summaryrefslogtreecommitdiffstats
path: root/include/godot_cpp
diff options
context:
space:
mode:
authorRémi Verschelde <rverschelde@gmail.com>2022-10-04 16:39:42 +0200
committerRémi Verschelde <rverschelde@gmail.com>2022-10-04 16:39:42 +0200
commit047b08922d1d9b9fbbb1c7ba8c1a2a1369b24d55 (patch)
tree8a57922daf29889565d230d07ae8354406b78f5d /include/godot_cpp
parentfa4d18f21cfae319b8f16a1604742cfec6022079 (diff)
parentfc879c04c898e8992958133e338efe4cea9ffcc8 (diff)
downloadredot-cpp-047b08922d1d9b9fbbb1c7ba8c1a2a1369b24d55.tar.gz
Merge pull request #857 from aaronfranke/you-just-got-vectored
Update Vector2/2i/3/3i/4/4i to match the engine
Diffstat (limited to 'include/godot_cpp')
-rw-r--r--include/godot_cpp/variant/vector2.hpp15
-rw-r--r--include/godot_cpp/variant/vector2i.hpp4
-rw-r--r--include/godot_cpp/variant/vector3.hpp32
-rw-r--r--include/godot_cpp/variant/vector3i.hpp7
-rw-r--r--include/godot_cpp/variant/vector4.hpp72
-rw-r--r--include/godot_cpp/variant/vector4i.hpp8
6 files changed, 86 insertions, 52 deletions
diff --git a/include/godot_cpp/variant/vector2.hpp b/include/godot_cpp/variant/vector2.hpp
index d965ced..b210c7d 100644
--- a/include/godot_cpp/variant/vector2.hpp
+++ b/include/godot_cpp/variant/vector2.hpp
@@ -45,6 +45,8 @@ class Vector2 {
friend class Variant;
public:
+ static const int AXIS_COUNT = 2;
+
enum Axis {
AXIS_X,
AXIS_Y,
@@ -74,10 +76,6 @@ public:
return coord[p_idx];
}
- _FORCE_INLINE_ void set_all(const real_t p_value) {
- x = y = p_value;
- }
-
_FORCE_INLINE_ Vector2::Axis min_axis_index() const {
return x < y ? Vector2::AXIS_X : Vector2::AXIS_Y;
}
@@ -119,6 +117,7 @@ public:
_FORCE_INLINE_ Vector2 lerp(const Vector2 &p_to, const real_t p_weight) const;
_FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, const real_t p_weight) const;
_FORCE_INLINE_ Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight) const;
+ _FORCE_INLINE_ Vector2 cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const;
_FORCE_INLINE_ Vector2 bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const;
Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
@@ -128,6 +127,7 @@ public:
Vector2 reflect(const Vector2 &p_normal) const;
bool is_equal_approx(const Vector2 &p_v) const;
+ bool is_zero_approx() const;
Vector2 operator+(const Vector2 &p_v) const;
void operator+=(const Vector2 &p_v);
@@ -275,6 +275,13 @@ Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, c
return res;
}
+Vector2 Vector2::cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const {
+ Vector2 res = *this;
+ res.x = Math::cubic_interpolate_in_time(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
+ res.y = Math::cubic_interpolate_in_time(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
+ return res;
+}
+
Vector2 Vector2::bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const {
Vector2 res = *this;
diff --git a/include/godot_cpp/variant/vector2i.hpp b/include/godot_cpp/variant/vector2i.hpp
index 5aa131a..5c9d6ad 100644
--- a/include/godot_cpp/variant/vector2i.hpp
+++ b/include/godot_cpp/variant/vector2i.hpp
@@ -45,6 +45,8 @@ class Vector2i {
friend class Variant;
public:
+ static const int AXIS_COUNT = 2;
+
enum Axis {
AXIS_X,
AXIS_Y,
@@ -122,7 +124,7 @@ public:
real_t aspect() const { return width / (real_t)height; }
Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
- Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); }
+ Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
operator String() const;
diff --git a/include/godot_cpp/variant/vector3.hpp b/include/godot_cpp/variant/vector3.hpp
index 0c666cf..4c9213d 100644
--- a/include/godot_cpp/variant/vector3.hpp
+++ b/include/godot_cpp/variant/vector3.hpp
@@ -47,6 +47,8 @@ class Vector3 {
friend class Variant;
public:
+ static const int AXIS_COUNT = 3;
+
enum Axis {
AXIS_X,
AXIS_Y,
@@ -73,13 +75,6 @@ public:
return coord[p_axis];
}
- void set_axis(const int p_axis, const real_t p_value);
- real_t get_axis(const int p_axis) const;
-
- _FORCE_INLINE_ void set_all(const real_t p_value) {
- x = y = z = p_value;
- }
-
_FORCE_INLINE_ Vector3::Axis min_axis_index() const {
return x < y ? (x < z ? Vector3::AXIS_X : Vector3::AXIS_Z) : (y < z ? Vector3::AXIS_Y : Vector3::AXIS_Z);
}
@@ -110,12 +105,15 @@ public:
