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d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
200 lines
6.4 KiB
C++
200 lines
6.4 KiB
C++
/**************************************************************************/
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/* vector2.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "vector2.h"
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#include "core/math/vector2i.h"
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#include "core/string/ustring.h"
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real_t Vector2::angle() const {
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return Math::atan2(y, x);
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}
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Vector2 Vector2::from_angle(const real_t p_angle) {
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return Vector2(Math::cos(p_angle), Math::sin(p_angle));
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}
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real_t Vector2::length() const {
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return Math::sqrt(x * x + y * y);
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}
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real_t Vector2::length_squared() const {
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return x * x + y * y;
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}
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void Vector2::normalize() {
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real_t l = x * x + y * y;
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if (l != 0) {
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l = Math::sqrt(l);
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x /= l;
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y /= l;
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}
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}
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Vector2 Vector2::normalized() const {
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Vector2 v = *this;
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v.normalize();
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return v;
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}
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bool Vector2::is_normalized() const {
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// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
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return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON);
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}
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real_t Vector2::distance_to(const Vector2 &p_vector2) const {
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return Math::sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
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}
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real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
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return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
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}
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real_t Vector2::angle_to(const Vector2 &p_vector2) const {
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return Math::atan2(cross(p_vector2), dot(p_vector2));
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}
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real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
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return (p_vector2 - *this).angle();
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}
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real_t Vector2::dot(const Vector2 &p_other) const {
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return x * p_other.x + y * p_other.y;
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}
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real_t Vector2::cross(const Vector2 &p_other) const {
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return x * p_other.y - y * p_other.x;
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}
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Vector2 Vector2::sign() const {
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return Vector2(SIGN(x), SIGN(y));
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}
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Vector2 Vector2::floor() const {
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return Vector2(Math::floor(x), Math::floor(y));
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}
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Vector2 Vector2::ceil() const {
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return Vector2(Math::ceil(x), Math::ceil(y));
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}
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Vector2 Vector2::round() const {
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return Vector2(Math::round(x), Math::round(y));
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}
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Vector2 Vector2::rotated(const real_t p_by) const {
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real_t sine = Math::sin(p_by);
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real_t cosi = Math::cos(p_by);
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return Vector2(
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x * cosi - y * sine,
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x * sine + y * cosi);
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}
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Vector2 Vector2::posmod(const real_t p_mod) const {
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return Vector2(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod));
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}
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Vector2 Vector2::posmodv(const Vector2 &p_modv) const {
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return Vector2(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y));
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}
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Vector2 Vector2::project(const Vector2 &p_to) const {
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return p_to * (dot(p_to) / p_to.length_squared());
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}
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Vector2 Vector2::clamp(const Vector2 &p_min, const Vector2 &p_max) const {
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return Vector2(
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CLAMP(x, p_min.x, p_max.x),
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CLAMP(y, p_min.y, p_max.y));
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}
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Vector2 Vector2::snapped(const Vector2 &p_step) const {
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return Vector2(
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Math::snapped(x, p_step.x),
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Math::snapped(y, p_step.y));
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}
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Vector2 Vector2::limit_length(const real_t p_len) const {
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const real_t l = length();
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Vector2 v = *this;
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if (l > 0 && p_len < l) {
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v /= l;
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v *= p_len;
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}
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return v;
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}
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Vector2 Vector2::move_toward(const Vector2 &p_to, const real_t p_delta) const {
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Vector2 v = *this;
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Vector2 vd = p_to - v;
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real_t len = vd.length();
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return len <= p_delta || len < (real_t)CMP_EPSILON ? p_to : v + vd / len * p_delta;
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}
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// slide returns the component of the vector along the given plane, specified by its normal vector.
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Vector2 Vector2::slide(const Vector2 &p_normal) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 must be normalized.");
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#endif
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return *this - p_normal * this->dot(p_normal);
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}
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Vector2 Vector2::bounce(const Vector2 &p_normal) const {
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return -reflect(p_normal);
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}
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Vector2 Vector2::reflect(const Vector2 &p_normal) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 must be normalized.");
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#endif
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return 2.0f * p_normal * this->dot(p_normal) - *this;
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}
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bool Vector2::is_equal_approx(const Vector2 &p_v) const {
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return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y);
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}
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bool Vector2::is_zero_approx() const {
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return Math::is_zero_approx(x) && Math::is_zero_approx(y);
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}
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bool Vector2::is_finite() const {
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return Math::is_finite(x) && Math::is_finite(y);
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}
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Vector2::operator String() const {
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return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ")";
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}
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Vector2::operator Vector2i() const {
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return Vector2i(x, y);
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}
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