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			172 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			172 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  vector4.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) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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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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| 
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| #include "vector4.h"
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| 
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| #include "core/math/basis.h"
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| #include "core/string/print_string.h"
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| 
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| void Vector4::set_axis(const int p_axis, const real_t p_value) {
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| 	ERR_FAIL_INDEX(p_axis, 4);
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| 	components[p_axis] = p_value;
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| }
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| 
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| real_t Vector4::get_axis(const int p_axis) const {
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| 	ERR_FAIL_INDEX_V(p_axis, 4, 0);
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| 	return operator[](p_axis);
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| }
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| 
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| Vector4::Axis Vector4::min_axis_index() const {
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| 	uint32_t min_index = 0;
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| 	real_t min_value = x;
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| 	for (uint32_t i = 1; i < 4; i++) {
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| 		if (operator[](i) <= min_value) {
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| 			min_index = i;
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| 			min_value = operator[](i);
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| 		}
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| 	}
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| 	return Vector4::Axis(min_index);
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| }
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| 
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| Vector4::Axis Vector4::max_axis_index() const {
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| 	uint32_t max_index = 0;
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| 	real_t max_value = x;
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| 	for (uint32_t i = 1; i < 4; i++) {
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| 		if (operator[](i) > max_value) {
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| 			max_index = i;
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| 			max_value = operator[](i);
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| 		}
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| 	}
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| 	return Vector4::Axis(max_index);
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| }
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| 
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| bool Vector4::is_equal_approx(const Vector4 &p_vec4) const {
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| 	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);
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| }
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| 
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| real_t Vector4::length() const {
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| 	return Math::sqrt(length_squared());
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| }
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| 
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| void Vector4::normalize() {
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| 	*this /= length();
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| }
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| 
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| Vector4 Vector4::normalized() const {
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| 	return *this / length();
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| }
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| 
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| bool Vector4::is_normalized() const {
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| 	return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON); // Use less epsilon.
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| }
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| 
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| real_t Vector4::distance_to(const Vector4 &p_to) const {
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| 	return (p_to - *this).length();
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| }
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| 
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| Vector4 Vector4::direction_to(const Vector4 &p_to) const {
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| 	Vector4 ret(p_to.x - x, p_to.y - y, p_to.z - z, p_to.w - w);
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| 	ret.normalize();
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| 	return ret;
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| }
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| 
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| Vector4 Vector4::abs() const {
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| 	return Vector4(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
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| }
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| 
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| Vector4 Vector4::sign() const {
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| 	return Vector4(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
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| }
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| 
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| Vector4 Vector4::floor() const {
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| 	return Vector4(Math::floor(x), Math::floor(y), Math::floor(z), Math::floor(w));
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| }
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| 
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| Vector4 Vector4::ceil() const {
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| 	return Vector4(Math::ceil(x), Math::ceil(y), Math::ceil(z), Math::ceil(w));
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| }
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| 
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| Vector4 Vector4::round() const {
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| 	return Vector4(Math::round(x), Math::round(y), Math::round(z), Math::round(w));
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| }
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| 
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| Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const {
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| 	return Vector4(
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| 			x + (p_weight * (p_to.x - x)),
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| 			y + (p_weight * (p_to.y - y)),
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| 			z + (p_weight * (p_to.z - z)),
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| 			w + (p_weight * (p_to.w - w)));
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| }
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| 
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| Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const {
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| 	Vector4 res = *this;
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| 	res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
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| 	res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
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| 	res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight);
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| 	res.w = Math::cubic_interpolate(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight);
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| 	return res;
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| }
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| 
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| Vector4 Vector4::posmod(const real_t p_mod) const {
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| 	return Vector4(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod), Math::fposmod(w, p_mod));
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| }
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| 
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| Vector4 Vector4::posmodv(const Vector4 &p_modv) const {
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| 	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));
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| }
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| 
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| void Vector4::snap(const Vector4 &p_step) {
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| 	x = Math::snapped(x, p_step.x);
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| 	y = Math::snapped(y, p_step.y);
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| 	z = Math::snapped(z, p_step.z);
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| 	w = Math::snapped(w, p_step.w);
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| }
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| 
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| Vector4 Vector4::snapped(const Vector4 &p_step) const {
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| 	Vector4 v = *this;
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| 	v.snap(p_step);
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| 	return v;
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| }
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| 
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| Vector4 Vector4::inverse() const {
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| 	return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
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| }
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| 
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| Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const {
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| 	return Vector4(
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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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| 			CLAMP(z, p_min.z, p_max.z),
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| 			CLAMP(w, p_min.w, p_max.w));
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| }
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| 
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| Vector4::operator String() const {
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| 	return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ", " + String::num_real(w, false) + ")";
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| }
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