diff options
author | Rémi Verschelde <rverschelde@gmail.com> | 2022-10-04 16:39:42 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-10-04 16:39:42 +0200 |
commit | 047b08922d1d9b9fbbb1c7ba8c1a2a1369b24d55 (patch) | |
tree | 8a57922daf29889565d230d07ae8354406b78f5d /include/godot_cpp | |
parent | fa4d18f21cfae319b8f16a1604742cfec6022079 (diff) | |
parent | fc879c04c898e8992958133e338efe4cea9ffcc8 (diff) | |
download | redot-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.hpp | 15 | ||||
-rw-r--r-- | include/godot_cpp/variant/vector2i.hpp | 4 | ||||
-rw-r--r-- | include/godot_cpp/variant/vector3.hpp | 32 | ||||
-rw-r--r-- | include/godot_cpp/variant/vector3i.hpp | 7 | ||||
-rw-r--r-- | include/godot_cpp/variant/vector4.hpp | 72 | ||||
-rw-r--r-- | include/godot_cpp/variant/vector4i.hpp | 8 |
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 */ |