Merge pull request #18096 from aaronfranke/master

[Core] Split up math_2d.h
This commit is contained in:
Juan Linietsky 2018-08-14 18:58:32 -03:00 committed by GitHub
commit 4e55835e48
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33 changed files with 1460 additions and 1327 deletions

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@ -33,7 +33,7 @@
#include "color.h"
#include "dvector.h"
#include "math_2d.h"
#include "rect2.h"
#include "resource.h"
/**

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@ -31,7 +31,7 @@
#ifndef CAMERA_MATRIX_H
#define CAMERA_MATRIX_H
#include "math_2d.h"
#include "rect2.h"
#include "transform.h"
/**
@author Juan Linietsky <reduzio@gmail.com>

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@ -1,7 +1,7 @@
#ifndef DELAUNAY_H
#define DELAUNAY_H
#include "math_2d.h"
#include "rect2.h"
class Delaunay2D {
public:

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@ -33,9 +33,9 @@
#include "dvector.h"
#include "face3.h"
#include "math_2d.h"
#include "object.h"
#include "print_string.h"
#include "rect2.h"
#include "triangulate.h"
#include "vector.h"
#include "vector3.h"

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@ -36,30 +36,71 @@
#define CMP_NORMALIZE_TOLERANCE 0.000001
#define CMP_POINT_IN_PLANE_EPSILON 0.00001
#define Math_SQRT12 0.7071067811865475244008443621048490
#define Math_SQRT2 1.4142135623730950488016887242
#define Math_LN2 0.6931471805599453094172321215
#define Math_TAU 6.2831853071795864769252867666
#define Math_PI 3.1415926535897932384626433833
#define Math_E 2.7182818284590452353602874714
#define Math_INF INFINITY
#define Math_NAN NAN
#ifdef DEBUG_ENABLED
#define MATH_CHECKS
#endif
#define USEC_TO_SEC(m_usec) ((m_usec) / 1000000.0)
/**
* "Real" is a type that will be translated to either floats or fixed depending
* on the compilation setting
*/
enum ClockDirection {
CLOCKWISE,
COUNTERCLOCKWISE
};
enum Orientation {
HORIZONTAL,
VERTICAL
};
enum HAlign {
HALIGN_LEFT,
HALIGN_CENTER,
HALIGN_RIGHT
};
enum VAlign {
VALIGN_TOP,
VALIGN_CENTER,
VALIGN_BOTTOM
};
enum Margin {
MARGIN_LEFT,
MARGIN_TOP,
MARGIN_RIGHT,
MARGIN_BOTTOM
};
enum Corner {
CORNER_TOP_LEFT,
CORNER_TOP_RIGHT,
CORNER_BOTTOM_RIGHT,
CORNER_BOTTOM_LEFT
};
/**
* The "Real" type is an abstract type used for real numbers, such as 1.5,
* in contrast to integer numbers. Precision can be controlled with the
* presence or absence of the REAL_T_IS_DOUBLE define.
*/
#ifdef REAL_T_IS_DOUBLE
typedef double real_t;
#else
typedef float real_t;
#endif
#endif // MATH_DEFS_H

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@ -39,13 +39,6 @@
#include <float.h>
#include <math.h>
#define Math_PI 3.14159265358979323846
#define Math_TAU 6.28318530717958647692
#define Math_SQRT12 0.7071067811865475244008443621048490
#define Math_LN2 0.693147180559945309417
#define Math_INF INFINITY
#define Math_NAN NAN
class Math {
static pcg32_random_t default_pcg;

240
core/math/rect2.cpp Normal file
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@ -0,0 +1,240 @@
/*************************************************************************/
/* rect2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
#include "transform_2d.h" // Includes rect2.h but Rect2 needs Transform2D
bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
for (int i = 0; i < 2; i++) {
real_t seg_from = p_from[i];
real_t seg_to = p_to[i];
real_t box_begin = position[i];
real_t box_end = box_begin + size[i];
real_t cmin, cmax;
real_t csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin)
return false;
real_t length = seg_to - seg_from;
cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
csign = -1.0;
} else {
if (seg_to > box_end || seg_from < box_begin)
return false;
real_t length = seg_to - seg_from;
cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
csign = 1.0;
}
if (cmin > min) {
min = cmin;
axis = i;
sign = csign;
}
if (cmax < max)
max = cmax;
if (max < min)
return false;
}
Vector2 rel = p_to - p_from;
if (r_normal) {
Vector2 normal;
normal[axis] = sign;
*r_normal = normal;
}
if (r_pos)
*r_pos = p_from + rel * min;
return true;
}
bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const {
//SAT intersection between local and transformed rect2
Vector2 xf_points[4] = {
p_xform.xform(p_rect.position),
p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y)),
p_xform.xform(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),
};
real_t low_limit;
//base rect2 first (faster)
if (xf_points[0].y > position.y)
goto next1;
if (xf_points[1].y > position.y)
goto next1;
if (xf_points[2].y > position.y)
goto next1;
if (xf_points[3].y > position.y)
goto next1;
return false;
next1:
low_limit = position.y + size.y;
if (xf_points[0].y < low_limit)
goto next2;
if (xf_points[1].y < low_limit)
goto next2;
if (xf_points[2].y < low_limit)
goto next2;
if (xf_points[3].y < low_limit)
goto next2;
return false;
next2:
if (xf_points[0].x > position.x)
goto next3;
if (xf_points[1].x > position.x)
goto next3;
if (xf_points[2].x > position.x)
goto next3;
if (xf_points[3].x > position.x)
goto next3;
return false;
next3:
low_limit = position.x + size.x;
if (xf_points[0].x < low_limit)
goto next4;
if (xf_points[1].x < low_limit)
goto next4;
if (xf_points[2].x < low_limit)
goto next4;
if (xf_points[3].x < low_limit)
goto next4;
return false;
next4:
Vector2 xf_points2[4] = {
position,
Vector2(position.x + size.x, position.y),
Vector2(position.x, position.y + size.y),
Vector2(position.x + size.x, position.y + size.y),
};
real_t maxa = p_xform.elements[0].dot(xf_points2[0]);
real_t mina = maxa;
real_t dp = p_xform.elements[0].dot(xf_points2[1]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.elements[0].dot(xf_points2[2]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.elements[0].dot(xf_points2[3]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
real_t maxb = p_xform.elements[0].dot(xf_points[0]);
real_t minb = maxb;
dp = p_xform.elements[0].dot(xf_points[1]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.elements[0].dot(xf_points[2]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.elements[0].dot(xf_points[3]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
if (mina > maxb)
return false;
if (minb > maxa)
return false;
maxa = p_xform.elements[1].dot(xf_points2[0]);
mina = maxa;
dp = p_xform.elements[1].dot(xf_points2[1]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.elements[1].dot(xf_points2[2]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.elements[1].dot(xf_points2[3]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
maxb = p_xform.elements[1].dot(xf_points[0]);
minb = maxb;
dp = p_xform.elements[1].dot(xf_points[1]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.elements[1].dot(xf_points[2]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.elements[1].dot(xf_points[3]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
if (mina > maxb)
return false;
if (minb > maxa)
return false;
return true;
}