_FORCE_INLINE_ Vector3 lerp(const Vector3 &p_to, const real_t p_weight) const;
_FORCE_INLINE_ Vector3 slerp(const Vector3 &p_to, const real_t p_weight) const;
_FORCE_INLINE_ Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight) const;
+ _FORCE_INLINE_ Vector3 cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const;
_FORCE_INLINE_ Vector3 bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const;
Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const;
Vector2 octahedron_encode() const;
static Vector3 octahedron_decode(const Vector2 &p_oct);
+ Vector2 octahedron_tangent_encode(const float sign) const;
+ static Vector3 octahedron_tangent_decode(const Vector2 &p_oct, float *sign);
_FORCE_INLINE_ Vector3 cross(const Vector3 &p_with) const;
_FORCE_INLINE_ real_t dot(const Vector3 &p_with) const;
@@ -144,6 +142,7 @@ public:
_FORCE_INLINE_ Vector3 reflect(const Vector3 &p_normal) const;
bool is_equal_approx(const Vector3 &p_v) const;
+ bool is_zero_approx() const;
/* Operators */
@@ -222,16 +221,25 @@ Vector3 Vector3::lerp(const Vector3 &p_to, const real_t p_weight) const {
}
Vector3 Vector3::slerp(const Vector3 &p_to, const real_t p_weight) const {
+ // This method seems more complicated than it really is, since we write out
+ // the internals of some methods for efficiency (mainly, checking length).
real_t start_length_sq = length_squared();
real_t end_length_sq = p_to.length_squared();
if (unlikely(start_length_sq == 0.0f || end_length_sq == 0.0f)) {
// Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
return lerp(p_to, p_weight);
}
+ Vector3 axis = cross(p_to);
+ real_t axis_length_sq = axis.length_squared();
+ if (unlikely(axis_length_sq == 0.0f)) {
+ // Colinear vectors have no rotation axis or angle between them, so the best we can do is lerp.
+ return lerp(p_to, p_weight);
+ }
+ axis /= Math::sqrt(axis_length_sq);
real_t start_length = Math::sqrt(start_length_sq);
real_t result_length = Math::lerp(start_length, Math::sqrt(end_length_sq), p_weight);
real_t angle = angle_to(p_to);
- return rotated(cross(p_to).normalized(), angle * p_weight) * (result_length / start_length);
+ return rotated(axis, angle * p_weight) * (result_length / start_length);
}
Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight) const {
@@ -242,6 +250,14 @@ Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, c
return res;
}
+Vector3 Vector3::cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const {
+ Vector3 res = *this;
+ res.x = Math::cubic_interpolate_in_time(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
+ res.y = Math::cubic_interpolate_in_time(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
+ res.z = Math::cubic_interpolate_in_time(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
+ return res;
+}
+
Vector3 Vector3::bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const {
Vector3 res = *this;
diff --git a/include/godot_cpp/variant/vector3i.hpp b/include/godot_cpp/variant/vector3i.hpp
index a3d9fa1..c5526e0 100644
--- a/include/godot_cpp/variant/vector3i.hpp
+++ b/include/godot_cpp/variant/vector3i.hpp
@@ -45,6 +45,8 @@ class Vector3i {
friend class Variant;
public:
+ static const int AXIS_COUNT = 3;
+
enum Axis {
AXIS_X,
AXIS_Y,
@@ -71,9 +73,6 @@ public:
return coord[p_axis];
}
- void set_axis(const int p_axis, const int32_t p_value);
- int32_t get_axis(const int p_axis) const;
-
Vector3i::Axis min_axis_index() const;
Vector3i::Axis max_axis_index() const;
@@ -135,7 +134,7 @@ double Vector3i::length() const {
}
Vector3i Vector3i::abs() const {
- return Vector3i(ABS(x), ABS(y), ABS(z));
+ return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z));
}
Vector3i Vector3i::sign() const {
diff --git a/include/godot_cpp/variant/vector4.hpp b/include/godot_cpp/variant/vector4.hpp
index 4ad3eec..2c1403c 100644
--- a/include/godot_cpp/variant/vector4.hpp
+++ b/include/godot_cpp/variant/vector4.hpp
@@ -44,6 +44,8 @@ class Vector4 {
friend class Variant;
public:
+ static const int AXIS_COUNT = 4;
+
enum Axis {
AXIS_X,
AXIS_Y,
@@ -61,30 +63,46 @@ public:
real_t components[4] = { 0, 0, 0, 0 };
};
- _FORCE_INLINE_ real_t &operator[](int idx) {
- return components[idx];
+ _FORCE_INLINE_ real_t &operator[](const int p_axis) {
+ DEV_ASSERT((unsigned int)p_axis < 4);
+ return components[p_axis];
}
