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authorRémi Verschelde <rverschelde@gmail.com>2022-07-25 11:14:45 +0200
committerGitHub <noreply@github.com>2022-07-25 11:14:45 +0200
commit3cc14092104c0cf9cc617824f5d85c2fcaf0e838 (patch)
tree1d8f070c23060551fd9c451693b2cb632e98d830 /include/godot_cpp
parenta0b6203854f90d9ef9dd6c5a99eefd886ad9bc1d (diff)
parent91c56a0ad166edf31329b8a6363e13960b293f0e (diff)
downloadredot-cpp-3cc14092104c0cf9cc617824f5d85c2fcaf0e838.tar.gz
Merge pull request #793 from bruvzg/v4_v4i_proj
Diffstat (limited to 'include/godot_cpp')
-rw-r--r--include/godot_cpp/core/error_macros.hpp15
-rw-r--r--include/godot_cpp/core/math.hpp15
-rw-r--r--include/godot_cpp/core/method_ptrcall.hpp3
-rw-r--r--include/godot_cpp/core/type_info.hpp3
-rw-r--r--include/godot_cpp/templates/hashfuncs.hpp16
-rw-r--r--include/godot_cpp/variant/projection.hpp175
-rw-r--r--include/godot_cpp/variant/variant.hpp9
-rw-r--r--include/godot_cpp/variant/vector2.hpp170
-rw-r--r--include/godot_cpp/variant/vector2i.hpp75
-rw-r--r--include/godot_cpp/variant/vector3.hpp249
-rw-r--r--include/godot_cpp/variant/vector3i.hpp125
-rw-r--r--include/godot_cpp/variant/vector4.hpp297
-rw-r--r--include/godot_cpp/variant/vector4i.hpp345
13 files changed, 1277 insertions, 220 deletions
diff --git a/include/godot_cpp/core/error_macros.hpp b/include/godot_cpp/core/error_macros.hpp
index 15a5e2d..6db92f8 100644
--- a/include/godot_cpp/core/error_macros.hpp
+++ b/include/godot_cpp/core/error_macros.hpp
@@ -577,6 +577,21 @@ void _err_print_index_error(const char *p_function, const char *p_file, int p_li
} // namespace godot
/**
+ * This should be a 'free' assert for program flow and should not be needed in any releases,
+ * only used in dev builds.
+ */
+#ifdef DEBUG_ENABLED
+#define DEV_ASSERT(m_cond) \
+ if (unlikely(!(m_cond))) { \
+ _err_print_error(FUNCTION_STR, __FILE__, __LINE__, "FATAL: DEV_ASSERT failed \"" _STR(m_cond) "\" is false."); \
+ GENERATE_TRAP(); \
+ } else \
+ ((void)0)
+#else
+#define DEV_ASSERT(m_cond)
+#endif
+
+/**
* Gives an error message when a method bind is invalid (likely the hash changed).
* Avoids crashing the application in this case. It's not free, so it's debug only.
*/
diff --git a/include/godot_cpp/core/math.hpp b/include/godot_cpp/core/math.hpp
index ec22237..84f67b0 100644
--- a/include/godot_cpp/core/math.hpp
+++ b/include/godot_cpp/core/math.hpp
@@ -278,6 +278,21 @@ inline float lerp_angle(float p_from, float p_to, float p_weight) {
return p_from + distance * p_weight;
}
+inline double cubic_interpolate(double p_from, double p_to, double p_pre, double p_post, double p_weight) {
+ return 0.5 *
+ ((p_from * 2.0) +
+ (-p_pre + p_to) * p_weight +
+ (2.0 * p_pre - 5.0 * p_from + 4.0 * p_to - p_post) * (p_weight * p_weight) +
+ (-p_pre + 3.0 * p_from - 3.0 * p_to + p_post) * (p_weight * p_weight * p_weight));
+}
+inline float cubic_interpolate(float p_from, float p_to, float p_pre, float p_post, float p_weight) {
+ return 0.5f *
+ ((p_from * 2.0f) +
+ (-p_pre + p_to) * p_weight +
+ (2.0f * p_pre - 5.0f * p_from + 4.0f * p_to - p_post) * (p_weight * p_weight) +
+ (-p_pre + 3.0f * p_from - 3.0f * p_to + p_post) * (p_weight * p_weight * p_weight));
+}
+
template <typename T>
inline T clamp(T x, T minv, T maxv) {
if (x < minv) {
diff --git a/include/godot_cpp/core/method_ptrcall.hpp b/include/godot_cpp/core/method_ptrcall.hpp
index 24bb236..32c2e1b 100644
--- a/include/godot_cpp/core/method_ptrcall.hpp
+++ b/include/godot_cpp/core/method_ptrcall.hpp
@@ -135,11 +135,14 @@ MAKE_PTRARG(Rect2i);
MAKE_PTRARG_BY_REFERENCE(Vector3);
MAKE_PTRARG_BY_REFERENCE(Vector3i);
MAKE_PTRARG(Transform2D);
+MAKE_PTRARG_BY_REFERENCE(Vector4);
+MAKE_PTRARG_BY_REFERENCE(Vector4i);
MAKE_PTRARG_BY_REFERENCE(Plane);
MAKE_PTRARG(Quaternion);
MAKE_PTRARG_BY_REFERENCE(AABB);
MAKE_PTRARG_BY_REFERENCE(Basis);
MAKE_PTRARG_BY_REFERENCE(Transform3D);
+MAKE_PTRARG_BY_REFERENCE(Projection);
MAKE_PTRARG_BY_REFERENCE(Color);
MAKE_PTRARG(StringName);
MAKE_PTRARG(NodePath);
diff --git a/include/godot_cpp/core/type_info.hpp b/include/godot_cpp/core/type_info.hpp
index b507e04..99a8cbd 100644
--- a/include/godot_cpp/core/type_info.hpp
+++ b/include/godot_cpp/core/type_info.hpp
@@ -135,11 +135,14 @@ MAKE_TYPE_INFO(Rect2i, GDNATIVE_VARIANT_TYPE_RECT2I)
MAKE_TYPE_INFO(Vector3, GDNATIVE_VARIANT_TYPE_VECTOR3)
MAKE_TYPE_INFO(Vector3i, GDNATIVE_VARIANT_TYPE_VECTOR3I)
MAKE_TYPE_INFO(Transform2D, GDNATIVE_VARIANT_TYPE_TRANSFORM2D)
+MAKE_TYPE_INFO(Vector4, GDNATIVE_VARIANT_TYPE_VECTOR4)
+MAKE_TYPE_INFO(Vector4i, GDNATIVE_VARIANT_TYPE_VECTOR4I)
MAKE_TYPE_INFO(Plane, GDNATIVE_VARIANT_TYPE_PLANE)
MAKE_TYPE_INFO(Quaternion, GDNATIVE_VARIANT_TYPE_QUATERNION)
MAKE_TYPE_INFO(AABB, GDNATIVE_VARIANT_TYPE_AABB)
MAKE_TYPE_INFO(Basis, GDNATIVE_VARIANT_TYPE_BASIS)
MAKE_TYPE_INFO(Transform3D, GDNATIVE_VARIANT_TYPE_TRANSFORM3D)
+MAKE_TYPE_INFO(Projection, GDNATIVE_VARIANT_TYPE_PROJECTION)
MAKE_TYPE_INFO(Color, GDNATIVE_VARIANT_TYPE_COLOR)
MAKE_TYPE_INFO(StringName, GDNATIVE_VARIANT_TYPE_STRING_NAME)
MAKE_TYPE_INFO(NodePath, GDNATIVE_VARIANT_TYPE_NODE_PATH)
diff --git a/include/godot_cpp/templates/hashfuncs.hpp b/include/godot_cpp/templates/hashfuncs.hpp
index a308d0a..086b84b 100644
--- a/include/godot_cpp/templates/hashfuncs.hpp
+++ b/include/godot_cpp/templates/hashfuncs.hpp
@@ -45,6 +45,8 @@
#include <godot_cpp/variant/vector2i.hpp>
#include <godot_cpp/variant/vector3.hpp>
#include <godot_cpp/variant/vector3i.hpp>
+#include <godot_cpp/variant/vector4.hpp>
+#include <godot_cpp/variant/vector4i.hpp>
/**
* Hashing functions
@@ -205,6 +207,13 @@ struct HashMapHasherDefault {
h = hash_djb2_one_32(p_vec.y, h);
return hash_djb2_one_32(p_vec.z, h);
}
+ static _FORCE_INLINE_ uint32_t hash(const Vector4i &p_vec) {
+ uint32_t h = hash_murmur3_one_32(p_vec.x);
+ h = hash_murmur3_one_32(p_vec.y, h);
+ h = hash_murmur3_one_32(p_vec.z, h);
+ h = hash_murmur3_one_32(p_vec.w, h);
+ return hash_fmix32(h);
+ }
static _FORCE_INLINE_ uint32_t hash(const Vector2 &p_vec) {
uint32_t h = hash_djb2_one_float(p_vec.x);
@@ -215,6 +224,13 @@ struct HashMapHasherDefault {
h = hash_djb2_one_float(p_vec.y, h);
return hash_djb2_one_float(p_vec.z, h);
}
+ static _FORCE_INLINE_ uint32_t hash(const Vector4 &p_vec) {
+ uint32_t h = hash_murmur3_one_real(p_vec.x);
+ h = hash_murmur3_one_real(p_vec.y, h);
+ h = hash_murmur3_one_real(p_vec.z, h);
+ h = hash_murmur3_one_real(p_vec.w, h);
+ return hash_fmix32(h);
+ }
static _FORCE_INLINE_ uint32_t hash(const Rect2i &p_rect) {
uint32_t h = hash_djb2_one_32(p_rect.position.x);
diff --git a/include/godot_cpp/variant/projection.hpp b/include/godot_cpp/variant/projection.hpp
new file mode 100644
index 0000000..f26ce5a
--- /dev/null
+++ b/include/godot_cpp/variant/projection.hpp
@@ -0,0 +1,175 @@
+/*************************************************************************/
+/* projection.hpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 GODOT_PROJECTION_HPP
+#define GODOT_PROJECTION_HPP
+
+#include <godot_cpp/core/math.hpp>
+
+#include <godot_cpp/variant/array.hpp>
+#include <godot_cpp/variant/vector3.hpp>
+#include <godot_cpp/variant/vector4.hpp>
+
+namespace godot {
+
+class AABB;
+class Plane;
+class Rect2;
+class Transform3D;
+class Vector2;
+
+class Projection {
+ _FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
+
+ friend class Variant;
+
+public:
+ enum Planes {
+ PLANE_NEAR,
+ PLANE_FAR,
+ PLANE_LEFT,
+ PLANE_TOP,
+ PLANE_RIGHT,
+ PLANE_BOTTOM
+ };
+
+ Vector4 matrix[4];
+
+ _FORCE_INLINE_ const Vector4 &operator[](const int p_axis) const {
+ return matrix[p_axis];
+ }
+
+ _FORCE_INLINE_ Vector4 &operator[](const int p_axis) {
+ return matrix[p_axis];
+ }
+
+ float determinant() const;