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core/math/rect2.h Normal file
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@ -0,0 +1,371 @@
/*************************************************************************/
/* rect2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 RECT2_H
#define RECT2_H
#include "vector2.h" // also includes math_funcs and ustring
struct Transform2D;
struct Rect2 {
Point2 position;
Size2 size;
const Vector2 &get_position() const { return position; }
void set_position(const Vector2 &p_pos) { position = p_pos; }
const Vector2 &get_size() const { return size; }
void set_size(const Vector2 &p_size) { size = p_size; }
real_t get_area() const { return size.width * size.height; }
inline bool intersects(const Rect2 &p_rect) const {
if (position.x >= (p_rect.position.x + p_rect.size.width))
return false;
if ((position.x + size.width) <= p_rect.position.x)
return false;
if (position.y >= (p_rect.position.y + p_rect.size.height))
return false;
if ((position.y + size.height) <= p_rect.position.y)
return false;
return true;
}
inline real_t distance_to(const Vector2 &p_point) const {
real_t dist = 0.0;
bool inside = true;
if (p_point.x < position.x) {
real_t d = position.x - p_point.x;
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (p_point.y < position.y) {
real_t d = position.y - p_point.y;
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (p_point.x >= (position.x + size.x)) {
real_t d = p_point.x - (position.x + size.x);
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (p_point.y >= (position.y + size.y)) {
real_t d = p_point.y - (position.y + size.y);
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (inside)
return 0;
else
return dist;
}
bool intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const;
bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos = NULL, Point2 *r_normal = NULL) const;
inline bool encloses(const Rect2 &p_rect) const {
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) &&
((p_rect.position.y + p_rect.size.y) < (position.y + size.y));
}
inline bool has_no_area() const {
return (size.x <= 0 || size.y <= 0);
}
inline Rect2 clip(const Rect2 &p_rect) const { /// return a clipped rect
Rect2 new_rect = p_rect;
if (!intersects(new_rect))
return Rect2();
new_rect.position.x = MAX(p_rect.position.x, position.x);
new_rect.position.y = MAX(p_rect.position.y, position.y);
Point2 p_rect_end = p_rect.position + p_rect.size;
Point2 end = position + size;
new_rect.size.x = MIN(p_rect_end.x, end.x) - new_rect.position.x;
new_rect.size.y = MIN(p_rect_end.y, end.y) - new_rect.position.y;
return new_rect;
}
inline Rect2 merge(const Rect2 &p_rect) const { ///< return a merged rect
Rect2 new_rect;
new_rect.position.x = MIN(p_rect.position.x, position.x);
new_rect.position.y = MIN(p_rect.position.y, position.y);
new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
new_rect.size.y = MAX(p_rect.position.y + p_rect.size.y, position.y + size.y);
new_rect.size = new_rect.size - new_rect.position; //make relative again
return new_rect;
};
inline bool has_point(const Point2 &p_point) const {
if (p_point.x < position.x)
return false;
if (p_point.y < position.y)
return false;
if (p_point.x >= (position.x + size.x))
return false;
if (p_point.y >= (position.y + size.y))
return false;
return true;
}
inline bool no_area() const { return (size.width <= 0 || size.height <= 0); }
bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }
inline Rect2 grow(real_t p_by) const {
Rect2 g = *this;
g.position.x -= p_by;
g.position.y -= p_by;
g.size.width += p_by * 2;
g.size.height += p_by * 2;
return g;
}
inline Rect2 grow_margin(Margin p_margin, real_t p_amount) const {
Rect2 g = *this;
g = g.grow_individual((MARGIN_LEFT == p_margin) ? p_amount : 0,
(MARGIN_TOP == p_margin) ? p_amount : 0,
(MARGIN_RIGHT == p_margin) ? p_amount : 0,
(MARGIN_BOTTOM == p_margin) ? p_amount : 0);
return g;
}
inline Rect2 grow_individual(real_t p_left, real_t p_top, real_t p_right, real_t p_bottom) const {
Rect2 g = *this;
g.position.x -= p_left;
g.position.y -= p_top;
g.size.width += p_left + p_right;
g.size.height += p_top + p_bottom;
return g;
}
inline Rect2 expand(const Vector2 &p_vector) const {
