3877ed73d0
Port lawnjelly's dynamic BVH implementation from 3.x to be used in both 2D and 3D broadphases. Removed alternative broadphase implementations which are not meant to be used anymore since they are much slower. Includes changes in Rect2, Vector2, Vector3 that help with the template implementation of the dynamic BVH by uniformizing the interface between 2D and 3D math. Co-authored-by: lawnjelly <lawnjelly@gmail.com>
377 lines
11 KiB
C++
377 lines
11 KiB
C++
/*************************************************************************/
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/* vector2.h */
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VECTOR2_H
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#define VECTOR2_H
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#include "core/math/math_funcs.h"
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#include "core/string/ustring.h"
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struct Vector2i;
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struct Vector2 {
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static const int AXIS_COUNT = 2;
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enum Axis {
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AXIS_X,
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AXIS_Y,
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};
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union {
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struct {
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union {
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real_t x;
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real_t width;
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};
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union {
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real_t y;
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real_t height;
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};
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};
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real_t coord[2] = { 0 };
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};
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_FORCE_INLINE_ real_t &operator[](int p_idx) {
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return p_idx ? y : x;
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}
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_FORCE_INLINE_ const real_t &operator[](int p_idx) const {
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return p_idx ? y : x;
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}
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_FORCE_INLINE_ void set_all(real_t p_value) {
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x = y = p_value;
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}
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_FORCE_INLINE_ int min_axis() const {
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return x < y ? 0 : 1;
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}
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_FORCE_INLINE_ int max_axis() const {
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return x < y ? 1 : 0;
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}
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void normalize();
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Vector2 normalized() const;
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bool is_normalized() const;
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real_t length() const;
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real_t length_squared() const;
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Vector2 min(const Vector2 &p_vector2) const {
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return Vector2(MIN(x, p_vector2.x), MIN(y, p_vector2.y));
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}
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Vector2 max(const Vector2 &p_vector2) const {
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return Vector2(MAX(x, p_vector2.x), MAX(y, p_vector2.y));
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}
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real_t distance_to(const Vector2 &p_vector2) const;
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real_t distance_squared_to(const Vector2 &p_vector2) const;
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real_t angle_to(const Vector2 &p_vector2) const;
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real_t angle_to_point(const Vector2 &p_vector2) const;
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_FORCE_INLINE_ Vector2 direction_to(const Vector2 &p_to) const;
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real_t dot(const Vector2 &p_other) const;
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real_t cross(const Vector2 &p_other) const;
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Vector2 posmod(const real_t p_mod) const;
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Vector2 posmodv(const Vector2 &p_modv) const;
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Vector2 project(const Vector2 &p_to) const;
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Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
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Vector2 clamped(real_t p_len) const;
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_FORCE_INLINE_ Vector2 lerp(const Vector2 &p_to, real_t p_weight) const;
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_FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, real_t p_weight) const;
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Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const;
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Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
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Vector2 slide(const Vector2 &p_normal) const;
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Vector2 bounce(const Vector2 &p_normal) const;
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Vector2 reflect(const Vector2 &p_normal) const;
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bool is_equal_approx(const Vector2 &p_v) const;
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Vector2 operator+(const Vector2 &p_v) const;
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void operator+=(const Vector2 &p_v);
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Vector2 operator-(const Vector2 &p_v) const;
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void operator-=(const Vector2 &p_v);
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Vector2 operator*(const Vector2 &p_v1) const;
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Vector2 operator*(const real_t &rvalue) const;
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void operator*=(const real_t &rvalue);
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void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
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Vector2 operator/(const Vector2 &p_v1) const;
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Vector2 operator/(const real_t &rvalue) const;
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void operator/=(const real_t &rvalue);
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void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; }
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Vector2 operator-() const;
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bool operator==(const Vector2 &p_vec2) const;
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bool operator!=(const Vector2 &p_vec2) const;
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bool operator<(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y < p_vec2.y) : (x < p_vec2.x); }
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bool operator>(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y > p_vec2.y) : (x > p_vec2.x); }
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bool operator<=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
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bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
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real_t angle() const;
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_FORCE_INLINE_ Vector2 abs() const {
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return Vector2(Math::abs(x), Math::abs(y));
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}
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Vector2 rotated(real_t p_by) const;
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Vector2 orthogonal() const {
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return Vector2(y, -x);
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}
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Vector2 sign() const;
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Vector2 floor() const;
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Vector2 ceil() const;
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Vector2 round() const;
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Vector2 snapped(const Vector2 &p_by) const;
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real_t aspect() const { return width / height; }
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operator String() const { return String::num(x) + ", " + String::num(y); }
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_FORCE_INLINE_ Vector2() {}
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_FORCE_INLINE_ Vector2(real_t p_x, real_t p_y) {
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x = p_x;
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y = p_y;
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}
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};
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_FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
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return p_vec - *this * (dot(p_vec) - p_d);
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}
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_FORCE_INLINE_ Vector2 operator*(float p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector2 operator*(double p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector2 operator*(int32_t p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector2 operator*(int64_t p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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}
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_FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const {
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return Vector2(x + p_v.x, y + p_v.y);
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}