+ void set_identity();
+ void set_zero();
+ void set_light_bias();
+ void set_depth_correction(bool p_flip_y = true);
+
+ void set_light_atlas_rect(const Rect2 &p_rect);
+ void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false);
+ void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist);
+ void set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);
+ void set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);
+ void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
+ void set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);
+ void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
+ void adjust_perspective_znear(real_t p_new_znear);
+
+ static Projection create_depth_correction(bool p_flip_y);
+ static Projection create_light_atlas_rect(const Rect2 &p_rect);
+ static Projection create_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false);
+ static Projection create_perspective_hmd(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist);
+ static Projection create_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);
+ static Projection create_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);
+ static Projection create_orthogonal_aspect(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
+ static Projection create_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);
+ static Projection create_frustum_aspect(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
+ static Projection create_fit_aabb(const AABB &p_aabb);
+ Projection perspective_znear_adjusted(real_t p_new_znear) const;
+ Plane get_projection_plane(Planes p_plane) const;
+ Projection flipped_y() const;
+ Projection jitter_offseted(const Vector2 &p_offset) const;
+
+ static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
+ return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
+ }
+
+ real_t get_z_far() const;
+ real_t get_z_near() const;
+ real_t get_aspect() const;
+ real_t get_fov() const;
+ bool is_orthogonal() const;
+
+ Array get_projection_planes(const Transform3D &p_transform) const;
+ bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;
+
+ Vector2 get_viewport_half_extents() const;
+ Vector2 get_far_plane_half_extents() const;
+
+ void invert();
+ Projection inverse() const;
+
+ Projection operator*(const Projection &p_matrix) const;
+
+ Plane xform4(const Plane &p_vec4) const;
+ _FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
+
+ Vector4 xform(const Vector4 &p_vec4) const;
+ Vector4 xform_inv(const Vector4 &p_vec4) const;
+
+ operator String() const;
+
+ void scale_translate_to_fit(const AABB &p_aabb);
+ void add_jitter_offset(const Vector2 &p_offset);
+ void make_scale(const Vector3 &p_scale);
+ int get_pixels_per_meter(int p_for_pixel_width) const;
+ operator Transform3D() const;
+
+ void flip_y();
+
+ bool operator==(const Projection &p_cam) const {
+ for (uint32_t i = 0; i < 4; i++) {
+ for (uint32_t j = 0; j < 4; j++) {
+ if (matrix[i][j] != p_cam.matrix[i][j]) {
+ return false;
+ }
+ }
+ }
+ return true;
+ }
+
+ bool operator!=(const Projection &p_cam) const {
+ return !(*this == p_cam);
+ }
+
+ float get_lod_multiplier() const;
+
+ Projection();
+ Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w);
+ Projection(const Transform3D &p_transform);
+ ~Projection();
+};
+
+Vector3 Projection::xform(const Vector3 &p_vec3) const {
+ Vector3 ret;
+ ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
+ ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
+ ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
+ real_t w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
+ return ret / w;
+}
+
+} // namespace godot
+
+#endif // GODOT_PROJECTION_HPP
diff --git a/include/godot_cpp/variant/variant.hpp b/include/godot_cpp/variant/variant.hpp
index 34811aa..ea4e88c 100644
--- a/include/godot_cpp/variant/variant.hpp
+++ b/include/godot_cpp/variant/variant.hpp
@@ -70,11 +70,14 @@ public:
VECTOR3,
VECTOR3I,
TRANSFORM2D,
+ VECTOR4,
+ VECTOR4I,
PLANE,
QUATERNION,
AABB,
BASIS,
TRANSFORM3D,
+ PROJECTION,
// misc types
COLOR,
@@ -172,11 +175,14 @@ public:
Variant(const Vector3 &v);
Variant(const Vector3i &v);
Variant(const Transform2D &v);
+ Variant(const Vector4 &v);
+ Variant(const Vector4i &v);
Variant(const Plane &v);
Variant(const Quaternion &v);
Variant(const godot::AABB &v);
Variant(const Basis &v);
Variant(const Transform3D &v);
+ Variant(const Projection &v);
Variant(const Color &v);
Variant(const StringName &v);
Variant(const NodePath &v);
@@ -212,11 +218,14 @@ public:
operator Vector3() const;
operator Vector3i() const;
operator Transform2D() const;
+ operator Vector4() const;
+ operator Vector4i() const;
operator Plane() const;
operator Quaternion() const;
operator godot::AABB() const;
operator Basis() const;
operator Transform3D() const;
+ operator Projection() const;
operator Color() const;
operator StringName() const;
operator NodePath() const;
diff --git a/include/godot_cpp/variant/vector2.hpp b/include/godot_cpp/variant/vector2.hpp
index 2ad079d..d965ced 100644
--- a/include/godot_cpp/variant/vector2.hpp
+++ b/include/godot_cpp/variant/vector2.hpp
@@ -31,6 +31,7 @@
#ifndef GODOT_VECTOR2_HPP
#define GODOT_VECTOR2_HPP
+#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/math.hpp>
namespace godot {
@@ -50,19 +51,39 @@ public:
};
union {
- real_t x = 0;
- real_t width;
- };
- union {
- real_t y = 0;
- real_t height;
+ struct {
+ union {
+ real_t x;
+ real_t width;
+ };
+ union {
+ real_t y;
+ real_t height;
+ };
+ };
+
+ real_t coord[2] = { 0 };
};
- inline real_t &operator[](int p_idx) {
- return p_idx ? y : x;
+ _FORCE_INLINE_ real_t &operator[](int p_idx) {
+ DEV_ASSERT((unsigned int)p_idx < 2);
+ return coord[p_idx];
}
- inline const real_t &operator[](int p_idx) const {
- return p_idx ? y : x;
+ _FORCE_INLINE_ const real_t &operator[](int p_idx) const {
+ DEV_ASSERT((unsigned int)p_idx < 2);
+ 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;
+ }
+
+ _FORCE_INLINE_ Vector2::Axis max_axis_index() const {
+ return x < y ? Vector2::AXIS_Y : Vector2::AXIS_X;
}
void normalize();
@@ -71,20 +92,21 @@ public:
real_t length() const;
real_t length_squared() const;
+ Vector2 limit_length(const real_t p_len = 1.0) const;
Vector2 min(const Vector2 &p_vector2) const {
- return Vector2(Math::min(x, p_vector2.x), Math::min(y, p_vector2.y));
+ return Vector2(MIN(x, p_vector2.x), MIN(y, p_vector2.y));
}
Vector2 max(const Vector2 &p_vector2) const {
- return Vector2(Math::max(x, p_vector2.x), Math::max(y, p_vector2.y));
+ return Vector2(MAX(x, p_vector2.x), MAX(y, p_vector2.y));
}
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;
- inline Vector2 direction_to(const Vector2 &p_to) const;
+ _FORCE_INLINE_ Vector2 direction_to(const Vector2 &p_to) const;
real_t dot(const Vector2 &p_other) const;
real_t cross(const Vector2 &p_other) const;
@@ -92,13 +114,13 @@ public:
Vector2 posmodv(const Vector2 &p_modv) const;
Vector2 project(const Vector2 &p_to) const;
- Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
+ Vector2 plane_project(const real_t p_d, const Vector2 &p_vec) const;
- Vector2 clamped(real_t p_len) const;
+ _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 bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const;
- inline Vector2 lerp(const Vector2 &p_to, real_t p_weight) const;
- inline Vector2 slerp(const Vector2 &p_to, real_t p_weight) const;
- Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const;
Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
Vector2 slide(const Vector2 &p_normal) const;
@@ -135,12 +157,13 @@ public:
bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
real_t angle() const;
+ static Vector2 from_angle(const real_t p_angle);
- inline Vector2 abs() const {