Rect2 r = *this;
r.expand_to(p_vector);
return r;
}
inline void expand_to(const Vector2 &p_vector) { //in place function for speed
Vector2 begin = position;
Vector2 end = position + size;
if (p_vector.x < begin.x)
begin.x = p_vector.x;
if (p_vector.y < begin.y)
begin.y = p_vector.y;
if (p_vector.x > end.x)
end.x = p_vector.x;
if (p_vector.y > end.y)
end.y = p_vector.y;
position = begin;
size = end - begin;
}
inline Rect2 abs() const {
return Rect2(Point2(position.x + MIN(size.x, 0), position.y + MIN(size.y, 0)), size.abs());
}
operator String() const { return String(position) + ", " + String(size); }
Rect2() {}
Rect2(real_t p_x, real_t p_y, real_t p_width, real_t p_height) :
position(Point2(p_x, p_y)),
size(Size2(p_width, p_height)) {
}
Rect2(const Point2 &p_pos, const Size2 &p_size) :
position(p_pos),
size(p_size) {
}
};
struct Rect2i {
Point2i position;
Size2i size;
const Point2i &get_position() const { return position; }
void set_position(const Point2i &p_position) { position = p_position; }
const Size2i &get_size() const { return size; }
void set_size(const Size2i &p_size) { size = p_size; }
int get_area() const { return size.width * size.height; }
inline bool intersects(const Rect2i &p_rect) const {
if (position.x > (p_rect.position.x + p_rect.size.width))
return false;
if ((position.x + size.width) < p_rect.position.x)
return false;
if (position.y > (p_rect.position.y + p_rect.size.height))
return false;
if ((position.y + size.height) < p_rect.position.y)
return false;
return true;
}
inline bool encloses(const Rect2i &p_rect) const {
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) &&
((p_rect.position.y + p_rect.size.y) < (position.y + size.y));
}
inline bool has_no_area() const {
return (size.x <= 0 || size.y <= 0);
}
inline Rect2i clip(const Rect2i &p_rect) const { /// return a clipped rect
Rect2i new_rect = p_rect;
if (!intersects(new_rect))
return Rect2i();
new_rect.position.x = MAX(p_rect.position.x, position.x);
new_rect.position.y = MAX(p_rect.position.y, position.y);
Point2 p_rect_end = p_rect.position + p_rect.size;
Point2 end = position + size;
new_rect.size.x = (int)(MIN(p_rect_end.x, end.x) - new_rect.position.x);
new_rect.size.y = (int)(MIN(p_rect_end.y, end.y) - new_rect.position.y);
return new_rect;
}
inline Rect2i merge(const Rect2i &p_rect) const { ///< return a merged rect
Rect2i new_rect;
new_rect.position.x = MIN(p_rect.position.x, position.x);
new_rect.position.y = MIN(p_rect.position.y, position.y);
new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
new_rect.size.y = MAX(p_rect.position.y + p_rect.size.y, position.y + size.y);
new_rect.size = new_rect.size - new_rect.position; //make relative again
return new_rect;
};
bool has_point(const Point2 &p_point) const {
if (p_point.x < position.x)
return false;
if (p_point.y < position.y)
return false;
if (p_point.x >= (position.x + size.x))
return false;
if (p_point.y >= (position.y + size.y))
return false;
return true;
}
bool no_area() { return (size.width <= 0 || size.height <= 0); }
bool operator==(const Rect2i &p_rect) const { return position == p_rect.position && size == p_rect.size; }
bool operator!=(const Rect2i &p_rect) const { return position != p_rect.position || size != p_rect.size; }
Rect2i grow(int p_by) const {
Rect2i g = *this;
g.position.x -= p_by;
g.position.y -= p_by;
g.size.width += p_by * 2;
g.size.height += p_by * 2;
return g;
}
inline void expand_to(const Point2i &p_vector) {
Point2i begin = position;
Point2i end = position + size;
if (p_vector.x < begin.x)
begin.x = p_vector.x;
if (p_vector.y < begin.y)
begin.y = p_vector.y;
if (p_vector.x > end.x)
end.x = p_vector.x;
if (p_vector.y > end.y)
end.y = p_vector.y;
position = begin;
size = end - begin;
}
operator String() const { return String(position) + ", " + String(size); }
operator Rect2() const { return Rect2(position, size); }
Rect2i(const Rect2 &p_r2) :
position(p_r2.position),
size(p_r2.size) {
}
Rect2i() {}
Rect2i(int p_x, int p_y, int p_width, int p_height) :
position(Point2(p_x, p_y)),
size(Size2(p_width, p_height)) {
}
Rect2i(const Point2 &p_pos, const Size2 &p_size) :
position(p_pos),
size(p_size) {
}
};
#endif // RECT2_H

