
||||
/**
|
||||
@author Juan Linietsky <reduzio@gmail.com>
|
||||
*/
|
||||
|
|
|
@ -33,9 +33,9 @@
|
|||
|
||||
#include "curve.h"
|
||||
#include "io/resource_loader.h"
|
||||
#include "math_2d.h"
|
||||
#include "os/mutex.h"
|
||||
#include "os/thread_safe.h"
|
||||
#include "rect2.h"
|
||||
#include "resource.h"
|
||||
#include "scene/resources/color_ramp.h"
|
||||
#include "servers/visual_server.h"
|
||||
|
|
|
@ -31,8 +31,8 @@
|
|||
#ifndef BROAD_PHASE_2D_SW_H
|
||||
#define BROAD_PHASE_2D_SW_H
|
||||
|
||||
#include "math_2d.h"
|
||||
#include "math_funcs.h"
|
||||
#include "rect2.h"
|
||||
|
||||
class CollisionObject2DSW;
|
||||
|
||||
|
|
|
@ -34,9 +34,9 @@
|
|||
#include "bsp_tree.h"
|
||||
#include "geometry.h"
|
||||
#include "image.h"
|
||||
#include "math_2d.h"
|
||||
#include "object.h"
|
||||
#include "rid.h"
|
||||
#include "transform_2d.h"
|
||||
#include "variant.h"
|
||||
|
||||
/**
|
||||
|
|
|
@ -19,7 +19,7 @@
|
|||
#ifndef B2GLUE_H
|
||||
#define B2GLUE_H
|
||||
|
||||
#include "math_2d.h"
|
||||
#include "vector2.h"
|
||||
#include <limits.h>
|
||||
|
||||
namespace b2ConvexDecomp {
|
||||
|
|
|
@ -21,9 +21,9 @@
|
|||
#ifndef TRIANGULATOR_H
|
||||
#define TRIANGULATOR_H
|
||||
|
||||
#include "math_2d.h"
|
||||
#include "list.h"
|
||||
#include "set.h"
|
||||
#include "vector2.h"
|
||||
//2D point structure
|
||||
|
||||
|
||||
|
|
Loading…
Reference in New Issue