+ _FORCE_INLINE_ Vector2 abs() const {
return Vector2(Math::abs(x), Math::abs(y));
}
- Vector2 rotated(real_t p_by) const;
+ Vector2 rotated(const real_t p_by) const;
Vector2 orthogonal() const {
return Vector2(y, -x);
}
@@ -150,95 +173,80 @@ public:
Vector2 ceil() const;
Vector2 round() const;
Vector2 snapped(const Vector2 &p_by) const;
+ Vector2 clamp(const Vector2 &p_min, const Vector2 &p_max) const;
real_t aspect() const { return width / height; }
operator String() const;
operator Vector2i() const;
- inline Vector2() {}
- inline Vector2(real_t p_x, real_t p_y) {
+ _FORCE_INLINE_ Vector2() {}
+ _FORCE_INLINE_ Vector2(const real_t p_x, const real_t p_y) {
x = p_x;
y = p_y;
}
};
-inline Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
+_FORCE_INLINE_ Vector2 Vector2::plane_project(const real_t p_d, const Vector2 &p_vec) const {
return p_vec - *this * (dot(p_vec) - p_d);
}
-inline Vector2 operator*(float p_scalar, const Vector2 &p_vec) {
- return p_vec * (real_t)p_scalar;
-}
-
-inline Vector2 operator*(double p_scalar, const Vector2 &p_vec) {
- return p_vec * (real_t)p_scalar;
-}
-
-inline Vector2 operator*(int32_t p_scalar, const Vector2 &p_vec) {
- return p_vec * (real_t)p_scalar;
-}
-
-inline Vector2 operator*(int64_t p_scalar, const Vector2 &p_vec) {
- return p_vec * (real_t)p_scalar;
-}
-
-inline Vector2 Vector2::operator+(const Vector2 &p_v) const {
+_FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const {
return Vector2(x + p_v.x, y + p_v.y);
}
-inline void Vector2::operator+=(const Vector2 &p_v) {
+_FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) {
x += p_v.x;
y += p_v.y;
}
-inline Vector2 Vector2::operator-(const Vector2 &p_v) const {
+_FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const {
return Vector2(x - p_v.x, y - p_v.y);
}
-inline void Vector2::operator-=(const Vector2 &p_v) {
+_FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) {
x -= p_v.x;
y -= p_v.y;
}
-inline Vector2 Vector2::operator*(const Vector2 &p_v1) const {
+_FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
}
-inline Vector2 Vector2::operator*(const real_t &rvalue) const {
+_FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
}
-inline void Vector2::operator*=(const real_t &rvalue) {
+_FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
x *= rvalue;
y *= rvalue;
}
-inline Vector2 Vector2::operator/(const Vector2 &p_v1) const {
+_FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
}
-inline Vector2 Vector2::operator/(const real_t &rvalue) const {
+_FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
}
-inline void Vector2::operator/=(const real_t &rvalue) {
+_FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
x /= rvalue;
y /= rvalue;
}
-inline Vector2 Vector2::operator-() const {
+_FORCE_INLINE_ Vector2 Vector2::operator-() const {
return Vector2(-x, -y);
}
-inline bool Vector2::operator==(const Vector2 &p_vec2) const {
+_FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
return x == p_vec2.x && y == p_vec2.y;
}
-inline bool Vector2::operator!=(const Vector2 &p_vec2) const {
+_FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}
-Vector2 Vector2::lerp(const Vector2 &p_to, real_t p_weight) const {
+Vector2 Vector2::lerp(const Vector2 &p_to, const real_t p_weight) const {
Vector2 res = *this;
res.x += (p_weight * (p_to.x - x));
@@ -247,12 +255,37 @@ Vector2 Vector2::lerp(const Vector2 &p_to, real_t p_weight) const {
return res;
}
-Vector2 Vector2::slerp(const Vector2 &p_to, real_t p_weight) const {
-#ifdef MATH_CHECKS
- ERR_FAIL_COND_V(!is_normalized(), Vector2());
-#endif
- real_t theta = angle_to(p_to);
- return rotated(theta * p_weight);
+Vector2 Vector2::slerp(const Vector2 &p_to, const real_t p_weight) const {
+ 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);
+ }
+ 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(angle * p_weight) * (result_length / start_length);
+}
+
+Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight) const {
+ Vector2 res = *this;
+ res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
+ res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
+ 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;
+
+ /* Formula from Wikipedia article on Bezier curves. */
+ real_t omt = (1.0 - p_t);
+ real_t omt2 = omt * omt;
+ real_t omt3 = omt2 * omt;
+ real_t t2 = p_t * p_t;
+ real_t t3 = t2 * p_t;
+
+ return res * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3;
}
Vector2 Vector2::direction_to(const Vector2 &p_to) const {
@@ -261,6 +294,25 @@ Vector2 Vector2::direction_to(const Vector2 &p_to) const {
return ret;
}
+// Multiplication operators required to workaround issues with LLVM using implicit conversion
+// to Vector2i instead for integers where it should not.
+
+_FORCE_INLINE_ Vector2 operator*(const float p_scalar, const Vector2 &p_vec) {
+ return p_vec * p_scalar;
+}
+
+_FORCE_INLINE_ Vector2 operator*(const double p_scalar, const Vector2 &p_vec) {
+ return p_vec * p_scalar;
+}
+
+_FORCE_INLINE_ Vector2 operator*(const int32_t p_scalar, const Vector2 &p_vec) {
+ return p_vec * p_scalar;
+}
+
+_FORCE_INLINE_ Vector2 operator*(const int64_t p_scalar, const Vector2 &p_vec) {
+ return p_vec * p_scalar;
+}
+
typedef Vector2 Size2;
typedef Vector2 Point2;
diff --git a/include/godot_cpp/variant/vector2i.hpp b/include/godot_cpp/variant/vector2i.hpp
index 4c50f34..5aa131a 100644
--- a/include/godot_cpp/variant/vector2i.hpp
+++ b/include/godot_cpp/variant/vector2i.hpp
@@ -31,6 +31,7 @@
#ifndef GODOT_VECTOR2I_HPP
#define GODOT_VECTOR2I_HPP
+#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/math.hpp>
namespace godot {
@@ -50,19 +51,43 @@ public:
};
union {
- int32_t x = 0;
- int32_t width;
- };
- union {
- int32_t y = 0;
- int32_t height;
+ struct {
+ union {
+ int32_t x;
+ int32_t width;
+ };
+ union {
+ int32_t y;
+ int32_t height;
+ };
+ };
+
+ int32_t coord[2] = { 0 };
};
- inline int32_t &operator[](int p_idx) {
- return p_idx ? y : x;
+ _FORCE_INLINE_ int32_t &operator[](int p_idx) {
+ DEV_ASSERT((unsigned int)p_idx < 2);
+ return coord[p_idx];
+ }
+ _FORCE_INLINE_ const int32_t &operator[](int p_idx) const {
+ DEV_ASSERT((unsigned int)p_idx < 2);
+ return coord[p_idx];
+ }
+
+ _FORCE_INLINE_ Vector2i::Axis min_axis_index() const {
+ return x < y ? Vector2i::AXIS_X : Vector2i::AXIS_Y;
+ }
+
+ _FORCE_INLINE_ Vector2i::Axis max_axis_index() const {
+ return x < y ? Vector2i::AXIS_Y : Vector2i::AXIS_X;
}
- inline const int32_t &operator[](int p_idx) const {
- return p_idx ? y : x;
+
+ Vector2i min(const Vector2i &p_vector2i) const {
+ return Vector2i(MIN(x, p_vector2i.x), MIN(y, p_vector2i.y));
+ }
+
+ Vector2i max(const Vector2i &p_vector2i) const {
+ return Vector2i(MAX(x, p_vector2i.x), MAX(y, p_vector2i.y));
}
Vector2i operator+(const Vector2i &p_v) const;
@@ -92,38 +117,40 @@ public:
bool operator==(const Vector2i &p_vec2) const;
bool operator!=(const Vector2i &p_vec2) const;
+ int64_t length_squared() const;
+ double length() const;
+
real_t aspect() const { return width / (real_t)height; }
- Vector2i sign() const { return Vector2i(Math::sign(x), Math::sign(y)); }
- Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
+ Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
+ Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); }
+ Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
operator String() const;
operator Vector2() const;
inline Vector2i() {}
- inline Vector2i(int32_t p_x, int32_t p_y) {
+ inline Vector2i(const int32_t p_x, const int32_t p_y) {
x = p_x;
y = p_y;
}
};
-inline Vector2i operator*(const int32_t &p_scalar, const Vector2i &p_vector) {
+// Multiplication operators required to workaround issues with LLVM using implicit conversion.
