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	 0bcda22d7c
			
		
	
	
		0bcda22d7c
		
	
	
	
	
		
			
			A previous PR had changed the array operator to give unbounded access. This could cause crashes where old code depended on this previous safe behaviour. This PR adds DEV_ASSERT macros for out of bound access to DEV builds, allowing us to quickly identify bugs in calling code, without affecting performance in release or release_debug editor builds.
		
			
				
	
	
		
			348 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			348 lines
		
	
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  vector2.h                                                            */
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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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| #ifndef VECTOR2_H
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| #define VECTOR2_H
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| 
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| #include "core/math/math_funcs.h"
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| #include "core/ustring.h"
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| 
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| struct Vector2i;
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| 
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| struct _NO_DISCARD_CLASS_ Vector2 {
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| 	static const int AXIS_COUNT = 2;
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| 
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| 	enum Axis {
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| 		AXIS_X,
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| 		AXIS_Y,
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| 	};
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| 
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| 	union {
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| 		struct {
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| 			union {
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| 				real_t x;
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| 				real_t width;
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| 			};
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| 			union {
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| 				real_t y;
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| 				real_t height;
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| 			};
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| 		};
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| 
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| 		real_t coord[2];
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| 	};
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| 
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| 	_FORCE_INLINE_ real_t &operator[](int p_idx) {
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| 		DEV_ASSERT((unsigned int)p_idx < 2);
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| 		return coord[p_idx];
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| 	}
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| 	_FORCE_INLINE_ const real_t &operator[](int p_idx) const {
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| 		DEV_ASSERT((unsigned int)p_idx < 2);
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| 		return coord[p_idx];
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| 	}
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| 
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| 	_FORCE_INLINE_ void set_all(real_t p_value) {
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| 		x = y = p_value;
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| 	}
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| 
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| 	_FORCE_INLINE_ int min_axis() const {
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| 		return x < y ? 0 : 1;
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| 	}
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| 
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| 	_FORCE_INLINE_ int max_axis() const {
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| 		return x < y ? 1 : 0;
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| 	}
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| 
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| 	void normalize();
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| 	Vector2 normalized() const;
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| 	bool is_normalized() const;
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| 
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| 	real_t length() const;
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| 	real_t length_squared() const;
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| 
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| 	real_t distance_to(const Vector2 &p_vector2) const;
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| 	real_t distance_squared_to(const Vector2 &p_vector2) const;
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| 	real_t angle_to(const Vector2 &p_vector2) const;
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| 	real_t angle_to_point(const Vector2 &p_vector2) const;
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| 	_FORCE_INLINE_ Vector2 direction_to(const Vector2 &p_to) const;
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| 
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| 	real_t dot(const Vector2 &p_other) const;
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| 	real_t cross(const Vector2 &p_other) const;
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| 	Vector2 posmod(const real_t p_mod) const;
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| 	Vector2 posmodv(const Vector2 &p_modv) const;
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| 	Vector2 project(const Vector2 &p_to) const;
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| 
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| 	Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
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| 
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| 	Vector2 clamped(real_t p_len) const;
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| 	Vector2 limit_length(const real_t p_len = 1.0) const;
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| 
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| 	_FORCE_INLINE_ static Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_weight);
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| 	_FORCE_INLINE_ Vector2 linear_interpolate(const Vector2 &p_to, real_t p_weight) const;
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| 	_FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, real_t p_weight) const;
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| 	Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const;
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| 	Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
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| 
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| 	Vector2 slide(const Vector2 &p_normal) const;
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| 	Vector2 bounce(const Vector2 &p_normal) const;
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| 	Vector2 reflect(const Vector2 &p_normal) const;
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| 
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| 	bool is_equal_approx(const Vector2 &p_v) const;
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| 
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| 	Vector2 operator+(const Vector2 &p_v) const;
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| 	void operator+=(const Vector2 &p_v);
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| 	Vector2 operator-(const Vector2 &p_v) const;
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| 	void operator-=(const Vector2 &p_v);
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| 	Vector2 operator*(const Vector2 &p_v1) const;
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| 
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| 	Vector2 operator*(const real_t &rvalue) const;
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| 	void operator*=(const real_t &rvalue);
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| 	void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
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| 
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| 	Vector2 operator/(const Vector2 &p_v1) const;
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| 
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| 	Vector2 operator/(const real_t &rvalue) const;
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| 
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| 	void operator/=(const real_t &rvalue);
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| 	void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; }
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| 
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| 	Vector2 operator-() const;
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| 
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| 	bool operator==(const Vector2 &p_vec2) const;
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| 	bool operator!=(const Vector2 &p_vec2) const;
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| 
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| 	bool operator<(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y < p_vec2.y) : (x < p_vec2.x); }
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| 	bool operator>(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y > p_vec2.y) : (x > p_vec2.x); }
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| 	bool operator<=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
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| 	bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
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| 
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| 	real_t angle() const;
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| 
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| 	void set_rotation(real_t p_radians) {
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| 		x = Math::cos(p_radians);
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| 		y = Math::sin(p_radians);
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| 	}
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| 
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| 	_FORCE_INLINE_ Vector2 abs() const {
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| 		return Vector2(Math::abs(x), Math::abs(y));
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| 	}
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| 
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| 	Vector2 rotated(real_t p_by) const;
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| 	Vector2 tangent() const {
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| 		return Vector2(y, -x);
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| 	}
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| 
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| 	Vector2 sign() const;
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| 	Vector2 floor() const;
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| 	Vector2 ceil() const;
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| 	Vector2 round() const;
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| 	Vector2 snapped(const Vector2 &p_by) const;
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| 	real_t aspect() const { return width / height; }
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| 
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| 	operator String() const { return String::num(x) + ", " + String::num(y); }
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| 
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| 	_FORCE_INLINE_ Vector2(real_t p_x, real_t p_y) {
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| 		x = p_x;
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| 		y = p_y;
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| 	}
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| 	_FORCE_INLINE_ Vector2() { x = y = 0; }
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| };
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| 
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| _FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
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| 	return p_vec - *this * (dot(p_vec) - p_d);
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| }
