godot/core/math/vector2.h
Aaron Franke 9d1b5f4e3b [Core] Move Vector2 to its own file
Makes 2D math code easier to read and makes Vector2 consistent with Vector3. In the future, we may move other things out of math_2d as well.
2018-08-10 14:59:29 -05:00

251 lines
7.3 KiB
C++

/*************************************************************************/
/* 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 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;
#endif // VECTOR2_H