+
+_FORCE_INLINE_ Vector2i operator*(const int32_t p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
-inline Vector2i operator*(const int64_t &p_scalar, const Vector2i &p_vector) {
- return p_vector * (int32_t)p_scalar;
+_FORCE_INLINE_ Vector2i operator*(const int64_t p_scalar, const Vector2i &p_vector) {
+ return p_vector * p_scalar;
}
-inline Vector2i operator*(const float &p_scalar, const Vector2i &p_vector) {
- float x = (float)p_vector.x * p_scalar;
- float y = (float)p_vector.y * p_scalar;
- return Vector2i((int32_t)round(x), (int32_t)round(y));
+_FORCE_INLINE_ Vector2i operator*(const float p_scalar, const Vector2i &p_vector) {
+ return p_vector * p_scalar;
}
-inline Vector2i operator*(const double &p_scalar, const Vector2i &p_vector) {
- double x = (double)p_vector.x * p_scalar;
- double y = (double)p_vector.y * p_scalar;
- return Vector2i((int32_t)round(x), (int32_t)round(y));
+_FORCE_INLINE_ Vector2i operator*(const double p_scalar, const Vector2i &p_vector) {
+ return p_vector * p_scalar;
}
typedef Vector2i Size2i;
diff --git a/include/godot_cpp/variant/vector3.hpp b/include/godot_cpp/variant/vector3.hpp
index 64a932e..0c666cf 100644
--- a/include/godot_cpp/variant/vector3.hpp
+++ b/include/godot_cpp/variant/vector3.hpp
@@ -31,12 +31,14 @@
#ifndef GODOT_VECTOR3_HPP
#define GODOT_VECTOR3_HPP
+#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/math.hpp>
namespace godot {
class Basis;
class String;
+class Vector2;
class Vector3i;
class Vector3 {
@@ -61,117 +63,135 @@ public:
real_t coord[3] = { 0 };
};
- inline const real_t &operator[](int p_axis) const {
+ _FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
+ DEV_ASSERT((unsigned int)p_axis < 3);
return coord[p_axis];
}
- inline real_t &operator[](int p_axis) {
+ _FORCE_INLINE_ real_t &operator[](const int p_axis) {
+ DEV_ASSERT((unsigned int)p_axis < 3);
return coord[p_axis];
}
- void set_axis(int p_axis, real_t p_value);
- real_t get_axis(int p_axis) const;
+ void set_axis(const int p_axis, const real_t p_value);
+ real_t get_axis(const int p_axis) const;
- int min_axis() const;
- int max_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);
+ }
- inline real_t length() const;
- inline real_t length_squared() const;
+ _FORCE_INLINE_ Vector3::Axis max_axis_index() const {
+ return x < y ? (y < z ? Vector3::AXIS_Z : Vector3::AXIS_Y) : (x < z ? Vector3::AXIS_Z : Vector3::AXIS_X);
+ }
- inline void normalize();
- inline Vector3 normalized() const;
- inline bool is_normalized() const;
- inline Vector3 inverse() const;
+ _FORCE_INLINE_ real_t length() const;
+ _FORCE_INLINE_ real_t length_squared() const;
- inline void zero();
+ _FORCE_INLINE_ void normalize();
+ _FORCE_INLINE_ Vector3 normalized() const;
+ _FORCE_INLINE_ bool is_normalized() const;
+ _FORCE_INLINE_ Vector3 inverse() const;
+ Vector3 limit_length(const real_t p_len = 1.0) const;
- void snap(Vector3 p_val);
- Vector3 snapped(Vector3 p_val) const;
+ _FORCE_INLINE_ void zero();
- void rotate(const Vector3 &p_axis, real_t p_phi);
- Vector3 rotated(const Vector3 &p_axis, real_t p_phi) const;
+ void snap(const Vector3 p_val);
+ Vector3 snapped(const Vector3 p_val) const;
+
+ void rotate(const Vector3 &p_axis, const real_t p_angle);
+ Vector3 rotated(const Vector3 &p_axis, const real_t p_angle) const;
/* Static Methods between 2 vector3s */
- inline Vector3 lerp(const Vector3 &p_to, real_t p_weight) const;
- inline Vector3 slerp(const Vector3 &p_to, real_t p_weight) const;
- Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight) const;
+ _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 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;
- inline Vector3 cross(const Vector3 &p_b) const;
- inline real_t dot(const Vector3 &p_b) const;
- Basis outer(const Vector3 &p_b) const;
- Basis to_diagonal_matrix() const;
+ Vector2 octahedron_encode() const;
+ static Vector3 octahedron_decode(const Vector2 &p_oct);
+
+ _FORCE_INLINE_ Vector3 cross(const Vector3 &p_with) const;
+ _FORCE_INLINE_ real_t dot(const Vector3 &p_with) const;
+ Basis outer(const Vector3 &p_with) const;
- inline Vector3 abs() const;
- inline Vector3 floor() const;
- inline Vector3 sign() const;
- inline Vector3 ceil() const;
- inline Vector3 round() const;
+ _FORCE_INLINE_ Vector3 abs() const;
+ _FORCE_INLINE_ Vector3 floor() const;
+ _FORCE_INLINE_ Vector3 sign() const;
+ _FORCE_INLINE_ Vector3 ceil() const;
+ _FORCE_INLINE_ Vector3 round() const;
+ Vector3 clamp(const Vector3 &p_min, const Vector3 &p_max) const;
- inline real_t distance_to(const Vector3 &p_to) const;
- inline real_t distance_squared_to(const Vector3 &p_to) const;
+ _FORCE_INLINE_ real_t distance_to(const Vector3 &p_to) const;
+ _FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_to) const;
- inline Vector3 posmod(const real_t p_mod) const;
- inline Vector3 posmodv(const Vector3 &p_modv) const;
- inline Vector3 project(const Vector3 &p_to) const;
+ _FORCE_INLINE_ Vector3 posmod(const real_t p_mod) const;
+ _FORCE_INLINE_ Vector3 posmodv(const Vector3 &p_modv) const;
+ _FORCE_INLINE_ Vector3 project(const Vector3 &p_to) const;
- inline real_t angle_to(const Vector3 &p_to) const;
- inline Vector3 direction_to(const Vector3 &p_to) const;
+ _FORCE_INLINE_ real_t angle_to(const Vector3 &p_to) const;
+ _FORCE_INLINE_ real_t signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const;
+ _FORCE_INLINE_ Vector3 direction_to(const Vector3 &p_to) const;
- inline Vector3 slide(const Vector3 &p_normal) const;
- inline Vector3 bounce(const Vector3 &p_normal) const;
- inline Vector3 reflect(const Vector3 &p_normal) const;
+ _FORCE_INLINE_ Vector3 slide(const Vector3 &p_normal) const;
+ _FORCE_INLINE_ Vector3 bounce(const Vector3 &p_normal) const;
+ _FORCE_INLINE_ Vector3 reflect(const Vector3 &p_normal) const;
bool is_equal_approx(const Vector3 &p_v) const;
/* Operators */
- inline Vector3 &operator+=(const Vector3 &p_v);
- inline Vector3 operator+(const Vector3 &p_v) const;
- inline Vector3 &operator-=(const Vector3 &p_v);
- inline Vector3 operator-(const Vector3 &p_v) const;
- inline Vector3 &operator*=(const Vector3 &p_v);
- inline Vector3 operator*(const Vector3 &p_v) const;
- inline Vector3 &operator/=(const Vector3 &p_v);
- inline Vector3 operator/(const Vector3 &p_v) const;
-
- inline Vector3 &operator*=(real_t p_scalar);
- inline Vector3 operator*(real_t p_scalar) const;
- inline Vector3 &operator/=(real_t p_scalar);
- inline Vector3 operator/(real_t p_scalar) const;
-
- inline Vector3 operator-() const;
-
- inline bool operator==(const Vector3 &p_v) const;
- inline bool operator!=(const Vector3 &p_v) const;
- inline bool operator<(const Vector3 &p_v) const;
- inline bool operator<=(const Vector3 &p_v) const;
- inline bool operator>(const Vector3 &p_v) const;
- inline bool operator>=(const Vector3 &p_v) const;
+ _FORCE_INLINE_ Vector3 &operator+=(const Vector3 &p_v);
