godot/core/math/vector4.cpp

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/**************************************************************************/
/* vector4.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 "vector4.h"
#include "core/math/math_funcs.h"
#include "core/math/vector4i.h"
#include "core/string/ustring.h"
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);
}
bool Vector4::is_finite() const {
return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z) && Math::is_finite(w);
}
real_t Vector4::length() const {
return Math::sqrt(length_squared());
}
void Vector4::normalize() {
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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 {
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Vector4 v = *this;
v.normalize();
return v;
}
bool Vector4::is_normalized() const {
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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 {
return Vector4(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
}
Vector4 Vector4::sign() const {
return Vector4(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
}
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Vector4 Vector4::floor() const {
return Vector4(Math::floor(x), Math::floor(y), Math::floor(z), Math::floor(w));
}
Vector4 Vector4::ceil() const {
return Vector4(Math::ceil(x), Math::ceil(y), Math::ceil(z), Math::ceil(w));
}
Vector4 Vector4::round() const {
return Vector4(Math::round(x), Math::round(y), Math::round(z), Math::round(w));
}
Vector4 Vector4::lerp(const Vector4 &p_to, real_t p_weight) const {
Vector4 res = *this;
res.x = Math::lerp(res.x, p_to.x, p_weight);
res.y = Math::lerp(res.y, p_to.y, p_weight);
res.z = Math::lerp(res.z, p_to.z, p_weight);
res.w = Math::lerp(res.w, p_to.w, p_weight);
return res;
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}
Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, 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 Vector4::cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, 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(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);
}
void Vector4::snapf(real_t p_step) {
x = Math::snapped(x, p_step);
y = Math::snapped(y, p_step);
z = Math::snapped(z, p_step);
w = Math::snapped(w, p_step);
}
Vector4 Vector4::snapped(const Vector4 &p_step) const {
Vector4 v = *this;
v.snap(p_step);
return v;
}
Vector4 Vector4::snappedf(real_t p_step) const {
Vector4 v = *this;
v.snapf(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 {
return Vector4(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y),
CLAMP(z, p_min.z, p_max.z),
CLAMP(w, p_min.w, p_max.w));
}
Vector4 Vector4::clampf(real_t p_min, real_t p_max) const {
return Vector4(
CLAMP(x, p_min, p_max),
CLAMP(y, p_min, p_max),
CLAMP(z, p_min, p_max),
CLAMP(w, p_min, p_max));
}
Vector4::operator String() const {
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return "(" + String::num_real(x, true) + ", " + String::num_real(y, true) + ", " + String::num_real(z, true) + ", " + String::num_real(w, true) + ")";
}
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static_assert(sizeof(Vector4) == 4 * sizeof(real_t));
Vector4::operator Vector4i() const {
return Vector4i(x, y, z, w);
}