Merge pull request #65348 from aaronfranke/fix-vec4
Minor fixes to Vector4 in core
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53a1d08bfc
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@ -115,7 +115,7 @@ struct _NO_DISCARD_ Vector2i {
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real_t aspect() const { return width / (real_t)height; }
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Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
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Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); }
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Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
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Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
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operator String() const;
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@ -128,7 +128,7 @@ double Vector3i::length() const {
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}
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Vector3i Vector3i::abs() const {
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return Vector3i(ABS(x), ABS(y), ABS(z));
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return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z));
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}
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Vector3i Vector3i::sign() const {
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@ -80,15 +80,26 @@ real_t Vector4::length() const {
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}
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void Vector4::normalize() {
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*this /= length();
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real_t lengthsq = length_squared();
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if (lengthsq == 0) {
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x = y = z = w = 0;
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} else {
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real_t length = Math::sqrt(lengthsq);
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x /= length;
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y /= length;
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z /= length;
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w /= length;
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}
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}
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Vector4 Vector4::normalized() const {
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return *this / length();
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Vector4 v = *this;
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v.normalize();
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return v;
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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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return Math::is_equal_approx(length_squared(), (real_t)1, (real_t)UNIT_EPSILON);
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}
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real_t Vector4::distance_to(const Vector4 &p_to) const {
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@ -187,3 +198,5 @@ Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const {
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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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static_assert(sizeof(Vector4) == 4 * sizeof(real_t));
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@ -84,8 +84,10 @@ Vector4i::operator Vector4() const {
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}
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Vector4i::Vector4i(const Vector4 &p_vec4) {
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x = p_vec4.x;
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y = p_vec4.y;
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z = p_vec4.z;
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w = p_vec4.w;
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x = (int32_t)p_vec4.x;
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y = (int32_t)p_vec4.y;
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z = (int32_t)p_vec4.z;
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w = (int32_t)p_vec4.w;
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}
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static_assert(sizeof(Vector4i) == 4 * sizeof(int32_t));
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@ -132,7 +132,7 @@ double Vector4i::length() const {
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}
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Vector4i Vector4i::abs() const {
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return Vector4i(ABS(x), ABS(y), ABS(z), ABS(w));
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return Vector4i(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
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}
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Vector4i Vector4i::sign() const {
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