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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  vector2.cpp                                                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                      https://godotengine.org                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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											2022-01-03 21:27:34 +01:00
										 |  |  | /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
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							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | 
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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 { | 
					
						
							|  |  |  | 	return Math::atan2(y, x); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Vector2 Vector2::from_angle(const real_t p_angle) { | 
					
						
							|  |  |  | 	return Vector2(Math::cos(p_angle), Math::sin(p_angle)); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | real_t Vector2::length() const { | 
					
						
							|  |  |  | 	return Math::sqrt(x * x + y * y); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | real_t Vector2::length_squared() const { | 
					
						
							|  |  |  | 	return x * x + y * y; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void Vector2::normalize() { | 
					
						
							|  |  |  | 	real_t l = x * x + y * y; | 
					
						
							|  |  |  | 	if (l != 0) { | 
					
						
							|  |  |  | 		l = Math::sqrt(l); | 
					
						
							|  |  |  | 		x /= l; | 
					
						
							|  |  |  | 		y /= l; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | Vector2 Vector2::normalized() const { | 
					
						
							|  |  |  | 	Vector2 v = *this; | 
					
						
							|  |  |  | 	v.normalize(); | 
					
						
							|  |  |  | 	return v; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | bool Vector2::is_normalized() const { | 
					
						
							|  |  |  | 	// 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 { | 
					
						
							|  |  |  | 	return Math::sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y)); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | 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); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | real_t Vector2::angle_to(const Vector2 &p_vector2) const { | 
					
						
							|  |  |  | 	return Math::atan2(cross(p_vector2), dot(p_vector2)); | 
					
						
							|  |  |  | } | 
					
						
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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 { | 
					
						
							|  |  |  | 	return x * p_other.x + y * p_other.y; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | real_t Vector2::cross(const Vector2 &p_other) const { | 
					
						
							|  |  |  | 	return x * p_other.y - y * p_other.x; | 
					
						
							|  |  |  | } | 
					
						
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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 { | 
					
						
							|  |  |  | 	return Vector2(Math::floor(x), Math::floor(y)); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | Vector2 Vector2::ceil() const { | 
					
						
							|  |  |  | 	return Vector2(Math::ceil(x), Math::ceil(y)); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | Vector2 Vector2::round() const { | 
					
						
							|  |  |  | 	return Vector2(Math::round(x), Math::round(y)); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Vector2 Vector2::rotated(const real_t p_by) const { | 
					
						
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										 |  |  | 	real_t sine = Math::sin(p_by); | 
					
						
							|  |  |  | 	real_t cosi = Math::cos(p_by); | 
					
						
							|  |  |  | 	return Vector2( | 
					
						
							|  |  |  | 			x * cosi - y * sine, | 
					
						
							|  |  |  | 			x * sine + y * cosi); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | Vector2 Vector2::posmod(const real_t p_mod) const { | 
					
						
							|  |  |  | 	return Vector2(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod)); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | Vector2 Vector2::posmodv(const Vector2 &p_modv) const { | 
					
						
							|  |  |  | 	return Vector2(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y)); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Vector2 Vector2::project(const Vector2 &p_to) const { | 
					
						
							|  |  |  | 	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 { | 
					
						
							|  |  |  | 	return Vector2( | 
					
						
							|  |  |  | 			CLAMP(x, p_min.x, p_max.x), | 
					
						
							|  |  |  | 			CLAMP(y, p_min.y, p_max.y)); | 
					
						
							|  |  |  | } | 
					
						
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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), | 
					
						
							|  |  |  | 			Math::snapped(y, p_step.y)); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | Vector2 Vector2::limit_length(const real_t p_len) const { | 
					
						
							|  |  |  | 	const real_t l = length(); | 
					
						
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										 |  |  | 	Vector2 v = *this; | 
					
						
							|  |  |  | 	if (l > 0 && p_len < l) { | 
					
						
							|  |  |  | 		v /= l; | 
					
						
							|  |  |  | 		v *= p_len; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	return v; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Vector2 Vector2::move_toward(const Vector2 &p_to, const real_t p_delta) const { | 
					
						
							|  |  |  | 	Vector2 v = *this; | 
					
						
							|  |  |  | 	Vector2 vd = p_to - v; | 
					
						
							|  |  |  | 	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 { | 
					
						
							|  |  |  | #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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							|  |  |  | Vector2 Vector2::bounce(const Vector2 &p_normal) const { | 
					
						
							|  |  |  | 	return -reflect(p_normal); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | Vector2 Vector2::reflect(const Vector2 &p_normal) const { | 
					
						
							|  |  |  | #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 { | 
					
						
							|  |  |  | 	return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | bool Vector2::is_zero_approx() const { | 
					
						
							|  |  |  | 	return Math::is_zero_approx(x) && Math::is_zero_approx(y); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | bool Vector2::is_finite() const { | 
					
						
							|  |  |  | 	return Math::is_finite(x) && Math::is_finite(y); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Vector2::operator String() const { | 
					
						
							|  |  |  | 	return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ")"; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Vector2::operator Vector2i() const { | 
					
						
							|  |  |  | 	return Vector2i(x, y); | 
					
						
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										 |  |  | } |