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@ -1,5 +1,5 @@
/*************************************************************************/
/* math_2d.cpp */
/* transform_2d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -28,287 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "math_2d.h"
real_t Vector2::angle() const {
return Math::atan2(y, x);
}
real_t Vector2::length() const {
return Math::sqrt(x * x + y * y);
}
real_t Vector2::length_squared() const {
return x * x + y * y;
}
void Vector2::normalize() {
real_t l = x * x + y * y;
if (l != 0) {
l = Math::sqrt(l);
x /= l;
y /= l;
}
}
Vector2 Vector2::normalized() const {
Vector2 v = *this;
v.normalize();
return v;
}
bool Vector2::is_normalized() const {
// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
return Math::is_equal_approx(length_squared(), 1.0);
}
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));
}
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);
}
real_t Vector2::angle_to(const Vector2 &p_vector2) const {
return Math::atan2(cross(p_vector2), dot(p_vector2));
}
real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
return Math::atan2(y - p_vector2.y, x - p_vector2.x);
}
real_t Vector2::dot(const Vector2 &p_other) const {
return x * p_other.x + y * p_other.y;
}
real_t Vector2::cross(const Vector2 &p_other) const {
return x * p_other.y - y * p_other.x;
}
Vector2 Vector2::floor() const {
return Vector2(Math::floor(x), Math::floor(y));
}
Vector2 Vector2::ceil() const {
return Vector2(Math::ceil(x), Math::ceil(y));
}
Vector2 Vector2::round() const {
return Vector2(Math::round(x), Math::round(y));
}
Vector2 Vector2::rotated(real_t p_by) const {
Vector2 v;
v.set_rotation(angle() + p_by);
v *= length();
return v;
}
Vector2 Vector2::project(const Vector2 &p_vec) const {
Vector2 v1 = p_vec;
Vector2 v2 = *this;
return v2 * (v1.dot(v2) / v2.dot(v2));
}
Vector2 Vector2::snapped(const Vector2 &p_by) const {
return Vector2(
Math::stepify(x, p_by.x),
Math::stepify(y, p_by.y));
}
Vector2 Vector2::clamped(real_t p_len) const {
real_t l = length();
Vector2 v = *this;
if (l > 0 && p_len < l) {
v /= l;
v *= p_len;
}
return v;
}
Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
Vector2 p0 = p_pre_a;
Vector2 p1 = *this;
Vector2 p2 = p_b;
Vector2 p3 = p_post_b;
real_t t = p_t;
real_t t2 = t * t;
real_t t3 = t2 * t;
Vector2 out;
out = 0.5 * ((p1 * 2.0) +
(-p0 + p2) * t +
(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
return out;
}
// slide returns the component of the vector along the given plane, specified by its normal vector.
Vector2 Vector2::slide(const Vector2 &p_normal) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2());
#endif
return *this - p_normal * this->dot(p_normal);
}
Vector2 Vector2::bounce(const Vector2 &p_normal) const {
return -reflect(p_normal);
}
Vector2 Vector2::reflect(const Vector2 &p_normal) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2());
#endif
return 2.0 * p_normal * this->dot(p_normal) - *this;
}
bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
for (int i = 0; i < 2; i++) {
real_t seg_from = p_from[i];
real_t seg_to = p_to[i];
real_t box_begin = position[i];
real_t box_end = box_begin + size[i];
real_t cmin, cmax;
real_t csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin)
return false;
real_t length = seg_to - seg_from;
cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
csign = -1.0;
} else {
if (seg_to > box_end || seg_from < box_begin)
return false;
real_t length = seg_to - seg_from;
cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
csign = 1.0;
}
if (cmin > min) {
min = cmin;
axis = i;
sign = csign;
}
if (cmax < max)
max = cmax;
if (max < min)
return false;
}
Vector2 rel = p_to - p_from;
if (r_normal) {
Vector2 normal;
normal[axis] = sign;
*r_normal = normal;
}
if (r_pos)
*r_pos = p_from + rel * min;
return true;
}
/* Point2i */
Point2i Point2i::operator+(const Point2i &p_v) const {
return Point2i(x + p_v.x, y + p_v.y);
}
void Point2i::operator+=(const Point2i &p_v) {
x += p_v.x;
y += p_v.y;
}
Point2i Point2i::operator-(const Point2i &p_v) const {
return Point2i(x - p_v.x, y - p_v.y);
}
void Point2i::operator-=(const Point2i &p_v) {
x -= p_v.x;
y -= p_v.y;
}
Point2i Point2i::operator*(const Point2i &p_v1) const {
return Point2i(x * p_v1.x, y * p_v1.y);
};
Point2i Point2i::operator*(const int &rvalue) const {
return Point2i(x * rvalue, y * rvalue);
};
void Point2i::operator*=(const int &rvalue) {
x *= rvalue;
y *= rvalue;
};
Point2i Point2i::operator/(const Point2i &p_v1) const {
return Point2i(x / p_v1.x, y / p_v1.y);
};
Point2i Point2i::operator/(const int &rvalue) const {
return Point2i(x / rvalue, y / rvalue);
};
void Point2i::operator/=(const int &rvalue) {
x /= rvalue;
y /= rvalue;
};
Point2i Point2i::operator-() const {
return Point2i(-x, -y);
}
bool Point2i::operator==(const Point2i &p_vec2) const {
return x == p_vec2.x && y == p_vec2.y;
}
bool Point2i::operator!=(const Point2i &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}
#include "transform_2d.h"
void Transform2D::invert() {
// FIXME: this function assumes the basis is a rotation matrix, with no scaling.

