092346d82b
Also make the docs more consistent, add Axis enum to Vector2, add > and >=. and C# also gets % and an override for vector-vector mod.
484 lines
12 KiB
C#
484 lines
12 KiB
C#
// file: core/math/math_2d.h
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// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
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// file: core/math/math_2d.cpp
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// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
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// file: core/variant_call.cpp
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// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
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using System;
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using System.Runtime.InteropServices;
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#if REAL_T_IS_DOUBLE
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using real_t = System.Double;
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#else
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using real_t = System.Single;
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#endif
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namespace Godot
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{
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/// <summary>
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/// 2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.
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/// </summary>
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[Serializable]
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[StructLayout(LayoutKind.Sequential)]
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public struct Vector2 : IEquatable<Vector2>
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{
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public enum Axis
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{
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X = 0,
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Y
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}
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public real_t x;
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public real_t y;
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public real_t this[int index]
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{
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get
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{
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switch (index)
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{
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case 0:
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return x;
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case 1:
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return y;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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set
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{
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switch (index)
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{
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case 0:
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x = value;
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return;
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case 1:
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y = value;
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return;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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}
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internal void Normalize()
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{
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real_t lengthsq = LengthSquared();
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if (lengthsq == 0)
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{
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x = y = 0f;
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}
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else
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{
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real_t length = Mathf.Sqrt(lengthsq);
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x /= length;
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y /= length;
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}
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}
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public real_t Cross(Vector2 b)
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{
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return x * b.y - y * b.x;
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}
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public Vector2 Abs()
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{
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return new Vector2(Mathf.Abs(x), Mathf.Abs(y));
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}
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public real_t Angle()
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{
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return Mathf.Atan2(y, x);
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}
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public real_t AngleTo(Vector2 to)
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{
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return Mathf.Atan2(Cross(to), Dot(to));
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}
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public real_t AngleToPoint(Vector2 to)
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{
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return Mathf.Atan2(y - to.y, x - to.x);
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}
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public real_t Aspect()
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{
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return x / y;
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}
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public Vector2 Bounce(Vector2 n)
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{
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return -Reflect(n);
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}
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public Vector2 Ceil()
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{
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return new Vector2(Mathf.Ceil(x), Mathf.Ceil(y));
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}
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public Vector2 Clamped(real_t length)
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{
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var v = this;
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real_t l = Length();
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if (l > 0 && length < l)
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{
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v /= l;
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v *= length;
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}
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return v;
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}
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public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, real_t t)
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{
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var p0 = preA;
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var p1 = this;
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var p2 = b;
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var p3 = postB;
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real_t t2 = t * t;
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real_t t3 = t2 * t;
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return 0.5f * (p1 * 2.0f +
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(-p0 + p2) * t +
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(2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
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(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
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}
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public Vector2 DirectionTo(Vector2 b)
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{
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return new Vector2(b.x - x, b.y - y).Normalized();
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}
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public real_t DistanceSquaredTo(Vector2 to)
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{
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return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y);
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}
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public real_t DistanceTo(Vector2 to)
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{
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return Mathf.Sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y));
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}
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public real_t Dot(Vector2 with)
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{
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return x * with.x + y * with.y;
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}
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public Vector2 Floor()
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{
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return new Vector2(Mathf.Floor(x), Mathf.Floor(y));
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}
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public bool IsNormalized()
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{
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return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
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}
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public real_t Length()
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{
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return Mathf.Sqrt(x * x + y * y);
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}
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public real_t LengthSquared()
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{
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return x * x + y * y;
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}
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public Vector2 LinearInterpolate(Vector2 b, real_t t)
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{
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var res = this;
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res.x += t * (b.x - x);
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res.y += t * (b.y - y);
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return res;
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}
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public Vector2 MoveToward(Vector2 to, real_t delta)
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{
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var v = this;
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var vd = to - v;
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var len = vd.Length();
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return len <= delta || len < Mathf.Epsilon ? to : v + vd / len * delta;
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}
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public Vector2 Normalized()
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{
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var v = this;
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v.Normalize();
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return v;
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}
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public Vector2 PosMod(real_t mod)
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{
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Vector2 v;
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v.x = Mathf.PosMod(x, mod);
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v.y = Mathf.PosMod(y, mod);
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return v;
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}
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public Vector2 PosMod(Vector2 modv)
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{
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Vector2 v;
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v.x = Mathf.PosMod(x, modv.x);
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v.y = Mathf.PosMod(y, modv.y);
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return v;
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}
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public Vector2 Project(Vector2 onNormal)
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{
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return onNormal * (Dot(onNormal) / onNormal.LengthSquared());
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}
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public Vector2 Reflect(Vector2 n)
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{
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return 2.0f * n * Dot(n) - this;
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}
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public Vector2 Rotated(real_t phi)
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{
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real_t rads = Angle() + phi;
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return new Vector2(Mathf.Cos(rads), Mathf.Sin(rads)) * Length();
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}
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public Vector2 Round()
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{
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return new Vector2(Mathf.Round(x), Mathf.Round(y));
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}