+ _FORCE_INLINE_ Vector3 operator+(const Vector3 &p_v) const;
+ _FORCE_INLINE_ Vector3 &operator-=(const Vector3 &p_v);
+ _FORCE_INLINE_ Vector3 operator-(const Vector3 &p_v) const;
+ _FORCE_INLINE_ Vector3 &operator*=(const Vector3 &p_v);
+ _FORCE_INLINE_ Vector3 operator*(const Vector3 &p_v) const;
+ _FORCE_INLINE_ Vector3 &operator/=(const Vector3 &p_v);
+ _FORCE_INLINE_ Vector3 operator/(const Vector3 &p_v) const;
+
+ _FORCE_INLINE_ Vector3 &operator*=(const real_t p_scalar);
+ _FORCE_INLINE_ Vector3 operator*(const real_t p_scalar) const;
+ _FORCE_INLINE_ Vector3 &operator/=(const real_t p_scalar);
+ _FORCE_INLINE_ Vector3 operator/(const real_t p_scalar) const;
+
+ _FORCE_INLINE_ Vector3 operator-() const;
+
+ _FORCE_INLINE_ bool operator==(const Vector3 &p_v) const;
+ _FORCE_INLINE_ bool operator!=(const Vector3 &p_v) const;
+ _FORCE_INLINE_ bool operator<(const Vector3 &p_v) const;
+ _FORCE_INLINE_ bool operator<=(const Vector3 &p_v) const;
+ _FORCE_INLINE_ bool operator>(const Vector3 &p_v) const;
+ _FORCE_INLINE_ bool operator>=(const Vector3 &p_v) const;
operator String() const;
operator Vector3i() const;
- inline Vector3() {}
- inline Vector3(real_t p_x, real_t p_y, real_t p_z) {
+ _FORCE_INLINE_ Vector3() {}
+ _FORCE_INLINE_ Vector3(const real_t p_x, const real_t p_y, const real_t p_z) {
x = p_x;
y = p_y;
z = p_z;
}
};
-Vector3 Vector3::cross(const Vector3 &p_b) const {
+Vector3 Vector3::cross(const Vector3 &p_with) const {
Vector3 ret(
- (y * p_b.z) - (z * p_b.y),
- (z * p_b.x) - (x * p_b.z),
- (x * p_b.y) - (y * p_b.x));
+ (y * p_with.z) - (z * p_with.y),
+ (z * p_with.x) - (x * p_with.z),
+ (x * p_with.y) - (y * p_with.x));
return ret;
}
-real_t Vector3::dot(const Vector3 &p_b) const {
- return x * p_b.x + y * p_b.y + z * p_b.z;
+real_t Vector3::dot(const Vector3 &p_with) const {
+ return x * p_with.x + y * p_with.y + z * p_with.z;
}
Vector3 Vector3::abs() const {
@@ -179,7 +199,7 @@ Vector3 Vector3::abs() const {
}
Vector3 Vector3::sign() const {
- return Vector3(Math::sign(x), Math::sign(y), Math::sign(z));
+ return Vector3(SIGN(x), SIGN(y), SIGN(z));
}
Vector3 Vector3::floor() const {
@@ -194,16 +214,45 @@ Vector3 Vector3::round() const {
return Vector3(Math::round(x), Math::round(y), Math::round(z));
}
-Vector3 Vector3::lerp(const Vector3 &p_to, real_t p_weight) const {
+Vector3 Vector3::lerp(const Vector3 &p_to, const real_t p_weight) const {
return Vector3(
x + (p_weight * (p_to.x - x)),
y + (p_weight * (p_to.y - y)),
z + (p_weight * (p_to.z - z)));
}
-Vector3 Vector3::slerp(const Vector3 &p_to, real_t p_weight) const {
- real_t theta = angle_to(p_to);
- return rotated(cross(p_to).normalized(), theta * p_weight);
+Vector3 Vector3::slerp(const Vector3 &p_to, const real_t p_weight) const {
+ 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);
+ }
+ 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);
+}
+
+Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight) const {
+ Vector3 res = *this;
+ res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
+ res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
+ res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight);
+ 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;
+
+ /* Formula from Wikipedia article on Bezier curves. */
+ real_t omt = (1.0 - p_t);
+ real_t omt2 = omt * omt;
+ real_t omt3 = omt2 * omt;
+ real_t t2 = p_t * p_t;
+ real_t t3 = t2 * p_t;
+
+ return res * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3;
}
real_t Vector3::distance_to(const Vector3 &p_to) const {
@@ -230,6 +279,13 @@ real_t Vector3::angle_to(const Vector3 &p_to) const {
return Math::atan2(cross(p_to).length(), dot(p_to));
}
+real_t Vector3::signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const {
+ Vector3 cross_to = cross(p_to);
+ real_t unsigned_angle = Math::atan2(cross_to.length(), dot(p_to));
+ real_t sign = cross_to.dot(p_axis);
+ return (sign < 0) ? -unsigned_angle : unsigned_angle;
+}
+
Vector3 Vector3::direction_to(const Vector3 &p_to) const {
Vector3 ret(p_to.x - x, p_to.y - y, p_to.z - z);
ret.normalize();
@@ -282,29 +338,44 @@ Vector3 Vector3::operator/(const Vector3 &p_v) const {
return Vector3(x / p_v.x, y / p_v.y, z / p_v.z);
}
-Vector3 &Vector3::operator*=(real_t p_scalar) {
+Vector3 &Vector3::operator*=(const real_t p_scalar) {
x *= p_scalar;
y *= p_scalar;
z *= p_scalar;
return *this;
}
-inline Vector3 operator*(real_t p_scalar, const Vector3 &p_vec) {
+// Multiplication operators required to workaround issues with LLVM using implicit conversion
+// to Vector3i instead for integers where it should not.
+
+_FORCE_INLINE_ Vector3 operator*(const float p_scalar, const Vector3 &p_vec) {
+ return p_vec * p_scalar;
+}
+
+_FORCE_INLINE_ Vector3 operator*(const double p_scalar, const Vector3 &p_vec) {
+ return p_vec * p_scalar;
+}
+
+_FORCE_INLINE_ Vector3 operator*(const int32_t p_scalar, const Vector3 &p_vec) {
+ return p_vec * p_scalar;
+}
+
+_FORCE_INLINE_ Vector3 operator*(const int64_t p_scalar, const Vector3 &p_vec) {
return p_vec * p_scalar;
}
-Vector3 Vector3::operator*(real_t p_scalar) const {
+Vector3 Vector3::operator*(const real_t p_scalar) const {
return Vector3(x * p_scalar, y * p_scalar, z * p_scalar);
}
-Vector3 &Vector3::operator/=(real_t p_scalar) {
+Vector3 &Vector3::operator/=(const real_t p_scalar) {
x /= p_scalar;
y /= p_scalar;
z /= p_scalar;
return *this;
}
-Vector3 Vector3::operator/(real_t p_scalar) const {
+Vector3 Vector3::operator/(const real_t p_scalar) const {
return Vector3(x / p_scalar, y / p_scalar, z / p_scalar);
}
@@ -360,11 +431,11 @@ bool Vector3::operator>=(const Vector3 &p_v) const {
return x > p_v.x;
}
-inline Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) {
+_FORCE_INLINE_ Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) {
return p_a.cross(p_b);
}
-inline real_t vec3_dot(const Vector3 &p_a, const Vector3 &p_b) {
+_FORCE_INLINE_ real_t vec3_dot(const Vector3 &p_a, const Vector3 &p_b) {
return p_a.dot(p_b);
}
@@ -386,8 +457,8 @@ real_t Vector3::length_squared() const {
void Vector3::normalize() {
real_t lengthsq = length_squared();
- if (lengthsq == (real_t)0.0) {
- x = y = z = (real_t)0.0;
+ if (lengthsq == 0) {
+ x = y = z = 0;
} else {
real_t length = Math::sqrt(lengthsq);
x /= length;
@@ -404,21 +475,21 @@ Vector3 Vector3::normalized() const {
bool Vector3::is_normalized() const {
// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
- return Math::is_equal_approx(length_squared(), (real_t)1.0, (real_t)UNIT_EPSILON);
+ return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON);
}
Vector3 Vector3::inverse() const {
- return Vector3((real_t)1.0 / x, (real_t)1.0 / y, (real_t)1.0 / z);
+ return Vector3(1.0f / x, 1.0f / y, 1.0f / z);
}
void Vector3::zero() {
- x = y = z = (real_t)0.0;
+ x = y = z = 0;
}
// slide returns the component of the vector along the given plane, specified by its normal vector.
