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Diffstat (limited to 'core/math/vector2.cpp')
| -rw-r--r-- | core/math/vector2.cpp | 250 |
1 files changed, 250 insertions, 0 deletions
diff --git a/core/math/vector2.cpp b/core/math/vector2.cpp new file mode 100644 index 0000000000..75d9b8b311 --- /dev/null +++ b/core/math/vector2.cpp @@ -0,0 +1,250 @@ +/*************************************************************************/ +/* vector2.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2018 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. */ +/*************************************************************************/ + +#include "vector2.h" + +real_t Vector2::angle() const { + + return Math::atan2(y, x); +} + +real_t Vector2::length() const { + + return Math::sqrt(x * x + y * y); +} + +real_t Vector2::length_squared() const { + + return x * x + y * y; +} + +void Vector2::normalize() { + + real_t l = x * x + y * y; + if (l != 0) { + + l = Math::sqrt(l); + x /= l; + y /= l; + } +} + +Vector2 Vector2::normalized() const { + + Vector2 v = *this; + v.normalize(); + return v; +} + +bool Vector2::is_normalized() const { + // use length_squared() instead of length() to avoid sqrt(), makes it more stringent. + return Math::is_equal_approx(length_squared(), 1.0); +} + +real_t Vector2::distance_to(const Vector2 &p_vector2) const { + + return Math::sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y)); +} + +real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const { + + return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y); +} + +real_t Vector2::angle_to(const Vector2 &p_vector2) const { + + return Math::atan2(cross(p_vector2), dot(p_vector2)); +} + +real_t Vector2::angle_to_point(const Vector2 &p_vector2) const { + + return Math::atan2(y - p_vector2.y, x - p_vector2.x); +} + +real_t Vector2::dot(const Vector2 &p_other) const { + + return x * p_other.x + y * p_other.y; +} + +real_t Vector2::cross(const Vector2 &p_other) const { + + return x * p_other.y - y * p_other.x; +} + +Vector2 Vector2::floor() const { + + return Vector2(Math::floor(x), Math::floor(y)); +} + +Vector2 Vector2::ceil() const { + + return Vector2(Math::ceil(x), Math::ceil(y)); +} + +Vector2 Vector2::round() const { + + return Vector2(Math::round(x), Math::round(y)); +} + +Vector2 Vector2::rotated(real_t p_by) const { + + Vector2 v; + v.set_rotation(angle() + p_by); + v *= length(); + return v; +} + +Vector2 Vector2::project(const Vector2 &p_b) const { + return p_b * (dot(p_b) / p_b.dot(p_b)); +} + +Vector2 Vector2::snapped(const Vector2 &p_by) const { + + return Vector2( + Math::stepify(x, p_by.x), + Math::stepify(y, p_by.y)); +} + +Vector2 Vector2::clamped(real_t p_len) const { + + real_t l = length(); + Vector2 v = *this; + if (l > 0 && p_len < l) { + + v /= l; + v *= p_len; + } + + return v; +} + +Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const { + + Vector2 p0 = p_pre_a; + Vector2 p1 = *this; + Vector2 p2 = p_b; + Vector2 p3 = p_post_b; + + real_t t = p_t; + real_t t2 = t * t; + real_t t3 = t2 * t; + + Vector2 out; + out = 0.5 * ((p1 * 2.0) + + (-p0 + p2) * t + + (2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 + + (-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3); + return out; +} + +// slide returns the component of the vector along the given plane, specified by its normal vector. +Vector2 Vector2::slide(const Vector2 &p_normal) const { +#ifdef MATH_CHECKS + ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2()); +#endif + return *this - p_normal * this->dot(p_normal); +} + +Vector2 Vector2::bounce(const Vector2 &p_normal) const { + return -reflect(p_normal); +} + +Vector2 Vector2::reflect(const Vector2 &p_normal) const { +#ifdef MATH_CHECKS + ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2()); +#endif + return 2.0 * p_normal * this->dot(p_normal) - *this; +} + +/* Vector2i */ + +Vector2i Vector2i::operator+(const Vector2i &p_v) const { + + return Vector2i(x + p_v.x, y + p_v.y); +} +void Vector2i::operator+=(const Vector2i &p_v) { + + x += p_v.x; + y += p_v.y; +} +Vector2i Vector2i::operator-(const Vector2i &p_v) const { + + return Vector2i(x - p_v.x, y - p_v.y); +} +void Vector2i::operator-=(const Vector2i &p_v) { + + x -= p_v.x; + y -= p_v.y; +} + +Vector2i Vector2i::operator*(const Vector2i &p_v1) const { + + return Vector2i(x * p_v1.x, y * p_v1.y); +}; + +Vector2i Vector2i::operator*(const int &rvalue) const { + + return Vector2i(x * rvalue, y * rvalue); +}; +void Vector2i::operator*=(const int &rvalue) { + + x *= rvalue; + y *= rvalue; +}; + +Vector2i Vector2i::operator/(const Vector2i &p_v1) const { + + return Vector2i(x / p_v1.x, y / p_v1.y); +}; + +Vector2i Vector2i::operator/(const int &rvalue) const { + + return Vector2i(x / rvalue, y / rvalue); +}; + +void Vector2i::operator/=(const int &rvalue) { + + x /= rvalue; + y /= rvalue; +}; + +Vector2i Vector2i::operator-() const { + + return Vector2i(-x, -y); +} + +bool Vector2i::operator==(const Vector2i &p_vec2) const { + + return x == p_vec2.x && y == p_vec2.y; +} +bool Vector2i::operator!=(const Vector2i &p_vec2) const { + + return x != p_vec2.x || y != p_vec2.y; +} |