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/*************************************************************************/
/* transform_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 TRANSFORM_2D_H
#define TRANSFORM_2D_H
#include "rect2.h" // also includes vector2, math_funcs, and ustring
struct Transform2D {
// Warning #1: basis of Transform2D is stored differently from Basis. In terms of elements array, the basis matrix looks like "on paper":
// M = (elements[0][0] elements[1][0])
// (elements[0][1] elements[1][1])
// This is such that the columns, which can be interpreted as basis vectors of the coordinate system "painted" on the object, can be accessed as elements[i].
// Note that this is the opposite of the indices in mathematical texts, meaning: $M_{12}$ in a math book corresponds to elements[1][0] here.
// This requires additional care when working with explicit indices.
// See https://en.wikipedia.org/wiki/Row-_and_column-major_order for further reading.
// Warning #2: 2D be aware that unlike 3D code, 2D code uses a left-handed coordinate system: Y-axis points down,
// and angle is measure from +X to +Y in a clockwise-fashion.
Vector2 elements[3];
_FORCE_INLINE_ real_t tdotx(const Vector2 &v) const { return elements[0][0] * v.x + elements[1][0] * v.y; }
_FORCE_INLINE_ real_t tdoty(const Vector2 &v) const { return elements[0][1] * v.x + elements[1][1] * v.y; }
const Vector2 &operator[](int p_idx) const { return elements[p_idx]; }
Vector2 &operator[](int p_idx) { return elements[p_idx]; }
_FORCE_INLINE_ Vector2 get_axis(int p_axis) const {
ERR_FAIL_INDEX_V(p_axis, 3, Vector2());
return elements[p_axis];
}
_FORCE_INLINE_ void set_axis(int p_axis, const Vector2 &p_vec) {
ERR_FAIL_INDEX(p_axis, 3);
elements[p_axis] = p_vec;
}
void invert();
Transform2D inverse() const;
void affine_invert();
Transform2D affine_inverse() const;
void set_rotation(real_t p_rot);
real_t get_rotation() const;
_FORCE_INLINE_ void set_rotation_and_scale(real_t p_rot, const Size2 &p_scale);
void rotate(real_t p_phi);
void scale(const Size2 &p_scale);
void scale_basis(const Size2 &p_scale);
void translate(real_t p_tx, real_t p_ty);
void translate(const Vector2 &p_translation);
real_t basis_determinant() const;
Size2 get_scale() const;
_FORCE_INLINE_ const Vector2 &get_origin() const { return elements[2]; }
_FORCE_INLINE_ void set_origin(const Vector2 &p_origin) { elements[2] = p_origin; }
Transform2D scaled(const Size2 &p_scale) const;
Transform2D basis_scaled(const Size2 &p_scale) const;
Transform2D translated(const Vector2 &p_offset) const;
Transform2D rotated(real_t p_phi) const;
Transform2D untranslated() const;
void orthonormalize();
Transform2D orthonormalized() const;
bool operator==(const Transform2D &p_transform) const;
bool operator!=(const Transform2D &p_transform) const;
void operator*=(const Transform2D &p_transform);
Transform2D operator*(const Transform2D &p_transform) const;
Transform2D interpolate_with(const Transform2D &p_transform, real_t p_c) const;
_FORCE_INLINE_ Vector2 basis_xform(const Vector2 &p_vec) const;
_FORCE_INLINE_ Vector2 basis_xform_inv(const Vector2 &p_vec) const;
_FORCE_INLINE_ Vector2 xform(const Vector2 &p_vec) const;
_FORCE_INLINE_ Vector2 xform_inv(const Vector2 &p_vec) const;
_FORCE_INLINE_ Rect2 xform(const Rect2 &p_rect) const;
_FORCE_INLINE_ Rect2 xform_inv(const Rect2 &p_rect) const;
operator String() const;
Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
elements[0][0] = xx;
elements[0][1] = xy;
elements[1][0] = yx;
elements[1][1] = yy;
elements[2][0] = ox;
elements[2][1] = oy;
}
Transform2D(real_t p_rot, const Vector2 &p_pos);
Transform2D() {
elements[0][0] = 1.0;
elements[1][1] = 1.0;
}
};
Vector2 Transform2D::basis_xform(const Vector2 &p_vec) const {
return Vector2(
tdotx(p_vec),
tdoty(p_vec));
}
Vector2 Transform2D::basis_xform_inv(const Vector2 &p_vec) const {
return Vector2(
elements[0].dot(p_vec),
elements[1].dot(p_vec));
}
Vector2 Transform2D::xform(const Vector2 &p_vec) const {
return Vector2(
tdotx(p_vec),
tdoty(p_vec)) +
elements[2];
}
Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
Vector2 v = p_vec - elements[2];
return Vector2(
elements[0].dot(v),
elements[1].dot(v));
}
Rect2 Transform2D::xform(const Rect2 &p_rect) const {
Vector2 x = elements[0] * p_rect.size.x;
Vector2 y = elements[1] * p_rect.size.y;
Vector2 pos = xform(p_rect.position);
Rect2 new_rect;
new_rect.position = pos;
new_rect.expand_to(pos + x);
new_rect.expand_to(pos + y);
new_rect.expand_to(pos + x + y);
return new_rect;
}
void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
elements[0][0] = Math::cos(p_rot) * p_scale.x;
elements[1][1] = Math::cos(p_rot) * p_scale.y;
elements[1][0] = -Math::sin(p_rot) * p_scale.y;
elements[0][1] = Math::sin(p_rot) * p_scale.x;
}
Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {
Vector2 ends[4] = {
xform_inv(p_rect.position),
xform_inv(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),
xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y))
};
Rect2 new_rect;
new_rect.position = ends[0];
new_rect.expand_to(ends[1]);
new_rect.expand_to(ends[2]);
new_rect.expand_to(ends[3]);
return new_rect;
}
#endif // TRANSFORM_2D_H