Vector3 Vector3::slide(const Vector3 &p_normal) const {
#ifdef MATH_CHECKS
- ERR_FAIL_COND_V(!p_normal.is_normalized(), Vector3());
+ ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector3(), "The normal Vector3 must be normalized.");
#endif
return *this - p_normal * this->dot(p_normal);
}
@@ -429,9 +500,9 @@ Vector3 Vector3::bounce(const Vector3 &p_normal) const {
Vector3 Vector3::reflect(const Vector3 &p_normal) const {
#ifdef MATH_CHECKS
- ERR_FAIL_COND_V(!p_normal.is_normalized(), Vector3());
+ ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector3(), "The normal Vector3 must be normalized.");
#endif
- return 2.0 * p_normal * this->dot(p_normal) - *this;
+ return 2.0f * p_normal * this->dot(p_normal) - *this;
}
} // namespace godot
diff --git a/include/godot_cpp/variant/vector3i.hpp b/include/godot_cpp/variant/vector3i.hpp
index 1acfc01..a3d9fa1 100644
--- a/include/godot_cpp/variant/vector3i.hpp
+++ b/include/godot_cpp/variant/vector3i.hpp
@@ -31,6 +31,7 @@
#ifndef GODOT_VECTOR3I_HPP
#define GODOT_VECTOR3I_HPP
+#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/math.hpp>
namespace godot {
@@ -60,71 +61,85 @@ public:
int32_t coord[3] = { 0 };
};
- inline const int32_t &operator[](int p_axis) const {
+ _FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
+ DEV_ASSERT((unsigned int)p_axis < 3);
return coord[p_axis];
}
- inline int32_t &operator[](int p_axis) {
+ _FORCE_INLINE_ int32_t &operator[](const int p_axis) {
+ DEV_ASSERT((unsigned int)p_axis < 3);
return coord[p_axis];
}
- void set_axis(int p_axis, int32_t p_value);
- int32_t get_axis(int p_axis) const;
+ void set_axis(const int p_axis, const int32_t p_value);
+ int32_t get_axis(const int p_axis) const;
- int min_axis() const;
- int max_axis() const;
+ Vector3i::Axis min_axis_index() const;
+ Vector3i::Axis max_axis_index() const;
- inline void zero();
+ _FORCE_INLINE_ int64_t length_squared() const;
+ _FORCE_INLINE_ double length() const;
- inline Vector3i abs() const;
- inline Vector3i sign() const;
+ _FORCE_INLINE_ void zero();
+
+ _FORCE_INLINE_ Vector3i abs() const;
+ _FORCE_INLINE_ Vector3i sign() const;
+ Vector3i clamp(const Vector3i &p_min, const Vector3i &p_max) const;
/* Operators */
- inline Vector3i &operator+=(const Vector3i &p_v);
- inline Vector3i operator+(const Vector3i &p_v) const;
- inline Vector3i &operator-=(const Vector3i &p_v);
- inline Vector3i operator-(const Vector3i &p_v) const;
- inline Vector3i &operator*=(const Vector3i &p_v);
- inline Vector3i operator*(const Vector3i &p_v) const;
- inline Vector3i &operator/=(const Vector3i &p_v);
- inline Vector3i operator/(const Vector3i &p_v) const;
- inline Vector3i &operator%=(const Vector3i &p_v);
- inline Vector3i operator%(const Vector3i &p_v) const;
-
- inline Vector3i &operator*=(int32_t p_scalar);
- inline Vector3i operator*(int32_t p_scalar) const;
- inline Vector3i &operator/=(int32_t p_scalar);
- inline Vector3i operator/(int32_t p_scalar) const;
- inline Vector3i &operator%=(int32_t p_scalar);
- inline Vector3i operator%(int32_t p_scalar) const;
-
- inline Vector3i operator-() const;
-
- inline bool operator==(const Vector3i &p_v) const;
- inline bool operator!=(const Vector3i &p_v) const;
- inline bool operator<(const Vector3i &p_v) const;
- inline bool operator<=(const Vector3i &p_v) const;
- inline bool operator>(const Vector3i &p_v) const;
- inline bool operator>=(const Vector3i &p_v) const;
+ _FORCE_INLINE_ Vector3i &operator+=(const Vector3i &p_v);
+ _FORCE_INLINE_ Vector3i operator+(const Vector3i &p_v) const;
+ _FORCE_INLINE_ Vector3i &operator-=(const Vector3i &p_v);
+ _FORCE_INLINE_ Vector3i operator-(const Vector3i &p_v) const;
+ _FORCE_INLINE_ Vector3i &operator*=(const Vector3i &p_v);
+ _FORCE_INLINE_ Vector3i operator*(const Vector3i &p_v) const;
+ _FORCE_INLINE_ Vector3i &operator/=(const Vector3i &p_v);
+ _FORCE_INLINE_ Vector3i operator/(const Vector3i &p_v) const;
+ _FORCE_INLINE_ Vector3i &operator%=(const Vector3i &p_v);
+ _FORCE_INLINE_ Vector3i operator%(const Vector3i &p_v) const;
+
+ _FORCE_INLINE_ Vector3i &operator*=(const int32_t p_scalar);
+ _FORCE_INLINE_ Vector3i operator*(const int32_t p_scalar) const;
+ _FORCE_INLINE_ Vector3i &operator/=(const int32_t p_scalar);
+ _FORCE_INLINE_ Vector3i operator/(const int32_t p_scalar) const;
+ _FORCE_INLINE_ Vector3i &operator%=(const int32_t p_scalar);
+ _FORCE_INLINE_ Vector3i operator%(const int32_t p_scalar) const;
+
+ _FORCE_INLINE_ Vector3i operator-() const;
+
+ _FORCE_INLINE_ bool operator==(const Vector3i &p_v) const;
+ _FORCE_INLINE_ bool operator!=(const Vector3i &p_v) const;
+ _FORCE_INLINE_ bool operator<(const Vector3i &p_v) const;
+ _FORCE_INLINE_ bool operator<=(const Vector3i &p_v) const;
+ _FORCE_INLINE_ bool operator>(const Vector3i &p_v) const;
+ _FORCE_INLINE_ bool operator>=(const Vector3i &p_v) const;
operator String() const;
operator Vector3() const;
- inline Vector3i() {}
- inline Vector3i(int32_t p_x, int32_t p_y, int32_t p_z) {
+ _FORCE_INLINE_ Vector3i() {}
+ _FORCE_INLINE_ Vector3i(const int32_t p_x, const int32_t p_y, const int32_t p_z) {
x = p_x;
y = p_y;
z = p_z;
}
};
+int64_t Vector3i::length_squared() const {
+ return x * (int64_t)x + y * (int64_t)y + z * (int64_t)z;
+}
+
+double Vector3i::length() const {
+ return Math::sqrt((double)length_squared());
+}
+
Vector3i Vector3i::abs() const {
- return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z));
+ return Vector3i(ABS(x), ABS(y), ABS(z));
}
Vector3i Vector3i::sign() const {
- return Vector3i(Math::sign(x), Math::sign(y), Math::sign(z));
+ return Vector3i(SIGN(x), SIGN(y), SIGN(z));
}
/* Operators */
@@ -184,40 +199,54 @@ Vector3i Vector3i::operator%(const Vector3i &p_v) const {
return Vector3i(x % p_v.x, y % p_v.y, z % p_v.z);
}
-Vector3i &Vector3i::operator*=(int32_t p_scalar) {
+Vector3i &Vector3i::operator*=(const int32_t p_scalar) {
x *= p_scalar;
y *= p_scalar;
z *= p_scalar;
return *this;
}
-inline Vector3i operator*(int32_t p_scalar, const Vector3i &p_vec) {
- return p_vec * p_scalar;
+Vector3i Vector3i::operator*(const int32_t p_scalar) const {
+ return Vector3i(x * p_scalar, y * p_scalar, z * p_scalar);
}
-Vector3i Vector3i::operator*(int32_t p_scalar) const {
- return Vector3i(x * p_scalar, y * p_scalar, z * p_scalar);
+// Multiplication operators required to workaround issues with LLVM using implicit conversion.
