1/**************************************************************************/
2/* vector2.cpp */
3/**************************************************************************/
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5/* GODOT ENGINE */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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29/**************************************************************************/
30
31#include "vector2.h"
32
33#include "core/math/vector2i.h"
34#include "core/string/ustring.h"
35
36real_t Vector2::angle() const {
37 return Math::atan2(y, x);
38}
39
40Vector2 Vector2::from_angle(const real_t p_angle) {
41 return Vector2(Math::cos(p_angle), Math::sin(p_angle));
42}
43
44real_t Vector2::length() const {
45 return Math::sqrt(x * x + y * y);
46}
47
48real_t Vector2::length_squared() const {
49 return x * x + y * y;
50}
51
52void Vector2::normalize() {
53 real_t l = x * x + y * y;
54 if (l != 0) {
55 l = Math::sqrt(l);
56 x /= l;
57 y /= l;
58 }
59}
60
61Vector2 Vector2::normalized() const {
62 Vector2 v = *this;
63 v.normalize();
64 return v;
65}
66
67bool Vector2::is_normalized() const {
68 // use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
69 return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON);
70}
71
72real_t Vector2::distance_to(const Vector2 &p_vector2) const {
73 return Math::sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
74}
75
76real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
77 return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
78}
79
80real_t Vector2::angle_to(const Vector2 &p_vector2) const {
81 return Math::atan2(cross(p_vector2), dot(p_vector2));
82}
83
84real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
85 return (p_vector2 - *this).angle();
86}
87
88real_t Vector2::dot(const Vector2 &p_other) const {
89 return x * p_other.x + y * p_other.y;
90}
91
92real_t Vector2::cross(const Vector2 &p_other) const {
93 return x * p_other.y - y * p_other.x;
94}
95
96Vector2 Vector2::sign() const {
97 return Vector2(SIGN(x), SIGN(y));
98}
99
100Vector2 Vector2::floor() const {
101 return Vector2(Math::floor(x), Math::floor(y));
102}
103
104Vector2 Vector2::ceil() const {
105 return Vector2(Math::ceil(x), Math::ceil(y));
106}
107
108Vector2 Vector2::round() const {
109 return Vector2(Math::round(x), Math::round(y));
110}
111
112Vector2 Vector2::rotated(const real_t p_by) const {
113 real_t sine = Math::sin(p_by);
114 real_t cosi = Math::cos(p_by);
115 return Vector2(
116 x * cosi - y * sine,
117 x * sine + y * cosi);
118}
119
120Vector2 Vector2::posmod(const real_t p_mod) const {
121 return Vector2(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod));
122}
123
124Vector2 Vector2::posmodv(const Vector2 &p_modv) const {
125 return Vector2(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y));
126}
127
128Vector2 Vector2::project(const Vector2 &p_to) const {
129 return p_to * (dot(p_to) / p_to.length_squared());
130}
131
132Vector2 Vector2::clamp(const Vector2 &p_min, const Vector2 &p_max) const {
133 return Vector2(
134 CLAMP(x, p_min.x, p_max.x),
135 CLAMP(y, p_min.y, p_max.y));
136}
137
138Vector2 Vector2::snapped(const Vector2 &p_step) const {
139 return Vector2(
140 Math::snapped(x, p_step.x),
141 Math::snapped(y, p_step.y));
142}
143
144Vector2 Vector2::limit_length(const real_t p_len) const {
145 const real_t l = length();
146 Vector2 v = *this;
147 if (l > 0 && p_len < l) {
148 v /= l;
149 v *= p_len;
150 }
151
152 return v;
153}
154
155Vector2 Vector2::move_toward(const Vector2 &p_to, const real_t p_delta) const {
156 Vector2 v = *this;
157 Vector2 vd = p_to - v;
158 real_t len = vd.length();
159 return len <= p_delta || len < (real_t)CMP_EPSILON ? p_to : v + vd / len * p_delta;
160}
161
162// slide returns the component of the vector along the given plane, specified by its normal vector.
163Vector2 Vector2::slide(const Vector2 &p_normal) const {
164#ifdef MATH_CHECKS
165 ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 must be normalized.");
166#endif
167 return *this - p_normal * this->dot(p_normal);
168}
169
170Vector2 Vector2::bounce(const Vector2 &p_normal) const {
171 return -reflect(p_normal);
172}
173
174Vector2 Vector2::reflect(const Vector2 &p_normal) const {
175#ifdef MATH_CHECKS
176 ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 must be normalized.");
177#endif
178 return 2.0f * p_normal * this->dot(p_normal) - *this;
179}
180
181bool Vector2::is_equal_approx(const Vector2 &p_v) const {
182 return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y);
183}
184
185bool Vector2::is_zero_approx() const {
186 return Math::is_zero_approx(x) && Math::is_zero_approx(y);
187}
188
189bool Vector2::is_finite() const {
190 return Math::is_finite(x) && Math::is_finite(y);
191}
192
193Vector2::operator String() const {
194 return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ")";
195}
196
197Vector2::operator Vector2i() const {
198 return Vector2i(x, y);
199}
200