1/**************************************************************************/
2/* vector4.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
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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#ifndef VECTOR4_H
32#define VECTOR4_H
33
34#include "core/error/error_macros.h"
35#include "core/math/math_funcs.h"
36
37class String;
38
39struct _NO_DISCARD_ Vector4 {
40 static const int AXIS_COUNT = 4;
41
42 enum Axis {
43 AXIS_X,
44 AXIS_Y,
45 AXIS_Z,
46 AXIS_W,
47 };
48
49 union {
50 struct {
51 real_t x;
52 real_t y;
53 real_t z;
54 real_t w;
55 };
56 real_t components[4] = { 0, 0, 0, 0 };
57 };
58
59 _FORCE_INLINE_ real_t &operator[](const int p_axis) {
60 DEV_ASSERT((unsigned int)p_axis < 4);
61 return components[p_axis];
62 }
63 _FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
64 DEV_ASSERT((unsigned int)p_axis < 4);
65 return components[p_axis];
66 }
67
68 Vector4::Axis min_axis_index() const;
69 Vector4::Axis max_axis_index() const;
70
71 Vector4 min(const Vector4 &p_vector4) const {
72 return Vector4(MIN(x, p_vector4.x), MIN(y, p_vector4.y), MIN(z, p_vector4.z), MIN(w, p_vector4.w));
73 }
74
75 Vector4 max(const Vector4 &p_vector4) const {
76 return Vector4(MAX(x, p_vector4.x), MAX(y, p_vector4.y), MAX(z, p_vector4.z), MAX(w, p_vector4.w));
77 }
78
79 _FORCE_INLINE_ real_t length_squared() const;
80 bool is_equal_approx(const Vector4 &p_vec4) const;
81 bool is_zero_approx() const;
82 bool is_finite() const;
83 real_t length() const;
84 void normalize();
85 Vector4 normalized() const;
86 bool is_normalized() const;
87
88 real_t distance_to(const Vector4 &p_to) const;
89 real_t distance_squared_to(const Vector4 &p_to) const;
90 Vector4 direction_to(const Vector4 &p_to) const;
91
92 Vector4 abs() const;
93 Vector4 sign() const;
94 Vector4 floor() const;
95 Vector4 ceil() const;
96 Vector4 round() const;
97 Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
98 Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
99 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;
100
101 Vector4 posmod(const real_t p_mod) const;
102 Vector4 posmodv(const Vector4 &p_modv) const;
103 void snap(const Vector4 &p_step);
104 Vector4 snapped(const Vector4 &p_step) const;
105 Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
106
107 Vector4 inverse() const;
108 _FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
109
110 _FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
111 _FORCE_INLINE_ void operator-=(const Vector4 &p_vec4);
112 _FORCE_INLINE_ void operator*=(const Vector4 &p_vec4);
113 _FORCE_INLINE_ void operator/=(const Vector4 &p_vec4);
114 _FORCE_INLINE_ void operator*=(const real_t &s);
115 _FORCE_INLINE_ void operator/=(const real_t &s);
116 _FORCE_INLINE_ Vector4 operator+(const Vector4 &p_vec4) const;
117 _FORCE_INLINE_ Vector4 operator-(const Vector4 &p_vec4) const;
118 _FORCE_INLINE_ Vector4 operator*(const Vector4 &p_vec4) const;
119 _FORCE_INLINE_ Vector4 operator/(const Vector4 &p_vec4) const;
120 _FORCE_INLINE_ Vector4 operator-() const;
121 _FORCE_INLINE_ Vector4 operator*(const real_t &s) const;
122 _FORCE_INLINE_ Vector4 operator/(const real_t &s) const;
123
124 _FORCE_INLINE_ bool operator==(const Vector4 &p_vec4) const;
125 _FORCE_INLINE_ bool operator!=(const Vector4 &p_vec4) const;
126 _FORCE_INLINE_ bool operator>(const Vector4 &p_vec4) const;
127 _FORCE_INLINE_ bool operator<(const Vector4 &p_vec4) const;
128 _FORCE_INLINE_ bool operator>=(const Vector4 &p_vec4) const;
129 _FORCE_INLINE_ bool operator<=(const Vector4 &p_vec4) const;
130
131 operator String() const;
132
133 _FORCE_INLINE_ Vector4() {}
134
135 _FORCE_INLINE_ Vector4(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
136 x(p_x),