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| 
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| _FORCE_INLINE_ Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {
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| 	return p_vec * p_scalar;
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| }
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| 
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| _FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const {
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| 	return Vector2(x + p_v.x, y + p_v.y);
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| }
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| _FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) {
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| 	x += p_v.x;
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| 	y += p_v.y;
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| }
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| _FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const {
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| 	return Vector2(x - p_v.x, y - p_v.y);
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| }
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| _FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) {
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| 	x -= p_v.x;
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| 	y -= p_v.y;
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| }
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| 
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| _FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
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| 	return Vector2(x * p_v1.x, y * p_v1.y);
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| };
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| 
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| _FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
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| 	return Vector2(x * rvalue, y * rvalue);
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| };
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| _FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
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| 	x *= rvalue;
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| 	y *= rvalue;
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| };
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| 
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| _FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
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| 	return Vector2(x / p_v1.x, y / p_v1.y);
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| };
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| 
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| _FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
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| 	return Vector2(x / rvalue, y / rvalue);
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| };
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| 
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| _FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
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| 	x /= rvalue;
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| 	y /= rvalue;
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| };
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| 
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| _FORCE_INLINE_ Vector2 Vector2::operator-() const {
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| 	return Vector2(-x, -y);
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| }
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| 
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| _FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
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| 	return x == p_vec2.x && y == p_vec2.y;
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| }
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| _FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
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| 	return x != p_vec2.x || y != p_vec2.y;
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| }
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| 
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| Vector2 Vector2::linear_interpolate(const Vector2 &p_to, real_t p_weight) const {
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| 	Vector2 res = *this;
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| 
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| 	res.x += (p_weight * (p_to.x - x));
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| 	res.y += (p_weight * (p_to.y - y));
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| 
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| 	return res;
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| }
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| 
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| Vector2 Vector2::slerp(const Vector2 &p_to, real_t p_weight) const {
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| #ifdef MATH_CHECKS
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| 	ERR_FAIL_COND_V_MSG(!is_normalized(), Vector2(), "The start Vector2 must be normalized.");
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| #endif
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| 	real_t theta = angle_to(p_to);
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| 	return rotated(theta * p_weight);
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| }
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| 
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| Vector2 Vector2::direction_to(const Vector2 &p_to) const {
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| 	Vector2 ret(p_to.x - x, p_to.y - y);
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| 	ret.normalize();
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| 	return ret;
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| }
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| 
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| Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_weight) {
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| 	Vector2 res = p_a;
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| 
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| 	res.x += (p_weight * (p_b.x - p_a.x));
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| 	res.y += (p_weight * (p_b.y - p_a.y));
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| 
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| 	return res;
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| }
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| 
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| typedef Vector2 Size2;
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| typedef Vector2 Point2;
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| 
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| /* INTEGER STUFF */
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| 
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| struct _NO_DISCARD_CLASS_ Vector2i {
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| 	enum Axis {
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| 		AXIS_X,
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| 		AXIS_Y,
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| 	};
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| 
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| 	union {
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| 		struct {
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| 			union {
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| 				int x;
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| 				int width;
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| 			};
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| 			union {
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| 				int y;
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| 				int height;
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| 			};
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| 		};
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| 
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| 		int coord[2];
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| 	};
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| 
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| 	_FORCE_INLINE_ int &operator[](int p_idx) {
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| 		DEV_ASSERT((unsigned int)p_idx < 2);
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| 		return coord[p_idx];
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| 	}
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| 	_FORCE_INLINE_ const int &operator[](int p_idx) const {
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| 		DEV_ASSERT((unsigned int)p_idx < 2);
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| 		return coord[p_idx];
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| 	}
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| 
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| 	Vector2i operator+(const Vector2i &p_v) const;
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| 	void operator+=(const Vector2i &p_v);
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| 	Vector2i operator-(const Vector2i &p_v) const;
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| 	void operator-=(const Vector2i &p_v);
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| 	Vector2i operator*(const Vector2i &p_v1) const;
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| 
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| 	Vector2i operator*(const int &rvalue) const;
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| 	void operator*=(const int &rvalue);
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| 
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| 	Vector2i operator/(const Vector2i &p_v1) const;
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| 
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| 	Vector2i operator/(const int &rvalue) const;
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| 
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| 	void operator/=(const int &rvalue);
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| 
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| 	Vector2i operator-() const;
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| 	bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
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| 	bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
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| 
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| 	bool operator==(const Vector2i &p_vec2) const;
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| 	bool operator!=(const Vector2i &p_vec2) const;
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| 
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| 	real_t get_aspect() const { return width / (real_t)height; }
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| 
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| 	operator String() const { return String::num(x) + ", " + String::num(y); }
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| 
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| 	operator Vector2() const { return Vector2(x, y); }
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| 	inline Vector2i(const Vector2 &p_vec2) {
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| 		x = (int)p_vec2.x;
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| 		y = (int)p_vec2.y;
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| 	}
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| 	inline Vector2i(int p_x, int p_y) {
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| 		x = p_x;
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| 		y = p_y;
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| 	}
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| 	inline Vector2i() {
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| 		x = 0;
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| 		y = 0;
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| 	}
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| };
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| 
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| typedef Vector2i Size2i;
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| typedef Vector2i Point2i;
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| 
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| #endif // VECTOR2_H
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