+
+_FORCE_INLINE_ Vector3i operator*(const int32_t p_scalar, const Vector3i &p_vector) {
+ return p_vector * p_scalar;
+}
+
+_FORCE_INLINE_ Vector3i operator*(const int64_t p_scalar, const Vector3i &p_vector) {
+ return p_vector * p_scalar;
+}
+
+_FORCE_INLINE_ Vector3i operator*(const float p_scalar, const Vector3i &p_vector) {
+ return p_vector * p_scalar;
+}
+
+_FORCE_INLINE_ Vector3i operator*(const double p_scalar, const Vector3i &p_vector) {
+ return p_vector * p_scalar;
}
-Vector3i &Vector3i::operator/=(int32_t p_scalar) {
+Vector3i &Vector3i::operator/=(const int32_t p_scalar) {
x /= p_scalar;
y /= p_scalar;
z /= p_scalar;
return *this;
}
-Vector3i Vector3i::operator/(int32_t p_scalar) const {
+Vector3i Vector3i::operator/(const int32_t p_scalar) const {
return Vector3i(x / p_scalar, y / p_scalar, z / p_scalar);
}
-Vector3i &Vector3i::operator%=(int32_t p_scalar) {
+Vector3i &Vector3i::operator%=(const int32_t p_scalar) {
x %= p_scalar;
y %= p_scalar;
z %= p_scalar;
return *this;
}
-Vector3i Vector3i::operator%(int32_t p_scalar) const {
+Vector3i Vector3i::operator%(const int32_t p_scalar) const {
return Vector3i(x % p_scalar, y % p_scalar, z % p_scalar);
}
diff --git a/include/godot_cpp/variant/vector4.hpp b/include/godot_cpp/variant/vector4.hpp
new file mode 100644
index 0000000..c9fb20b
--- /dev/null
+++ b/include/godot_cpp/variant/vector4.hpp
@@ -0,0 +1,297 @@
+/*************************************************************************/
+/* vector4.hpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 GODOT_VECTOR4_HPP
+#define GODOT_VECTOR4_HPP
+
+#include <godot_cpp/core/error_macros.hpp>
+#include <godot_cpp/core/math.hpp>
+
+namespace godot {
+
+class String;
+
+class Vector4 {
+ _FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
+
+ friend class Variant;
+
+public:
+ enum Axis {
+ AXIS_X,
+ AXIS_Y,
+ AXIS_Z,
+ AXIS_W,
+ };
+
+ union {
+ struct {
+ real_t x;
+ real_t y;
+ real_t z;
+ real_t w;
+ };
+ real_t components[4] = { 0, 0, 0, 0 };
+ };
+
+ _FORCE_INLINE_ real_t &operator[](int idx) {
+ return components[idx];
+ }
+ _FORCE_INLINE_ const real_t &operator[](int idx) const {
+ return components[idx];
+ }
+ _FORCE_INLINE_ real_t length_squared() const;
+ bool is_equal_approx(const Vector4 &p_vec4) const;
+ real_t length() const;
+ void normalize();
+ Vector4 normalized() const;
+ bool is_normalized() const;
+ Vector4 abs() const;
+ Vector4 sign() const;
+
+ Vector4::Axis min_axis_index() const;
+ Vector4::Axis max_axis_index() const;
+ Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
+
+ Vector4 inverse() const;
+ _FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
+
+ _FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
+ _FORCE_INLINE_ void operator-=(const Vector4 &p_vec4);
+ _FORCE_INLINE_ void operator*=(const Vector4 &p_vec4);
+ _FORCE_INLINE_ void operator/=(const Vector4 &p_vec4);
+ _FORCE_INLINE_ void operator*=(const real_t &s);
+ _FORCE_INLINE_ void operator/=(const real_t &s);
+ _FORCE_INLINE_ Vector4 operator+(const Vector4 &p_vec4) const;
+ _FORCE_INLINE_ Vector4 operator-(const Vector4 &p_vec4) const;
+ _FORCE_INLINE_ Vector4 operator*(const Vector4 &p_vec4) const;
+ _FORCE_INLINE_ Vector4 operator/(const Vector4 &p_vec4) const;
+ _FORCE_INLINE_ Vector4 operator-() const;
+ _FORCE_INLINE_ Vector4 operator*(const real_t &s) const;
+ _FORCE_INLINE_ Vector4 operator/(const real_t &s) const;
+
+ _FORCE_INLINE_ bool operator==(const Vector4 &p_vec4) const;
+ _FORCE_INLINE_ bool operator!=(const Vector4 &p_vec4) const;
+ _FORCE_INLINE_ bool operator>(const Vector4 &p_vec4) const;
+ _FORCE_INLINE_ bool operator<(const Vector4 &p_vec4) const;
+ _FORCE_INLINE_ bool operator>=(const Vector4 &p_vec4) const;
+ _FORCE_INLINE_ bool operator<=(const Vector4 &p_vec4) const;
+
+ operator String() const;
+
+ _FORCE_INLINE_ Vector4() {}
+
+ _FORCE_INLINE_ Vector4(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
+ x(p_x),
+ y(p_y),
+ z(p_z),
+ w(p_w) {
+ }
+
+ Vector4(const Vector4 &p_vec4) :
+ x(p_vec4.x),
+ y(p_vec4.y),
+ z(p_vec4.z),
+ w(p_vec4.w) {
+ }
+
+ void operator=(const Vector4 &p_vec4) {
+ x = p_vec4.x;
+ y = p_vec4.y;
+ z = p_vec4.z;
+ w = p_vec4.w;
+ }
+};
+
+real_t Vector4::dot(const Vector4 &p_vec4) const {
+ return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w;
+}
+
+real_t Vector4::length_squared() const {
+ return dot(*this);
+}
+
+void Vector4::operator+=(const Vector4 &p_vec4) {
+ x += p_vec4.x;
+ y += p_vec4.y;
+ z += p_vec4.z;
+ w += p_vec4.w;
+}
+
+void Vector4::operator-=(const Vector4 &p_vec4) {
+ x -= p_vec4.x;
+ y -= p_vec4.y;
+ z -= p_vec4.z;
+ w -= p_vec4.w;
+}
+
+void Vector4::operator*=(const Vector4 &p_vec4) {
+ x *= p_vec4.x;
+ y *= p_vec4.y;
+ z *= p_vec4.z;
+ w *= p_vec4.w;
+}
+
+void Vector4::operator/=(const Vector4 &p_vec4) {
+ x /= p_vec4.x;
+ y /= p_vec4.y;
+ z /= p_vec4.z;
+ w /= p_vec4.w;
+}
+void Vector4::operator*=(const real_t &s) {
+ x *= s;
+ y *= s;
+ z *= s;
+ w *= s;
+}
+
+void Vector4::operator/=(const real_t &s) {
+ *this *= 1.0f / s;
+}
+
+Vector4 Vector4::operator+(const Vector4 &p_vec4) const {
+ return Vector4(x + p_vec4.x, y + p_vec4.y, z + p_vec4.z, w + p_vec4.w);
+}
+
+Vector4 Vector4::operator-(const Vector4 &p_vec4) const {
+ return Vector4(x - p_vec4.x, y - p_vec4.y, z - p_vec4.z, w - p_vec4.w);
+}
+
+Vector4 Vector4::operator*(const Vector4 &p_vec4) const {
+ return Vector4(x * p_vec4.x, y * p_vec4.y, z * p_vec4.z, w * p_vec4.w);
+}
+
+Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
+ return Vector4(x / p_vec4.x, y / p_vec4.y, z / p_vec4.z, w / p_vec4.w);
+}
+
+Vector4 Vector4::operator-() const {
+ return Vector4(x, y, z, w);
+}
+
+Vector4 Vector4::operator*(const real_t &s) const {
+ return Vector4(x * s, y * s, z * s, w * s);
+}
+
+Vector4 Vector4::operator/(const real_t &s) const {
+ return *this * (1.0f / s);
+}
+
+bool Vector4::operator==(const Vector4 &p_vec4) const {
+ return x == p_vec4.x && y == p_vec4.y && z == p_vec4.z && w == p_vec4.w;
+}
+
+bool Vector4::operator!=(const Vector4 &p_vec4) const {
+ return x != p_vec4.x || y != p_vec4.y || z != p_vec4.z || w != p_vec4.w;
+}
+
+bool Vector4::operator<(const Vector4 &p_v) const {
+ if (x == p_v.x) {
+ 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;
+ }
+ } else {
+ return x < p_v.x;
+ }
+}
+
+bool Vector4::operator>(const Vector4 &p_v) const {
+ if (x == p_v.x) {
+ 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;
+ }
+ } else {
+ return x > p_v.x;
+ }
+}
+
+bool Vector4::operator<=(const Vector4 &p_v) const {
+ if (x == p_v.x) {
+ 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;
+ }
+ } else {
+ return x < p_v.x;
+ }
+}
+
+bool Vector4::operator>=(const Vector4 &p_v) const {
+ if (x == p_v.x) {
+ 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;
+ }
+ } else {
+ return x > p_v.x;
+ }
+}
+
+_FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
+ return p_vec * p_scalar;
+}
+
+_FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) {
+ return p_vec * p_scalar;
+}
+
+_FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) {
+ return p_vec * p_scalar;
+}
+
+_FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
+ return p_vec * p_scalar;
+}
+
+} // namespace godot
+
+#endif // GODOT_VECTOR3_HPP
diff --git a/include/godot_cpp/variant/vector4i.hpp b/include/godot_cpp/variant/vector4i.hpp
new file mode 100644