137 y(p_y),
138 z(p_z),
139 w(p_w) {
140 }
141
142 Vector4(const Vector4 &p_vec4) :
143 x(p_vec4.x),
144 y(p_vec4.y),
145 z(p_vec4.z),
146 w(p_vec4.w) {
147 }
148
149 void operator=(const Vector4 &p_vec4) {
150 x = p_vec4.x;
151 y = p_vec4.y;
152 z = p_vec4.z;
153 w = p_vec4.w;
154 }
155};
156
157real_t Vector4::dot(const Vector4 &p_vec4) const {
158 return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w;
159}
160
161real_t Vector4::length_squared() const {
162 return dot(*this);
163}
164
165void Vector4::operator+=(const Vector4 &p_vec4) {
166 x += p_vec4.x;
167 y += p_vec4.y;
168 z += p_vec4.z;
169 w += p_vec4.w;
170}
171
172void Vector4::operator-=(const Vector4 &p_vec4) {
173 x -= p_vec4.x;
174 y -= p_vec4.y;
175 z -= p_vec4.z;
176 w -= p_vec4.w;
177}
178
179void Vector4::operator*=(const Vector4 &p_vec4) {
180 x *= p_vec4.x;
181 y *= p_vec4.y;
182 z *= p_vec4.z;
183 w *= p_vec4.w;
184}
185
186void Vector4::operator/=(const Vector4 &p_vec4) {
187 x /= p_vec4.x;
188 y /= p_vec4.y;
189 z /= p_vec4.z;
190 w /= p_vec4.w;
191}
192void Vector4::operator*=(const real_t &s) {
193 x *= s;
194 y *= s;
195 z *= s;
196 w *= s;
197}
198
199void Vector4::operator/=(const real_t &s) {
200 *this *= 1.0f / s;
201}
202
203Vector4 Vector4::operator+(const Vector4 &p_vec4) const {
204 return Vector4(x + p_vec4.x, y + p_vec4.y, z + p_vec4.z, w + p_vec4.w);
205}
206
207Vector4 Vector4::operator-(const Vector4 &p_vec4) const {
208 return Vector4(x - p_vec4.x, y - p_vec4.y, z - p_vec4.z, w - p_vec4.w);
209}
210
211Vector4 Vector4::operator*(const Vector4 &p_vec4) const {
212 return Vector4(x * p_vec4.x, y * p_vec4.y, z * p_vec4.z, w * p_vec4.w);
213}
214
215Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
216 return Vector4(x / p_vec4.x, y / p_vec4.y, z / p_vec4.z, w / p_vec4.w);
217}
218
219Vector4 Vector4::operator-() const {
220 return Vector4(-x, -y, -z, -w);
221}
222
223Vector4 Vector4::operator*(const real_t &s) const {
224 return Vector4(x * s, y * s, z * s, w * s);
225}
226
227Vector4 Vector4::operator/(const real_t &s) const {
228 return *this * (1.0f / s);
229}
230
231bool Vector4::operator==(const Vector4 &p_vec4) const {
232 return x == p_vec4.x && y == p_vec4.y && z == p_vec4.z && w == p_vec4.w;
233}
234
235bool Vector4::operator!=(const Vector4 &p_vec4) const {
236 return x != p_vec4.x || y != p_vec4.y || z != p_vec4.z || w != p_vec4.w;
237}
238
239bool Vector4::operator<(const Vector4 &p_v) const {
240 if (x == p_v.x) {
241 if (y == p_v.y) {
242 if (z == p_v.z) {
243 return w < p_v.w;
244 }
245 return z < p_v.z;
246 }
247 return y < p_v.y;
248 }
249 return x < p_v.x;
250}
251
252bool Vector4::operator>(const Vector4 &p_v) const {
253 if (x == p_v.x) {
254 if (y == p_v.y) {
255 if (z == p_v.z) {
256 return w > p_v.w;
257 }
258 return z > p_v.z;
259 }
260 return y > p_v.y;
261 }
262 return x > p_v.x;
263}
264
265bool Vector4::operator<=(const Vector4 &p_v) const {
266 if (x == p_v.x) {
267 if (y == p_v.y) {
268 if (z == p_v.z) {
269 return w <= p_v.w;
270 }
271 return z < p_v.z;
272 }
273 return y < p_v.y;
274 }
275 return x < p_v.x;
276}
277
278bool Vector4::operator>=(const Vector4 &p_v) const {
279 if (x == p_v.x) {
280 if (y == p_v.y) {
281 if (z == p_v.z) {
282 return w >= p_v.w;
283 }
284 return z > p_v.z;
285 }
286 return y > p_v.y;
287 }
288 return x > p_v.x;
289}
290
291_FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
292 return p_vec * p_scalar;
293}
294
295_FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) {
296 return p_vec * p_scalar;
297}
298
299_FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) {
300 return p_vec * p_scalar;
301}
302
303_FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
304 return p_vec * p_scalar;
305}
306
307#endif // VECTOR4_H
308