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[Obsolete("Set is deprecated. Use the Vector2(" + nameof(real_t) + ", " + nameof(real_t) + ") constructor instead.", error: true)]
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public void Set(real_t x, real_t y)
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{
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this.x = x;
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this.y = y;
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}
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[Obsolete("Set is deprecated. Use the Vector2(" + nameof(Vector2) + ") constructor instead.", error: true)]
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public void Set(Vector2 v)
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{
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x = v.x;
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y = v.y;
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}
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public Vector2 Sign()
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{
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Vector2 v;
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v.x = Mathf.Sign(x);
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v.y = Mathf.Sign(y);
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return v;
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}
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public Vector2 Slerp(Vector2 b, real_t t)
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{
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real_t theta = AngleTo(b);
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return Rotated(theta * t);
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}
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public Vector2 Slide(Vector2 n)
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{
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return this - n * Dot(n);
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}
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public Vector2 Snapped(Vector2 by)
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{
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return new Vector2(Mathf.Stepify(x, by.x), Mathf.Stepify(y, by.y));
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}
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public Vector2 Tangent()
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{
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return new Vector2(y, -x);
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}
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// Constants
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private static readonly Vector2 _zero = new Vector2(0, 0);
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private static readonly Vector2 _one = new Vector2(1, 1);
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private static readonly Vector2 _negOne = new Vector2(-1, -1);
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private static readonly Vector2 _inf = new Vector2(Mathf.Inf, Mathf.Inf);
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private static readonly Vector2 _up = new Vector2(0, -1);
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private static readonly Vector2 _down = new Vector2(0, 1);
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private static readonly Vector2 _right = new Vector2(1, 0);
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private static readonly Vector2 _left = new Vector2(-1, 0);
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public static Vector2 Zero { get { return _zero; } }
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public static Vector2 NegOne { get { return _negOne; } }
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public static Vector2 One { get { return _one; } }
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public static Vector2 Inf { get { return _inf; } }
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public static Vector2 Up { get { return _up; } }
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public static Vector2 Down { get { return _down; } }
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public static Vector2 Right { get { return _right; } }
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public static Vector2 Left { get { return _left; } }
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// Constructors
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public Vector2(real_t x, real_t y)
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{
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this.x = x;
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this.y = y;
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}
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public Vector2(Vector2 v)
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{
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x = v.x;
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y = v.y;
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}
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public static Vector2 operator +(Vector2 left, Vector2 right)
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{
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left.x += right.x;
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left.y += right.y;
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return left;
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}
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public static Vector2 operator -(Vector2 left, Vector2 right)
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{
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left.x -= right.x;
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left.y -= right.y;
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return left;
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}
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public static Vector2 operator -(Vector2 vec)
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{
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vec.x = -vec.x;
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vec.y = -vec.y;
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return vec;
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}
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public static Vector2 operator *(Vector2 vec, real_t scale)
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{
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vec.x *= scale;
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vec.y *= scale;
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return vec;
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}
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public static Vector2 operator *(real_t scale, Vector2 vec)
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{
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vec.x *= scale;
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vec.y *= scale;
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return vec;
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}
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public static Vector2 operator *(Vector2 left, Vector2 right)
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{
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left.x *= right.x;
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left.y *= right.y;
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return left;
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}
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public static Vector2 operator /(Vector2 vec, real_t scale)
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{
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vec.x /= scale;
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vec.y /= scale;
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return vec;
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}
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public static Vector2 operator /(Vector2 left, Vector2 right)
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{
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left.x /= right.x;
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left.y /= right.y;
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return left;
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}
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public static Vector2 operator %(Vector2 vec, real_t divisor)
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{
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vec.x %= divisor;
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vec.y %= divisor;
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return vec;
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}
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public static Vector2 operator %(Vector2 vec, Vector2 divisorv)
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{
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vec.x %= divisorv.x;
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vec.y %= divisorv.y;
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return vec;
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}
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public static bool operator ==(Vector2 left, Vector2 right)
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{
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return left.Equals(right);
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}
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public static bool operator !=(Vector2 left, Vector2 right)
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{
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return !left.Equals(right);
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}
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public static bool operator <(Vector2 left, Vector2 right)
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{
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if (Mathf.IsEqualApprox(left.x, right.x))
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{
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return left.y < right.y;
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}
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return left.x < right.x;
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}
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public static bool operator >(Vector2 left, Vector2 right)
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{
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if (Mathf.IsEqualApprox(left.x, right.x))
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{
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return left.y > right.y;
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}
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return left.x > right.x;
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}
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public static bool operator <=(Vector2 left, Vector2 right)
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{
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if (Mathf.IsEqualApprox(left.x, right.x))
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{
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return left.y <= right.y;
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}
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return left.x <= right.x;
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}
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public static bool operator >=(Vector2 left, Vector2 right)
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{
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if (Mathf.IsEqualApprox(left.x, right.x))
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{
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return left.y >= right.y;
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}
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return left.x >= right.x;
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}
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public override bool Equals(object obj)
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{
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if (obj is Vector2)
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{
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return Equals((Vector2)obj);
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}
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return false;
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}
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public bool Equals(Vector2 other)
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{
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return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y);
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}
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public override int GetHashCode()
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{
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return y.GetHashCode() ^ x.GetHashCode();
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}
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public override string ToString()
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{
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return String.Format("({0}, {1})", new object[]
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{
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x.ToString(),
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y.ToString()
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});
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}
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public string ToString(string format)
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{
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return String.Format("({0}, {1})", new object[]
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{
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x.ToString(format),
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y.ToString(format)
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});
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}
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}
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}
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