1 | /**************************************************************************/ |
2 | /* vector4.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
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 "vector4.h" |
32 | |
33 | #include "core/string/ustring.h" |
34 | |
35 | Vector4::Axis Vector4::min_axis_index() const { |
36 | uint32_t min_index = 0; |
37 | real_t min_value = x; |
38 | for (uint32_t i = 1; i < 4; i++) { |
39 | if (operator[](i) <= min_value) { |
40 | min_index = i; |
41 | min_value = operator[](i); |
42 | } |
43 | } |
44 | return Vector4::Axis(min_index); |
45 | } |
46 | |
47 | Vector4::Axis Vector4::max_axis_index() const { |
48 | uint32_t max_index = 0; |
49 | real_t max_value = x; |
50 | for (uint32_t i = 1; i < 4; i++) { |
51 | if (operator[](i) > max_value) { |
52 | max_index = i; |
53 | max_value = operator[](i); |
54 | } |
55 | } |
56 | return Vector4::Axis(max_index); |
57 | } |
58 | |
59 | bool Vector4::is_equal_approx(const Vector4 &p_vec4) const { |
60 | 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); |
61 | } |
62 | |
63 | bool Vector4::is_zero_approx() const { |
64 | return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z) && Math::is_zero_approx(w); |
65 | } |
66 | |
67 | bool Vector4::is_finite() const { |
68 | return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z) && Math::is_finite(w); |
69 | } |
70 | |
71 | real_t Vector4::length() const { |
72 | return Math::sqrt(length_squared()); |
73 | } |
74 | |
75 | void Vector4::normalize() { |
76 | real_t lengthsq = length_squared(); |
77 | if (lengthsq == 0) { |
78 | x = y = z = w = 0; |
79 | } else { |
80 | real_t length = Math::sqrt(lengthsq); |
81 | x /= length; |
82 | y /= length; |
83 | z /= length; |
84 | w /= length; |
85 | } |
86 | } |
87 | |
88 | Vector4 Vector4::normalized() const { |
89 | Vector4 v = *this; |
90 | v.normalize(); |
91 | return v; |
92 | } |
93 | |
94 | bool Vector4::is_normalized() const { |
95 | return Math::is_equal_approx(length_squared(), (real_t)1, (real_t)UNIT_EPSILON); |
96 | } |
97 | |
98 | real_t Vector4::distance_to(const Vector4 &p_to) const { |
99 | return (p_to - *this).length(); |
100 | } |
101 | |
102 | real_t Vector4::distance_squared_to(const Vector4 &p_to) const { |
103 | return (p_to - *this).length_squared(); |
104 | } |
105 | |
106 | Vector4 Vector4::direction_to(const Vector4 &p_to) const { |
107 | Vector4 ret(p_to.x - x, p_to.y - y, p_to.z - z, p_to.w - w); |
108 | ret.normalize(); |
109 | return ret; |
110 | } |
111 | |
112 | Vector4 Vector4::abs() const { |
113 | return Vector4(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w)); |
114 | } |
115 | |
116 | Vector4 Vector4::sign() const { |
117 | return Vector4(SIGN(x), SIGN(y), SIGN(z), SIGN(w)); |
118 | } |
119 | |
120 | Vector4 Vector4::floor() const { |
121 | return Vector4(Math::floor(x), Math::floor(y), Math::floor(z), Math::floor(w)); |
122 | } |
123 | |
124 | Vector4 Vector4::ceil() const { |
125 | return Vector4(Math::ceil(x), Math::ceil(y), Math::ceil(z), Math::ceil(w)); |
126 | } |
127 | |
128 | Vector4 Vector4::round() const { |
129 | return Vector4(Math::round(x), Math::round(y), Math::round(z), Math::round(w)); |
130 | } |
131 | |
132 | Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const { |
133 | Vector4 res = *this; |
134 | res.x = Math::lerp(res.x, p_to.x, p_weight); |
135 | res.y = Math::lerp(res.y, p_to.y, p_weight); |
136 | res.z = Math::lerp(res.z, p_to.z, p_weight); |
137 | res.w = Math::lerp(res.w, p_to.w, p_weight); |
138 | return res; |
139 | } |
140 | |
141 | Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const { |
142 | Vector4 res = *this; |
143 | res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight); |
144 | res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight); |
145 | res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight); |
146 | res.w = Math::cubic_interpolate(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight); |
147 | return res; |
148 | } |
149 | |
150 | Vector4 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 { |
151 | Vector4 res = *this; |
152 | 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); |
153 | 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); |
154 | 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); |
155 | 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); |
156 | return res; |
157 | } |
158 | |
159 | Vector4 Vector4::posmod(const real_t p_mod) const { |
160 | return Vector4(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod), Math::fposmod(w, p_mod)); |
161 | } |
162 | |
163 | Vector4 Vector4::posmodv(const Vector4 &p_modv) const { |
164 | 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)); |
165 | } |
166 | |
167 | void Vector4::snap(const Vector4 &p_step) { |
168 | x = Math::snapped(x, p_step.x); |
169 | y = Math::snapped(y, p_step.y); |
170 | z = Math::snapped(z, p_step.z); |
171 | w = Math::snapped(w, p_step.w); |
172 | } |
173 | |
174 | Vector4 Vector4::snapped(const Vector4 &p_step) const { |
175 | Vector4 v = *this; |
176 | v.snap(p_step); |
177 | return v; |
178 | } |
179 | |
180 | Vector4 Vector4::inverse() const { |
181 | return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w); |
182 | } |
183 | |
184 | Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const { |
185 | return Vector4( |
186 | CLAMP(x, p_min.x, p_max.x), |
187 | CLAMP(y, p_min.y, p_max.y), |
188 | CLAMP(z, p_min.z, p_max.z), |
189 | CLAMP(w, p_min.w, p_max.w)); |
190 | } |
191 | |
192 | Vector4::operator String() const { |
193 | return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ", " + String::num_real(w, false) + ")" ; |
194 | } |
195 | |
196 | static_assert(sizeof(Vector4) == 4 * sizeof(real_t)); |
197 | |