virtualx-engine/core/math/vector4.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

299 lines
8.7 KiB
C++

/**************************************************************************/
/* vector4.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 VECTOR4_H
#define VECTOR4_H
#include "core/error/error_macros.h"
#include "core/math/math_funcs.h"
class String;
struct _NO_DISCARD_ Vector4 {
static const int AXIS_COUNT = 4;
enum Axis {
AXIS_X,
AXIS_Y,
AXIS_Z,
AXIS_W,
};
union {
struct {
real_t x;
real_t y;
real_t z;
real_t w;
};
real_t components[4] = { 0, 0, 0, 0 };
};
_FORCE_INLINE_ real_t &operator[](const int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 4);
return components[p_axis];
}
_FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 4);
return components[p_axis];
}
Vector4::Axis min_axis_index() const;
Vector4::Axis max_axis_index() const;
_FORCE_INLINE_ real_t length_squared() const;
bool is_equal_approx(const Vector4 &p_vec4) const;
bool is_zero_approx() const;
bool is_finite() const;
real_t length() const;
void normalize();
Vector4 normalized() const;
bool is_normalized() const;
real_t distance_to(const Vector4 &p_to) const;
real_t distance_squared_to(const Vector4 &p_to) const;
Vector4 direction_to(const Vector4 &p_to) const;
Vector4 abs() const;
Vector4 sign() const;
Vector4 floor() const;
Vector4 ceil() const;
Vector4 round() const;
Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
Vector4 cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const;
Vector4 posmod(const real_t p_mod) const;
Vector4 posmodv(const Vector4 &p_modv) const;
void snap(const Vector4 &p_step);
Vector4 snapped(const Vector4 &p_step) const;
Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
Vector4 inverse() const;
_FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
_FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
_FORCE_INLINE_ void operator-=(const Vector4 &p_vec4);
_FORCE_INLINE_ void operator*=(const Vector4 &p_vec4);
_FORCE_INLINE_ void operator/=(const Vector4 &p_vec4);
_FORCE_INLINE_ void operator*=(const real_t &s);
_FORCE_INLINE_ void operator/=(const real_t &s);
_FORCE_INLINE_ Vector4 operator+(const Vector4 &p_vec4) const;
_FORCE_INLINE_ Vector4 operator-(const Vector4 &p_vec4) const;
_FORCE_INLINE_ Vector4 operator*(const Vector4 &p_vec4) const;
_FORCE_INLINE_ Vector4 operator/(const Vector4 &p_vec4) const;
_FORCE_INLINE_ Vector4 operator-() const;
_FORCE_INLINE_ Vector4 operator*(const real_t &s) const;
_FORCE_INLINE_ Vector4 operator/(const real_t &s) const;
_FORCE_INLINE_ bool operator==(const Vector4 &p_vec4) const;
_FORCE_INLINE_ bool operator!=(const Vector4 &p_vec4) const;
_FORCE_INLINE_ bool operator>(const Vector4 &p_vec4) const;
_FORCE_INLINE_ bool operator<(const Vector4 &p_vec4) const;
_FORCE_INLINE_ bool operator>=(const Vector4 &p_vec4) const;
_FORCE_INLINE_ bool operator<=(const Vector4 &p_vec4) const;
operator String() const;
_FORCE_INLINE_ Vector4() {}
_FORCE_INLINE_ Vector4(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
x(p_x),
y(p_y),
z(p_z),
w(p_w) {
}
Vector4(const Vector4 &p_vec4) :
x(p_vec4.x),
y(p_vec4.y),
z(p_vec4.z),
w(p_vec4.w) {
}
void operator=(const Vector4 &p_vec4) {
x = p_vec4.x;
y = p_vec4.y;
z = p_vec4.z;
w = p_vec4.w;
}
};
real_t Vector4::dot(const Vector4 &p_vec4) const {
return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w;
}
real_t Vector4::length_squared() const {
return dot(*this);
}
void Vector4::operator+=(const Vector4 &p_vec4) {
x += p_vec4.x;
y += p_vec4.y;
z += p_vec4.z;
w += p_vec4.w;
}
void Vector4::operator-=(const Vector4 &p_vec4) {
x -= p_vec4.x;
y -= p_vec4.y;
z -= p_vec4.z;
w -= p_vec4.w;
}
void Vector4::operator*=(const Vector4 &p_vec4) {
x *= p_vec4.x;
y *= p_vec4.y;
z *= p_vec4.z;
w *= p_vec4.w;
}
void Vector4::operator/=(const Vector4 &p_vec4) {
x /= p_vec4.x;
y /= p_vec4.y;
z /= p_vec4.z;
w /= p_vec4.w;
}
void Vector4::operator*=(const real_t &s) {
x *= s;
y *= s;
z *= s;
w *= s;
}
void Vector4::operator/=(const real_t &s) {
*this *= 1.0f / s;
}
Vector4 Vector4::operator+(const Vector4 &p_vec4) const {
return Vector4(x + p_vec4.x, y + p_vec4.y, z + p_vec4.z, w + p_vec4.w);
}
Vector4 Vector4::operator-(const Vector4 &p_vec4) const {
return Vector4(x - p_vec4.x, y - p_vec4.y, z - p_vec4.z, w - p_vec4.w);
}
Vector4 Vector4::operator*(const Vector4 &p_vec4) const {
return Vector4(x * p_vec4.x, y * p_vec4.y, z * p_vec4.z, w * p_vec4.w);
}
Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
return Vector4(x / p_vec4.x, y / p_vec4.y, z / p_vec4.z, w / p_vec4.w);
}
Vector4 Vector4::operator-() const {
return Vector4(-x, -y, -z, -w);
}
Vector4 Vector4::operator*(const real_t &s) const {
return Vector4(x * s, y * s, z * s, w * s);
}
Vector4 Vector4::operator/(const real_t &s) const {
return *this * (1.0f / s);
}
bool Vector4::operator==(const Vector4 &p_vec4) const {
return x == p_vec4.x && y == p_vec4.y && z == p_vec4.z && w == p_vec4.w;
}
bool Vector4::operator!=(const Vector4 &p_vec4) const {
return x != p_vec4.x || y != p_vec4.y || z != p_vec4.z || w != p_vec4.w;
}
bool Vector4::operator<(const Vector4 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
if (z == p_v.z) {
return w < p_v.w;
}
return z < p_v.z;
}
return y < p_v.y;
}
return x < p_v.x;
}
bool Vector4::operator>(const Vector4 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
if (z == p_v.z) {
return w > p_v.w;
}
return z > p_v.z;
}
return y > p_v.y;
}
return x > p_v.x;
}
bool Vector4::operator<=(const Vector4 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
if (z == p_v.z) {
return w <= p_v.w;
}
return z < p_v.z;
}
return y < p_v.y;
}
return x < p_v.x;
}
bool Vector4::operator>=(const Vector4 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
if (z == p_v.z) {
return w >= p_v.w;
}
return z > p_v.z;
}
return y > p_v.y;
}
return x > p_v.x;
}
_FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
#endif // VECTOR4_H