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@ -31,7 +31,7 @@
#ifndef TRIANGULATE_H
#define TRIANGULATE_H
#include "math_2d.h"
#include "vector2.h"
/*
http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml

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/*************************************************************************/
/* vector2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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. */
/*************************************************************************/
#include "vector2.h"
real_t Vector2::angle() const {
return Math::atan2(y, x);
}
real_t Vector2::length() const {
return Math::sqrt(x * x + y * y);
}
real_t Vector2::length_squared() const {
return x * x + y * y;
}
void Vector2::normalize() {
real_t l = x * x + y * y;
if (l != 0) {
l = Math::sqrt(l);
x /= l;
y /= l;
}
}
Vector2 Vector2::normalized() const {
Vector2 v = *this;
v.normalize();
return v;
}
bool Vector2::is_normalized() const {
// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
return Math::is_equal_approx(length_squared(), 1.0);
}
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));
}
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);
}
real_t Vector2::angle_to(const Vector2 &p_vector2) const {
return Math::atan2(cross(p_vector2), dot(p_vector2));
}
real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
return Math::atan2(y - p_vector2.y, x - p_vector2.x);
}
real_t Vector2::dot(const Vector2 &p_other) const {
return x * p_other.x + y * p_other.y;
}
real_t Vector2::cross(const Vector2 &p_other) const {
return x * p_other.y - y * p_other.x;
}
Vector2 Vector2::floor() const {
return Vector2(Math::floor(x), Math::floor(y));
}
Vector2 Vector2::ceil() const {
return Vector2(Math::ceil(x), Math::ceil(y));
}
Vector2 Vector2::round() const {
return Vector2(Math::round(x), Math::round(y));
}
Vector2 Vector2::rotated(real_t p_by) const {
Vector2 v;
v.set_rotation(angle() + p_by);
v *= length();
return v;
}
Vector2 Vector2::project(const Vector2 &p_vec) const {
Vector2 v1 = p_vec;
Vector2 v2 = *this;
return v2 * (v1.dot(v2) / v2.dot(v2));
}
Vector2 Vector2::snapped(const Vector2 &p_by) const {
return Vector2(
Math::stepify(x, p_by.x),
Math::stepify(y, p_by.y));
}
Vector2 Vector2::clamped(real_t p_len) const {
real_t l = length();
Vector2 v = *this;
if (l > 0 && p_len < l) {
v /= l;
v *= p_len;
}
return v;
}
Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
Vector2 p0 = p_pre_a;
Vector2 p1 = *this;
Vector2 p2 = p_b;
Vector2 p3 = p_post_b;
real_t t = p_t;
real_t t2 = t * t;
real_t t3 = t2 * t;
Vector2 out;
out = 0.5 * ((p1 * 2.0) +
(-p0 + p2) * t +
(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
return out;
}
// slide returns the component of the vector along the given plane, specified by its normal vector.
Vector2 Vector2::slide(const Vector2 &p_normal) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2());
#endif
return *this - p_normal * this->dot(p_normal);
}
Vector2 Vector2::bounce(const Vector2 &p_normal) const {
return -reflect(p_normal);
}
Vector2 Vector2::reflect(const Vector2 &p_normal) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(p_normal.is_normalized() == false, Vector2());
#endif
return 2.0 * p_normal * this->dot(p_normal) - *this;
}
/* Vector2i */
Vector2i Vector2i::operator+(const Vector2i &p_v) const {
return Vector2i(x + p_v.x, y + p_v.y);
}
void Vector2i::operator+=(const Vector2i &p_v) {
x += p_v.x;
y += p_v.y;
}
Vector2i Vector2i::operator-(const Vector2i &p_v) const {
return Vector2i(x - p_v.x, y - p_v.y);
}
void Vector2i::operator-=(const Vector2i &p_v) {
x -= p_v.x;
y -= p_v.y;
}
Vector2i Vector2i::operator*(const Vector2i &p_v1) const {
return Vector2i(x * p_v1.x, y * p_v1.y);
};
Vector2i Vector2i::operator*(const int &rvalue) const {
return Vector2i(x * rvalue, y * rvalue);
};
void Vector2i::operator*=(const int &rvalue) {
x *= rvalue;
y *= rvalue;
};
Vector2i Vector2i::operator/(const Vector2i &p_v1) const {
return Vector2i(x / p_v1.x, y / p_v1.y);
};
Vector2i Vector2i::operator/(const int &rvalue) const {
return Vector2i(x / rvalue, y / rvalue);
};
void Vector2i::operator/=(const int &rvalue) {
x /= rvalue;
y /= rvalue;
};
Vector2i Vector2i::operator-() const {
return Vector2i(-x, -y);
}
bool Vector2i::operator==(const Vector2i &p_vec2) const {
return x == p_vec2.x && y == p_vec2.y;
}
bool Vector2i::operator!=(const Vector2i &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}