index 0000000..ce485c2
--- /dev/null
+++ b/include/godot_cpp/variant/vector4i.hpp
@@ -0,0 +1,345 @@
+/*************************************************************************/
+/* vector4i.hpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 GODOT_VECTOR4I_HPP
+#define GODOT_VECTOR4I_HPP
+
+#include <godot_cpp/core/error_macros.hpp>
+#include <godot_cpp/core/math.hpp>
+
+namespace godot {
+
+class String;
+class Vector4;
+
+class Vector4i {
+ _FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
+
+ friend class Variant;
+
+public:
+ enum Axis {
+ AXIS_X,
+ AXIS_Y,
+ AXIS_Z,
+ AXIS_W,
+ };
+
+ union {
+ struct {
+ int32_t x;
+ int32_t y;
+ int32_t z;
+ int32_t w;
+ };
+
+ int32_t coord[4] = { 0 };
+ };
+
+ _FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
+ return coord[p_axis];
+ }
+
+ _FORCE_INLINE_ int32_t &operator[](const int p_axis) {
+ 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;
+
+ Vector4i::Axis min_axis_index() const;
+ Vector4i::Axis max_axis_index() const;
+
+ _FORCE_INLINE_ int64_t length_squared() const;
+ _FORCE_INLINE_ double length() const;
+
+ _FORCE_INLINE_ void zero();
+
+ _FORCE_INLINE_ Vector4i abs() const;
+ _FORCE_INLINE_ Vector4i sign() const;
+ Vector4i clamp(const Vector4i &p_min, const Vector4i &p_max) const;
+
+ /* Operators */
+
+ _FORCE_INLINE_ Vector4i &operator+=(const Vector4i &p_v);
+ _FORCE_INLINE_ Vector4i operator+(const Vector4i &p_v) const;
+ _FORCE_INLINE_ Vector4i &operator-=(const Vector4i &p_v);
+ _FORCE_INLINE_ Vector4i operator-(const Vector4i &p_v) const;
+ _FORCE_INLINE_ Vector4i &operator*=(const Vector4i &p_v);
+ _FORCE_INLINE_ Vector4i operator*(const Vector4i &p_v) const;
+ _FORCE_INLINE_ Vector4i &operator/=(const Vector4i &p_v);
+ _FORCE_INLINE_ Vector4i operator/(const Vector4i &p_v) const;
+ _FORCE_INLINE_ Vector4i &operator%=(const Vector4i &p_v);
+ _FORCE_INLINE_ Vector4i operator%(const Vector4i &p_v) const;
+
+ _FORCE_INLINE_ Vector4i &operator*=(const int32_t p_scalar);
+ _FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar) const;
+ _FORCE_INLINE_ Vector4i &operator/=(const int32_t p_scalar);
+ _FORCE_INLINE_ Vector4i operator/(const int32_t p_scalar) const;
+ _FORCE_INLINE_ Vector4i &operator%=(const int32_t p_scalar);
+ _FORCE_INLINE_ Vector4i operator%(const int32_t p_scalar) const;
+
+ _FORCE_INLINE_ Vector4i operator-() const;
+
+ _FORCE_INLINE_ bool operator==(const Vector4i &p_v) const;
+ _FORCE_INLINE_ bool operator!=(const Vector4i &p_v) const;
+ _FORCE_INLINE_ bool operator<(const Vector4i &p_v) const;
+ _FORCE_INLINE_ bool operator<=(const Vector4i &p_v) const;
+ _FORCE_INLINE_ bool operator>(const Vector4i &p_v) const;
+ _FORCE_INLINE_ bool operator>=(const Vector4i &p_v) const;
+
+ operator String() const;
+ operator Vector4() const;
+
+ _FORCE_INLINE_ Vector4i() {}
+ Vector4i(const Vector4 &p_vec4);
+ _FORCE_INLINE_ Vector4i(const int32_t p_x, const int32_t p_y, const int32_t p_z, const int32_t p_w) {
+ x = p_x;
+ y = p_y;
+ z = p_z;
+ w = p_w;
+ }
+};
+
+int64_t Vector4i::length_squared() const {
+ return x * (int64_t)x + y * (int64_t)y + z * (int64_t)z + w * (int64_t)w;
+}
+
+double Vector4i::length() const {
+ return Math::sqrt((double)length_squared());
+}
+
+Vector4i Vector4i::abs() const {
+ return Vector4i(ABS(x), ABS(y), ABS(z), ABS(w));
+}
+
+Vector4i Vector4i::sign() const {
+ return Vector4i(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
+}
+
+/* Operators */
+
+Vector4i &Vector4i::operator+=(const Vector4i &p_v) {
+ x += p_v.x;
+ y += p_v.y;
+ z += p_v.z;
+ w += p_v.w;
+ return *this;
+}
+
+Vector4i Vector4i::operator+(const Vector4i &p_v) const {
+ return Vector4i(x + p_v.x, y + p_v.y, z + p_v.z, w + p_v.w);
+}
+
+Vector4i &Vector4i::operator-=(const Vector4i &p_v) {
+ x -= p_v.x;
+ y -= p_v.y;
+ z -= p_v.z;
+ w -= p_v.w;
+ return *this;
+}
+
+Vector4i Vector4i::operator-(const Vector4i &p_v) const {
+ return Vector4i(x - p_v.x, y - p_v.y, z - p_v.z, w - p_v.w);
+}
+
+Vector4i &Vector4i::operator*=(const Vector4i &p_v) {
+ x *= p_v.x;
+ y *= p_v.y;
+ z *= p_v.z;
+ w *= p_v.w;
+ return *this;
+}
+
+Vector4i Vector4i::operator*(const Vector4i &p_v) const {
+ return Vector4i(x * p_v.x, y * p_v.y, z * p_v.z, w * p_v.w);
+}
+
+Vector4i &Vector4i::operator/=(const Vector4i &p_v) {
+ x /= p_v.x;
+ y /= p_v.y;
+ z /= p_v.z;
+ w /= p_v.w;
+ return *this;
+}
+
+Vector4i Vector4i::operator/(const Vector4i &p_v) const {
+ return Vector4i(x / p_v.x, y / p_v.y, z / p_v.z, w / p_v.w);
+}
+
+Vector4i &Vector4i::operator%=(const Vector4i &p_v) {
+ x %= p_v.x;
+ y %= p_v.y;
+ z %= p_v.z;
+ w %= p_v.w;
+ return *this;
+}
+
+Vector4i Vector4i::operator%(const Vector4i &p_v) const {
+ return Vector4i(x % p_v.x, y % p_v.y, z % p_v.z, w % p_v.w);
+}
+
+Vector4i &Vector4i::operator*=(const int32_t p_scalar) {
+ x *= p_scalar;
+ y *= p_scalar;
+ z *= p_scalar;
+ w *= p_scalar;
+ return *this;
+}
+
+Vector4i Vector4i::operator*(const int32_t p_scalar) const {
+ return Vector4i(x * p_scalar, y * p_scalar, z * p_scalar, w * p_scalar);
+}
+
+// Multiplication operators required to workaround issues with LLVM using implicit conversion.
+
+_FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar, const Vector4i &p_vector) {
+ return p_vector * p_scalar;
+}
+
+_FORCE_INLINE_ Vector4i operator*(const int64_t p_scalar, const Vector4i &p_vector) {
+ return p_vector * p_scalar;
+}
+
+_FORCE_INLINE_ Vector4i operator*(const float p_scalar, const Vector4i &p_vector) {
+ return p_vector * p_scalar;
+}
+
+_FORCE_INLINE_ Vector4i operator*(const double p_scalar, const Vector4i &p_vector) {
+ return p_vector * p_scalar;
+}
+
+Vector4i &Vector4i::operator/=(const int32_t p_scalar) {
+ x /= p_scalar;
+ y /= p_scalar;
+ z /= p_scalar;
+ w /= p_scalar;
+ return *this;
+}
+
+Vector4i Vector4i::operator/(const int32_t p_scalar) const {
+ return Vector4i(x / p_scalar, y / p_scalar, z / p_scalar, w / p_scalar);
+}
+
+Vector4i &Vector4i::operator%=(const int32_t p_scalar) {
+ x %= p_scalar;
+ y %= p_scalar;
+ z %= p_scalar;
+ w %= p_scalar;
+ return *this;
+}
+
+Vector4i Vector4i::operator%(const int32_t p_scalar) const {
+ return Vector4i(x % p_scalar, y % p_scalar, z % p_scalar, w % p_scalar);
+}
+
+Vector4i Vector4i::operator-() const {
+ return Vector4i(-x, -y, -z, -w);
+}
+
+bool Vector4i::operator==(const Vector4i &p_v) const {
+ return (x == p_v.x && y == p_v.y && z == p_v.z && w == p_v.w);
+}
+
+bool Vector4i::operator!=(const Vector4i &p_v) const {
+ return (x != p_v.x || y != p_v.y || z != p_v.z || w != p_v.w);
+}
+
+bool Vector4i::operator<(const Vector4i &p_v) const {
+ if (x == p_v.x) {
+ 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;
+ }
+ } else {
+ return x < p_v.x;
+ }
+}
+
+bool Vector4i::operator>(const Vector4i &p_v) const {
+ if (x == p_v.x) {
+ 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;
+ }
+ } else {
+ return x > p_v.x;
+ }
+}
+
+bool Vector4i::operator<=(const Vector4i &p_v) const {
+ if (x == p_v.x) {
+ 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;
+ }
+ } else {
+ return x < p_v.x;
+ }
+}
+
+bool Vector4i::operator>=(const Vector4i &p_v) const {
+ if (x == p_v.x) {
+ 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;
+ }
+ } else {
+ return x > p_v.x;
+ }
+}
+
+void Vector4i::zero() {
+ x = y = z = w = 0;
+}
+
+} // namespace godot
+
+#endif // GODOT_VECTOR4I_HPP