- _FORCE_INLINE_ const real_t &operator[](int idx) const {
- return components[idx];
+ _FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
+ DEV_ASSERT((unsigned int)p_axis < 4);
+ return components[p_axis];
}
+
+ Vector4::Axis min_axis_index() const;
+ Vector4::Axis max_axis_index() const;
+
_FORCE_INLINE_ real_t length_squared() const;
bool is_equal_approx(const Vector4 &p_vec4) const;
+ bool is_zero_approx() const;
real_t length() const;
void normalize();
Vector4 normalized() const;
bool is_normalized() const;
+
+ real_t distance_to(const Vector4 &p_to) const;
+ real_t distance_squared_to(const Vector4 &p_to) const;
+ Vector4 direction_to(const Vector4 &p_to) const;
+
Vector4 abs() const;
Vector4 sign() const;
Vector4 floor() const;
Vector4 ceil() const;
Vector4 round() const;
+ Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
+ Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
+ Vector4 cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const;
- Vector4::Axis min_axis_index() const;
- Vector4::Axis max_axis_index() const;
+ Vector4 posmod(const real_t p_mod) const;
+ Vector4 posmodv(const Vector4 &p_modv) const;
+ void snap(const Vector4 &p_step);
+ Vector4 snapped(const Vector4 &p_step) const;
Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
Vector4 inverse() const;
- Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
_FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
_FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
@@ -197,7 +215,7 @@ Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
}
Vector4 Vector4::operator-() const {
- return Vector4(x, y, z, w);
+ return Vector4(-x, -y, -z, -w);
}
Vector4 Vector4::operator*(const real_t &s) const {
@@ -221,15 +239,12 @@ bool Vector4::operator<(const Vector4 &p_v) const {
if (y == p_v.y) {
if (z == p_v.z) {
return w < p_v.w;
- } else {
- return z < p_v.z;
}
- } else {
- return y < p_v.y;
+ return z < p_v.z;
}
- } else {
- return x < p_v.x;
+ return y < p_v.y;
}
+ return x < p_v.x;
}
bool Vector4::operator>(const Vector4 &p_v) const {
@@ -237,15 +252,12 @@ bool Vector4::operator>(const Vector4 &p_v) const {
if (y == p_v.y) {
if (z == p_v.z) {
return w > p_v.w;
- } else {
- return z > p_v.z;
}
- } else {
- return y > p_v.y;
+ return z > p_v.z;
}
- } else {
- return x > p_v.x;
+ return y > p_v.y;
}
+ return x > p_v.x;
}
bool Vector4::operator<=(const Vector4 &p_v) const {
@@ -253,15 +265,12 @@ bool Vector4::operator<=(const Vector4 &p_v) const {
if (y == p_v.y) {
if (z == p_v.z) {
return w <= p_v.w;
- } else {
- return z < p_v.z;
}
- } else {
- return y < p_v.y;
+ return z < p_v.z;
}
- } else {
- return x < p_v.x;
+ return y < p_v.y;
}
+ return x < p_v.x;
}
bool Vector4::operator>=(const Vector4 &p_v) const {
@@ -269,15 +278,12 @@ bool Vector4::operator>=(const Vector4 &p_v) const {
if (y == p_v.y) {
if (z == p_v.z) {
return w >= p_v.w;
- } else {
- return z > p_v.z;
}
- } else {
- return y > p_v.y;
+ return z > p_v.z;
}
- } else {
- return x > p_v.x;
+ return y > p_v.y;
}
+ return x > p_v.x;
}
_FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
@@ -298,4 +304,4 @@ _FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
} // namespace godot
-#endif // GODOT_VECTOR3_HPP
+#endif // GODOT_VECTOR4_HPP
diff --git a/include/godot_cpp/variant/vector4i.hpp b/include/godot_cpp/variant/vector4i.hpp
index ce485c2..979fc83 100644
--- a/include/godot_cpp/variant/vector4i.hpp
+++ b/include/godot_cpp/variant/vector4i.hpp
@@ -45,6 +45,8 @@ class Vector4i {
friend class Variant;
public:
+ static const int AXIS_COUNT = 4;
+
enum Axis {
AXIS_X,
AXIS_Y,
@@ -64,10 +66,12 @@ public:
};
_FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
+ DEV_ASSERT((unsigned int)p_axis < 4);
return coord[p_axis];
}
_FORCE_INLINE_ int32_t &operator[](const int p_axis) {
+ DEV_ASSERT((unsigned int)p_axis < 4);
return coord[p_axis];
}
@@ -137,11 +141,11 @@ double Vector4i::length() const {
}
Vector4i Vector4i::abs() const {
- return Vector4i(ABS(x), ABS(y), ABS(z), ABS(w));
+ return Vector4i(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
}
Vector4i Vector4i::sign() const {
- return Vector4i(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
+ return Vector4i(Math::sign(x), Math::sign(y), Math::sign(z), Math::sign(w));
}
/* Operators */