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/*************************************************************************/
/* vector2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* 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 VECTOR2_H
#define VECTOR2_H
#include "math_funcs.h"
#include "ustring.h"
struct Vector2i;
struct Vector2 {
union {
real_t x;
real_t width;
};
union {
real_t y;
real_t height;
};
_FORCE_INLINE_ real_t &operator[](int p_idx) {
return p_idx ? y : x;
}
_FORCE_INLINE_ const real_t &operator[](int p_idx) const {
return p_idx ? y : x;
}
void normalize();
Vector2 normalized() const;
bool is_normalized() const;
real_t length() const;
real_t length_squared() const;
real_t distance_to(const Vector2 &p_vector2) const;
real_t distance_squared_to(const Vector2 &p_vector2) const;
real_t angle_to(const Vector2 &p_vector2) const;
real_t angle_to_point(const Vector2 &p_vector2) const;
real_t dot(const Vector2 &p_other) const;
real_t cross(const Vector2 &p_other) const;
Vector2 project(const Vector2 &p_vec) const;
Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
Vector2 clamped(real_t p_len) const;
_FORCE_INLINE_ static Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t);
_FORCE_INLINE_ Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const;
_FORCE_INLINE_ Vector2 slerp(const Vector2 &p_b, real_t p_t) const;
Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const;
Vector2 slide(const Vector2 &p_normal) const;
Vector2 bounce(const Vector2 &p_normal) const;
Vector2 reflect(const Vector2 &p_normal) const;
Vector2 operator+(const Vector2 &p_v) const;
void operator+=(const Vector2 &p_v);
Vector2 operator-(const Vector2 &p_v) const;
void operator-=(const Vector2 &p_v);
Vector2 operator*(const Vector2 &p_v1) const;
Vector2 operator*(const real_t &rvalue) const;
void operator*=(const real_t &rvalue);
void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
Vector2 operator/(const Vector2 &p_v1) const;
Vector2 operator/(const real_t &rvalue) const;
void operator/=(const real_t &rvalue);
Vector2 operator-() const;
bool operator==(const Vector2 &p_vec2) const;
bool operator!=(const Vector2 &p_vec2) const;
bool operator<(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
bool operator<=(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y <= p_vec2.y) : (x <= p_vec2.x); }
real_t angle() const;
void set_rotation(real_t p_radians) {
x = Math::cos(p_radians);
y = Math::sin(p_radians);
}
_FORCE_INLINE_ Vector2 abs() const {
return Vector2(Math::abs(x), Math::abs(y));
}
Vector2 rotated(real_t p_by) const;
Vector2 tangent() const {
return Vector2(y, -x);
}
Vector2 floor() const;
Vector2 ceil() const;
Vector2 round() const;
Vector2 snapped(const Vector2 &p_by) const;
real_t aspect() const { return width / height; }
operator String() const { return String::num(x) + ", " + String::num(y); }
_FORCE_INLINE_ Vector2(real_t p_x, real_t p_y) {
x = p_x;
y = p_y;
}
_FORCE_INLINE_ Vector2() {
x = 0;
y = 0;
}
};
_FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
return p_vec - *this * (dot(p_vec) - p_d);
}
_FORCE_INLINE_ Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const {
return Vector2(x + p_v.x, y + p_v.y);
}
_FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) {
x += p_v.x;
y += p_v.y;
}
_FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const {
return Vector2(x - p_v.x, y - p_v.y);
}
_FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) {
x -= p_v.x;
y -= p_v.y;
}
_FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
};
_FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
};
_FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
x *= rvalue;
y *= rvalue;
};
_FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
};
_FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
};
_FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
x /= rvalue;
y /= rvalue;
};
_FORCE_INLINE_ Vector2 Vector2::operator-() const {
return Vector2(-x, -y);
}
_FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
return x == p_vec2.x && y == p_vec2.y;
}
_FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}
Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const {
Vector2 res = *this;
res.x += (p_t * (p_b.x - x));
res.y += (p_t * (p_b.y - y));
return res;
}
Vector2 Vector2::slerp(const Vector2 &p_b, real_t p_t) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(is_normalized() == false, Vector2());
#endif
real_t theta = angle_to(p_b);
return rotated(theta * p_t);
}
Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
Vector2 res = p_a;
res.x += (p_t * (p_b.x - p_a.x));
res.y += (p_t * (p_b.y - p_a.y));
return res;
}
typedef Vector2 Size2;
typedef Vector2 Point2;
/* INTEGER STUFF */
struct Vector2i {
union {
int x;
int width;
};
union {
int y;
int height;
};
_FORCE_INLINE_ int &operator[](int p_idx) {
return p_idx ? y : x;
}
_FORCE_INLINE_ const int &operator[](int p_idx) const {
return p_idx ? y : x;
}
Vector2i operator+(const Vector2i &p_v) const;
void operator+=(const Vector2i &p_v);
Vector2i operator-(const Vector2i &p_v) const;
void operator-=(const Vector2i &p_v);
Vector2i operator*(const Vector2i &p_v1) const;
Vector2i operator*(const int &rvalue) const;
void operator*=(const int &rvalue);
Vector2i operator/(const Vector2i &p_v1) const;
Vector2i operator/(const int &rvalue) const;
void operator/=(const int &rvalue);
Vector2i operator-() const;
bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
bool operator==(const Vector2i &p_vec2) const;
bool operator!=(const Vector2i &p_vec2) const;
real_t get_aspect() const { return width / (real_t)height; }
operator String() const { return String::num(x) + ", " + String::num(y); }
operator Vector2() const { return Vector2(x, y); }
inline Vector2i(const Vector2 &p_vec2) {
x = (int)p_vec2.x;
y = (int)p_vec2.y;
}
inline Vector2i(int p_x, int p_y) {
x = p_x;
y = p_y;
}
inline Vector2i() {
x = 0;
y = 0;
}
};
typedef Vector2i Size2i;
typedef Vector2i Point2i;
#endif // VECTOR2_H

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@ -31,7 +31,7 @@
#ifndef METHOD_PTRCALL_H
#define METHOD_PTRCALL_H
#include "math_2d.h"
#include "transform_2d.h"
#include "typedefs.h"
#include "variant.h"

