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| author | Aaron Franke <arnfranke@yahoo.com> | 2022-09-19 17:57:54 -0500 |
|---|---|---|
| committer | Aaron Franke <arnfranke@yahoo.com> | 2022-10-01 21:09:05 -0500 |
| commit | fc879c04c898e8992958133e338efe4cea9ffcc8 (patch) | |
| tree | 8a57922daf29889565d230d07ae8354406b78f5d /src/variant | |
| parent | d479208a8fe9c3c1b0f2b0acbc94635c8005d9b8 (diff) | |
| download | redot-cpp-fc879c04c898e8992958133e338efe4cea9ffcc8.tar.gz | |
Update Vector4/4i to match the engine
Diffstat (limited to 'src/variant')
| -rw-r--r-- | src/variant/vector4.cpp | 126 | ||||
| -rw-r--r-- | src/variant/vector4i.cpp | 12 |
2 files changed, 105 insertions, 33 deletions
diff --git a/src/variant/vector4.cpp b/src/variant/vector4.cpp index 050adab..65d07f5 100644 --- a/src/variant/vector4.cpp +++ b/src/variant/vector4.cpp @@ -30,29 +30,82 @@ #include <godot_cpp/variant/vector4.hpp> -#include <godot_cpp/variant/basis.hpp> +#include <godot_cpp/variant/string.hpp> #include <godot_cpp/variant/vector4i.hpp> namespace godot { +Vector4::Axis Vector4::min_axis_index() const { + uint32_t min_index = 0; + real_t min_value = x; + for (uint32_t i = 1; i < 4; i++) { + if (operator[](i) <= min_value) { + min_index = i; + min_value = operator[](i); + } + } + return Vector4::Axis(min_index); +} + +Vector4::Axis Vector4::max_axis_index() const { + uint32_t max_index = 0; + real_t max_value = x; + for (uint32_t i = 1; i < 4; i++) { + if (operator[](i) > max_value) { + max_index = i; + max_value = operator[](i); + } + } + return Vector4::Axis(max_index); +} + bool Vector4::is_equal_approx(const Vector4 &p_vec4) const { return Math::is_equal_approx(x, p_vec4.x) && Math::is_equal_approx(y, p_vec4.y) && Math::is_equal_approx(z, p_vec4.z) && Math::is_equal_approx(w, p_vec4.w); } +bool Vector4::is_zero_approx() const { + return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z) && Math::is_zero_approx(w); +} + real_t Vector4::length() const { return Math::sqrt(length_squared()); } void Vector4::normalize() { - *this /= length(); + real_t lengthsq = length_squared(); + if (lengthsq == 0) { + x = y = z = w = 0; + } else { + real_t length = Math::sqrt(lengthsq); + x /= length; + y /= length; + z /= length; + w /= length; + } } Vector4 Vector4::normalized() const { - return *this / length(); + Vector4 v = *this; + v.normalize(); + return v; } bool Vector4::is_normalized() const { - return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON); // use less epsilon + return Math::is_equal_approx(length_squared(), (real_t)1, (real_t)UNIT_EPSILON); +} + +real_t Vector4::distance_to(const Vector4 &p_to) const { + return (p_to - *this).length(); +} + +real_t Vector4::distance_squared_to(const Vector4 &p_to) const { + return (p_to - *this).length_squared(); +} + +Vector4 Vector4::direction_to(const Vector4 &p_to) const { + Vector4 ret(p_to.x - x, p_to.y - y, p_to.z - z, p_to.w - w); + ret.normalize(); + return ret; } Vector4 Vector4::abs() const { @@ -75,10 +128,6 @@ Vector4 Vector4::round() const { return Vector4(Math::round(x), Math::round(y), Math::round(z), Math::round(w)); } -Vector4 Vector4::inverse() const { - return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w); -} - Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const { return Vector4( x + (p_weight * (p_to.x - x)), @@ -87,28 +136,47 @@ Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const { w + (p_weight * (p_to.w - w))); } -Vector4::Axis Vector4::min_axis_index() const { - uint32_t min_index = 0; - real_t min_value = x; - for (uint32_t i = 1; i < 4; i++) { - if (operator[](i) < min_value) { - min_index = i; - min_value = operator[](i); - } - } - return Vector4::Axis(min_index); +Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const { + Vector4 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); + res.w = Math::cubic_interpolate(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight); + return res; } -Vector4::Axis Vector4::max_axis_index() const { - uint32_t max_index = 0; - real_t max_value = x; - for (uint32_t i = 1; i < 4; i++) { - if (operator[](i) > max_value) { - max_index = i; - max_value = operator[](i); - } - } - return Vector4::Axis(max_index); +Vector4 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 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); + res.w = Math::cubic_interpolate_in_time(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight, p_b_t, p_pre_a_t, p_post_b_t); + return res; +} + +Vector4 Vector4::posmod(const real_t p_mod) const { + return Vector4(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod), Math::fposmod(w, p_mod)); +} + +Vector4 Vector4::posmodv(const Vector4 &p_modv) const { + return Vector4(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z), Math::fposmod(w, p_modv.w)); +} + +void Vector4::snap(const Vector4 &p_step) { + x = Math::snapped(x, p_step.x); + y = Math::snapped(y, p_step.y); + z = Math::snapped(z, p_step.z); + w = Math::snapped(w, p_step.w); +} + +Vector4 Vector4::snapped(const Vector4 &p_step) const { + Vector4 v = *this; + v.snap(p_step); + return v; +} + +Vector4 Vector4::inverse() const { + return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w); } Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const { @@ -123,4 +191,6 @@ Vector4::operator String() const { return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ", " + String::num_real(w, false) + ")"; } +static_assert(sizeof(Vector4) == 4 * sizeof(real_t)); + } // namespace godot diff --git a/src/variant/vector4i.cpp b/src/variant/vector4i.cpp index bfcd736..430d32f 100644 --- a/src/variant/vector4i.cpp +++ b/src/variant/vector4i.cpp @@ -49,7 +49,7 @@ Vector4i::Axis Vector4i::min_axis_index() const { uint32_t min_index = 0; int32_t min_value = x; for (uint32_t i = 1; i < 4; i++) { - if (operator[](i) < min_value) { + if (operator[](i) <= min_value) { min_index = i; min_value = operator[](i); } @@ -86,10 +86,12 @@ Vector4i::operator Vector4() const { } Vector4i::Vector4i(const Vector4 &p_vec4) { - x = p_vec4.x; - y = p_vec4.y; - z = p_vec4.z; - w = p_vec4.w; + x = (int32_t)p_vec4.x; + y = (int32_t)p_vec4.y; + z = (int32_t)p_vec4.z; + w = (int32_t)p_vec4.w; } +static_assert(sizeof(Vector4i) == 4 * sizeof(int32_t)); + } // namespace godot |
