/**************************************************************************/ /* vector4.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "vector4.h" #include "core/math/math_funcs.h" #include "core/math/vector4i.h" #include "core/string/ustring.h" Vector4::Axis Vector4::min_axis_index() const { uint32_t min_index = 0; real_t min_value = x; for (uint32_t i = 1; i < 4; i++) { if (operator[](i) <= min_value) { min_index = i; min_value = operator[](i); } } return Vector4::Axis(min_index); } Vector4::Axis Vector4::max_axis_index() const { uint32_t max_index = 0; real_t max_value = x; for (uint32_t i = 1; i < 4; i++) { if (operator[](i) > max_value) { max_index = i; max_value = operator[](i); } } return Vector4::Axis(max_index); } bool Vector4::is_equal_approx(const Vector4 &p_vec4) const { return Math::is_equal_approx(x, p_vec4.x) && Math::is_equal_approx(y, p_vec4.y) && Math::is_equal_approx(z, p_vec4.z) && Math::is_equal_approx(w, p_vec4.w); } bool Vector4::is_zero_approx() const { return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z) && Math::is_zero_approx(w); } bool Vector4::is_finite() const { return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z) && Math::is_finite(w); } real_t Vector4::length() const { return Math::sqrt(length_squared()); } void Vector4::normalize() { real_t lengthsq = length_squared(); if (lengthsq == 0) { x = y = z = w = 0; } else { real_t length = Math::sqrt(lengthsq); x /= length; y /= length; z /= length; w /= length; } } Vector4 Vector4::normalized() const { Vector4 v = *this; v.normalize(); return v; } bool Vector4::is_normalized() const { return Math::is_equal_approx(length_squared(), (real_t)1, (real_t)UNIT_EPSILON); } real_t Vector4::distance_to(const Vector4 &p_to) const { return (p_to - *this).length(); } real_t Vector4::distance_squared_to(const Vector4 &p_to) const { return (p_to - *this).length_squared(); } Vector4 Vector4::direction_to(const Vector4 &p_to) const { Vector4 ret(p_to.x - x, p_to.y - y, p_to.z - z, p_to.w - w); ret.normalize(); return ret; } Vector4 Vector4::abs() const { return Vector4(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w)); } Vector4 Vector4::sign() const { return Vector4(SIGN(x), SIGN(y), SIGN(z), SIGN(w)); } Vector4 Vector4::floor() const { return Vector4(Math::floor(x), Math::floor(y), Math::floor(z), Math::floor(w)); } Vector4 Vector4::ceil() const { return Vector4(Math::ceil(x), Math::ceil(y), Math::ceil(z), Math::ceil(w)); } Vector4 Vector4::round() const { return Vector4(Math::round(x), Math::round(y), Math::round(z), Math::round(w)); } Vector4 Vector4::lerp(const Vector4 &p_to, real_t p_weight) const { Vector4 res = *this; res.x = Math::lerp(res.x, p_to.x, p_weight); res.y = Math::lerp(res.y, p_to.y, p_weight); res.z = Math::lerp(res.z, p_to.z, p_weight); res.w = Math::lerp(res.w, p_to.w, p_weight); return res; } Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight) const { Vector4 res = *this; res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight); res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight); res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight); res.w = Math::cubic_interpolate(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight); return res; } Vector4 Vector4::cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const { Vector4 res = *this; res.x = Math::cubic_interpolate_in_time(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t); res.y = Math::cubic_interpolate_in_time(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t); res.z = Math::cubic_interpolate_in_time(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight, p_b_t, p_pre_a_t, p_post_b_t); res.w = Math::cubic_interpolate_in_time(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight, p_b_t, p_pre_a_t, p_post_b_t); return res; } Vector4 Vector4::posmod(real_t p_mod) const { return Vector4(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod), Math::fposmod(w, p_mod)); } Vector4 Vector4::posmodv(const Vector4 &p_modv) const { return Vector4(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z), Math::fposmod(w, p_modv.w)); } void Vector4::snap(const Vector4 &p_step) { x = Math::snapped(x, p_step.x); y = Math::snapped(y, p_step.y); z = Math::snapped(z, p_step.z); w = Math::snapped(w, p_step.w); } void Vector4::snapf(real_t p_step) { x = Math::snapped(x, p_step); y = Math::snapped(y, p_step); z = Math::snapped(z, p_step); w = Math::snapped(w, p_step); } Vector4 Vector4::snapped(const Vector4 &p_step) const { Vector4 v = *this; v.snap(p_step); return v; } Vector4 Vector4::snappedf(real_t p_step) const { Vector4 v = *this; v.snapf(p_step); return v; } Vector4 Vector4::inverse() const { return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w); } Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const { return Vector4( CLAMP(x, p_min.x, p_max.x), CLAMP(y, p_min.y, p_max.y), CLAMP(z, p_min.z, p_max.z), CLAMP(w, p_min.w, p_max.w)); } Vector4 Vector4::clampf(real_t p_min, real_t p_max) const { return Vector4( CLAMP(x, p_min, p_max), CLAMP(y, p_min, p_max), CLAMP(z, p_min, p_max), CLAMP(w, p_min, p_max)); } Vector4::operator String() const { return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ", " + String::num_real(w, false) + ")"; } static_assert(sizeof(Vector4) == 4 * sizeof(real_t)); Vector4::operator Vector4i() const { return Vector4i(x, y, z, w); }