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@ -31,9 +31,9 @@
#ifndef INPUT_EVENT_H
#define INPUT_EVENT_H
#include "math_2d.h"
#include "os/copymem.h"
#include "resource.h"
#include "transform_2d.h"
#include "typedefs.h"
#include "ustring.h"
/**

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@ -33,7 +33,7 @@
#include <stddef.h>
/**
* Basic definitions and simple functions to be used everywhere..
* Basic definitions and simple functions to be used everywhere.
*/
#include "platform_config.h"
@ -71,7 +71,7 @@ T *_nullptr() {
#define OFFSET_OF(st, m) \
((size_t)((char *)&(_nullptr<st>()->m) - (char *)0))
/**
* Some platforms (devices) not define NULL
* Some platforms (devices) don't define NULL
*/
#ifndef NULL
@ -79,7 +79,7 @@ T *_nullptr() {
#endif
/**
* Windows defines a lot of badly stuff we'll never ever use. undefine it.
* Windows badly defines a lot of stuff we'll never use. Undefine it.
*/
#ifdef _WIN32
@ -296,4 +296,4 @@ struct _GlobalLock {
#define unlikely(x) x
#endif
#endif /* typedefs.h */
#endif // TYPEDEFS_H

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@ -42,7 +42,6 @@
#include "dvector.h"
#include "face3.h"
#include "io/ip_address.h"
#include "math_2d.h"
#include "matrix3.h"
#include "node_path.h"
#include "plane.h"
@ -50,6 +49,7 @@
#include "ref_ptr.h"
#include "rid.h"
#include "transform.h"
#include "transform_2d.h"
#include "ustring.h"
#include "vector3.h"

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@ -31,8 +31,8 @@
#ifndef B2D_DECOMPOSE_H
#define B2D_DECOMPOSE_H
#include "math_2d.h"
#include "vector.h"
#include "vector2.h"
Vector<Vector<Vector2> > b2d_decompose(const Vector<Vector2> &p_polygon);
#endif // B2D_DECOMPOSE_H

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@ -34,9 +34,9 @@
#include "aabb.h"
#include "dvector.h"
#include "map.h"
#include "math_2d.h"
#include "oa_hash_map.h"
#include "plane.h"
#include "rect2.h"
#include "scene/resources/material.h"
#include "transform.h"
#include "vector3.h"

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@ -35,7 +35,7 @@
#include "dvector.h"
#include "core/color.h"
#include "core/math/math_2d.h"
#include "core/math/vector2.h"
#include "core/math/vector3.h"
#ifdef __cplusplus

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@ -30,7 +30,7 @@
#include "gdnative/rect2.h"
#include "core/math/math_2d.h"
#include "core/math/transform_2d.h"
#include "core/variant.h"
#ifdef __cplusplus

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@ -30,7 +30,7 @@
#include "gdnative/transform2d.h"
#include "core/math/math_2d.h"
#include "core/math/transform_2d.h"
#include "core/variant.h"
#ifdef __cplusplus

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@ -30,7 +30,7 @@
#include "gdnative/vector2.h"
#include "core/math/math_2d.h"
#include "core/math/vector2.h"
#include "core/variant.h"
#ifdef __cplusplus

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@ -31,7 +31,7 @@
#ifndef OSUWP_H
#define OSUWP_H
#include "core/math/math_2d.h"
#include "core/math/transform_2d.h"
#include "core/ustring.h"
#include "drivers/xaudio2/audio_driver_xaudio2.h"
#include "gl_context_egl.h"

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@ -33,8 +33,8 @@
#include "color.h"
#include "line_2d.h"
#include "math_2d.h"
#include "scene/resources/color_ramp.h"
#include "vector2.h"
class LineBuilder {
public:

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@ -31,13 +31,13 @@
#ifndef CONTROL_H
#define CONTROL_H
#include "math_2d.h"
#include "rid.h"
#include "scene/2d/canvas_item.h"
#include "scene/gui/shortcut.h"
#include "scene/main/node.h"
#include "scene/main/timer.h"
#include "scene/resources/theme.h"
#include "transform_2d.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/

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@ -31,11 +31,11 @@
#ifndef VIEWPORT_H
#define VIEWPORT_H
#include "math_2d.h"
#include "scene/main/node.h"
#include "scene/resources/texture.h"
#include "scene/resources/world_2d.h"
#include "servers/visual_server.h"
#include "transform_2d.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/

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@ -33,9 +33,9 @@
#include "curve.h"
#include "io/resource_loader.h"
#include "math_2d.h"
#include "os/mutex.h"
#include "os/thread_safe.h"
#include "rect2.h"
#include "resource.h"
#include "scene/resources/color_ramp.h"
#include "servers/visual_server.h"

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@ -31,8 +31,8 @@
#ifndef BROAD_PHASE_2D_SW_H
#define BROAD_PHASE_2D_SW_H
#include "math_2d.h"
#include "math_funcs.h"
#include "rect2.h"
class CollisionObject2DSW;

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@ -34,9 +34,9 @@
#include "bsp_tree.h"
#include "geometry.h"
#include "image.h"
#include "math_2d.h"
#include "object.h"
#include "rid.h"
#include "transform_2d.h"
#include "variant.h"
/**

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@ -19,7 +19,7 @@
#ifndef B2GLUE_H
#define B2GLUE_H
#include "math_2d.h"
#include "vector2.h"
#include <limits.h>
namespace b2ConvexDecomp {

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@ -21,9 +21,9 @@
#ifndef TRIANGULATOR_H
#define TRIANGULATOR_H
#include "math_2d.h"
#include "list.h"
#include "set.h"
#include "vector2.h"
//2D point structure