godot/core/math/vector4.h

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/**************************************************************************/
/* vector4.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef VECTOR4_H
#define VECTOR4_H
#include "core/error/error_macros.h"
#include "core/math/math_defs.h"
#include "core/typedefs.h"
class String;
struct Vector4i;
struct [[nodiscard]] Vector4 {
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static const int AXIS_COUNT = 4;
enum Axis {
AXIS_X,
AXIS_Y,
AXIS_Z,
AXIS_W,
};
union {
struct {
real_t x;
real_t y;
real_t z;
real_t w;
};
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real_t coord[4] = { 0, 0, 0, 0 };
};
_FORCE_INLINE_ real_t &operator[](int p_axis) {
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DEV_ASSERT((unsigned int)p_axis < 4);
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return coord[p_axis];
}
_FORCE_INLINE_ const real_t &operator[](int p_axis) const {
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DEV_ASSERT((unsigned int)p_axis < 4);
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return coord[p_axis];
}
Vector4::Axis min_axis_index() const;
Vector4::Axis max_axis_index() const;
Vector4 min(const Vector4 &p_vector4) const {
return Vector4(MIN(x, p_vector4.x), MIN(y, p_vector4.y), MIN(z, p_vector4.z), MIN(w, p_vector4.w));
}
Vector4 minf(real_t p_scalar) const {
return Vector4(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar), MIN(w, p_scalar));
}
Vector4 max(const Vector4 &p_vector4) const {
return Vector4(MAX(x, p_vector4.x), MAX(y, p_vector4.y), MAX(z, p_vector4.z), MAX(w, p_vector4.w));
}
Vector4 maxf(real_t p_scalar) const {
return Vector4(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar), MAX(w, p_scalar));
}
_FORCE_INLINE_ real_t length_squared() const;
bool is_equal_approx(const Vector4 &p_vec4) const;
bool is_zero_approx() const;
bool is_finite() const;
real_t length() const;
void normalize();
Vector4 normalized() const;
bool is_normalized() const;
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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;
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Vector4 floor() const;
Vector4 ceil() const;
Vector4 round() const;
Vector4 lerp(const Vector4 &p_to, real_t p_weight) const;
Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight) const;
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 posmod(real_t p_mod) const;
Vector4 posmodv(const Vector4 &p_modv) const;
void snap(const Vector4 &p_step);
void snapf(real_t p_step);
Vector4 snapped(const Vector4 &p_step) const;
Vector4 snappedf(real_t p_step) const;
Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
Vector4 clampf(real_t p_min, real_t 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*=(real_t p_s);
_FORCE_INLINE_ void operator/=(real_t p_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*(real_t p_s) const;
_FORCE_INLINE_ Vector4 operator/(real_t p_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;
operator Vector4i() 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;
}
};
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*=(real_t p_s) {
x *= p_s;
y *= p_s;
z *= p_s;
w *= p_s;
}
void Vector4::operator/=(real_t p_s) {
*this *= 1.0f / p_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*(real_t p_s) const {
return Vector4(x * p_s, y * p_s, z * p_s, w * p_s);
}
Vector4 Vector4::operator/(real_t p_s) const {
return *this * (1.0f / p_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;
}
return z < p_v.z;
}
return y < p_v.y;
}
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;
}
return z > p_v.z;
}
return y > p_v.y;
}
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;
}
return z < p_v.z;
}
return y < p_v.y;
}
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;
}
return z > p_v.z;
}
return y > p_v.y;
}
return x > p_v.x;
}
_FORCE_INLINE_ Vector4 operator*(float p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector4 operator*(double p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector4 operator*(int32_t p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector4 operator*(int64_t p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
#endif // VECTOR4_H