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_FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) {
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x += p_v.x;
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y += p_v.y;
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}
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_FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const {
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return Vector2(x - p_v.x, y - p_v.y);
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}
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_FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) {
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x -= p_v.x;
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y -= p_v.y;
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}
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_FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
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return Vector2(x * p_v1.x, y * p_v1.y);
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}
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_FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
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return Vector2(x * rvalue, y * rvalue);
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}
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_FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
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x *= rvalue;
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y *= rvalue;
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}
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_FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
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return Vector2(x / p_v1.x, y / p_v1.y);
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}
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_FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
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return Vector2(x / rvalue, y / rvalue);
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}
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_FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
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x /= rvalue;
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y /= rvalue;
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}
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_FORCE_INLINE_ Vector2 Vector2::operator-() const {
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return Vector2(-x, -y);
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}
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_FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
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return x == p_vec2.x && y == p_vec2.y;
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}
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_FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
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return x != p_vec2.x || y != p_vec2.y;
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}
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Vector2 Vector2::lerp(const Vector2 &p_to, real_t p_weight) const {
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Vector2 res = *this;
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res.x += (p_weight * (p_to.x - x));
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res.y += (p_weight * (p_to.y - y));
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return res;
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}
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Vector2 Vector2::slerp(const Vector2 &p_to, real_t p_weight) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(!is_normalized(), Vector2(), "The start Vector2 must be normalized.");
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#endif
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real_t theta = angle_to(p_to);
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return rotated(theta * p_weight);
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}
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Vector2 Vector2::direction_to(const Vector2 &p_to) const {
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Vector2 ret(p_to.x - x, p_to.y - y);
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ret.normalize();
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return ret;
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}
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typedef Vector2 Size2;
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typedef Vector2 Point2;
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/* INTEGER STUFF */
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struct Vector2i {
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enum Axis {
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AXIS_X,
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AXIS_Y,
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};
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union {
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int32_t x = 0;
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int32_t width;
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};
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union {
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int32_t y = 0;
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int32_t height;
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};
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_FORCE_INLINE_ int32_t &operator[](int p_idx) {
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return p_idx ? y : x;
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}
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_FORCE_INLINE_ const int32_t &operator[](int p_idx) const {
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return p_idx ? y : x;
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}
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Vector2i min(const Vector2i &p_vector2i) const {
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return Vector2(MIN(x, p_vector2i.x), MIN(y, p_vector2i.y));
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}
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Vector2i max(const Vector2i &p_vector2i) const {
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return Vector2(MAX(x, p_vector2i.x), MAX(y, p_vector2i.y));
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}
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Vector2i operator+(const Vector2i &p_v) const;
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void operator+=(const Vector2i &p_v);
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Vector2i operator-(const Vector2i &p_v) const;
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void operator-=(const Vector2i &p_v);
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Vector2i operator*(const Vector2i &p_v1) const;
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Vector2i operator*(const int32_t &rvalue) const;
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void operator*=(const int32_t &rvalue);
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Vector2i operator/(const Vector2i &p_v1) const;
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Vector2i operator/(const int32_t &rvalue) const;
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void operator/=(const int32_t &rvalue);
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Vector2i operator%(const Vector2i &p_v1) const;
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Vector2i operator%(const int32_t &rvalue) const;
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void operator%=(const int32_t &rvalue);
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Vector2i operator-() const;
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bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
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bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
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bool operator<=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
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bool operator>=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
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bool operator==(const Vector2i &p_vec2) const;
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bool operator!=(const Vector2i &p_vec2) const;
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real_t aspect() const { return width / (real_t)height; }
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Vector2i sign() const { return Vector2i(SGN(x), SGN(y)); }
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Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); }
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operator String() const { return String::num(x) + ", " + String::num(y); }
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operator Vector2() const { return Vector2(x, y); }
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inline Vector2i() {}
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inline Vector2i(const Vector2 &p_vec2) {
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x = (int32_t)p_vec2.x;
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y = (int32_t)p_vec2.y;
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}
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inline Vector2i(int32_t p_x, int32_t p_y) {
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x = p_x;
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y = p_y;
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}
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};
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_FORCE_INLINE_ Vector2i operator*(const int32_t &p_scalar, const Vector2i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector2i operator*(const int64_t &p_scalar, const Vector2i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector2i operator*(const float &p_scalar, const Vector2i &p_vector) {
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return p_vector * p_scalar;
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}
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_FORCE_INLINE_ Vector2i operator*(const double &p_scalar, const Vector2i &p_vector) {
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return p_vector * p_scalar;
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}
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typedef Vector2i Size2i;
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typedef Vector2i Point2i;
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#endif // VECTOR2_H
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