summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorantonWetzel <anton.wetzel.mail@gmail.com>2022-08-08 17:05:55 +0200
committerantonWetzel <anton.wetzel.mail@gmail.com>2022-08-09 01:59:17 +0200
commit40a1d6d100d8a1823d3a939a7ad7350b36bcddbd (patch)
tree65b06f486f70150e7110b1ad1dde3aa2f398c858
parent7355dfb502dbae6f13fbe42a9feeadb57affac0e (diff)
vector4 distance_squared_to and update csharp
-rw-r--r--core/math/vector4.cpp4
-rw-r--r--core/math/vector4.h1
-rw-r--r--core/variant/variant_call.cpp1
-rw-r--r--doc/classes/Vector4.xml8
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs112
-rw-r--r--tests/core/math/test_vector4.h3
6 files changed, 124 insertions, 5 deletions
diff --git a/core/math/vector4.cpp b/core/math/vector4.cpp
index 4697c311b4..1dd5adad2b 100644
--- a/core/math/vector4.cpp
+++ b/core/math/vector4.cpp
@@ -91,6 +91,10 @@ 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();
diff --git a/core/math/vector4.h b/core/math/vector4.h
index 373a6a1218..d26fe15941 100644
--- a/core/math/vector4.h
+++ b/core/math/vector4.h
@@ -79,6 +79,7 @@ struct _NO_DISCARD_ Vector4 {
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;
diff --git a/core/variant/variant_call.cpp b/core/variant/variant_call.cpp
index 5c298f9b3b..f3f2eb16c4 100644
--- a/core/variant/variant_call.cpp
+++ b/core/variant/variant_call.cpp
@@ -1746,6 +1746,7 @@ static void _register_variant_builtin_methods() {
bind_method(Vector4, is_normalized, sarray(), varray());
bind_method(Vector4, direction_to, sarray("to"), varray());
bind_method(Vector4, distance_to, sarray("to"), varray());
+ bind_method(Vector4, distance_squared_to, sarray("to"), varray());
bind_method(Vector4, dot, sarray("with"), varray());
bind_method(Vector4, inverse, sarray(), varray());
bind_method(Vector4, is_equal_approx, sarray("with"), varray());
diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml
index b5658f074a..a93689c619 100644
--- a/doc/classes/Vector4.xml
+++ b/doc/classes/Vector4.xml
@@ -80,6 +80,14 @@
Returns the normalized vector pointing from this vector to [code]to[/code]. This is equivalent to using [code](b - a).normalized()[/code].
</description>
</method>
+ <method name="distance_squared_to" qualifiers="const">
+ <return type="float" />
+ <param index="0" name="to" type="Vector4" />
+ <description>
+ Returns the squared distance between this vector and [code]to[/code].
+ This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula.
+ </description>
+ </method>
<method name="distance_to" qualifiers="const">
<return type="float" />
<param index="0" name="to" type="Vector4" />
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
index 72fe9cb16f..4af817455c 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector4.cs
@@ -140,7 +140,6 @@ namespace Godot
}
}
-
/// <summary>
/// Returns a new vector with all components in absolute values (i.e. positive).
/// </summary>
@@ -178,16 +177,59 @@ namespace Godot
);
}
+ /// <summary>
+ /// Performs a cubic interpolation between vectors <paramref name="preA"/>, this vector,
+ /// <paramref name="b"/>, and <paramref name="postB"/>, by the given amount <paramref name="weight"/>.
+ /// </summary>
+ /// <param name="b">The destination vector.</param>
+ /// <param name="preA">A vector before this vector.</param>
+ /// <param name="postB">A vector after <paramref name="b"/>.</param>
+ /// <param name="weight">A value on the range of 0.0 to 1.0, representing the amount of interpolation.</param>
+ /// <returns>The interpolated vector.</returns>
+ public Vector4 CubicInterpolate(Vector4 b, Vector4 preA, Vector4 postB, real_t weight)
+ {
+ return new Vector4
+ (
+ Mathf.CubicInterpolate(x, b.x, preA.x, postB.x, weight),
+ Mathf.CubicInterpolate(y, b.y, preA.y, postB.y, weight),
+ Mathf.CubicInterpolate(y, b.z, preA.z, postB.z, weight),
+ Mathf.CubicInterpolate(w, b.w, preA.w, postB.w, weight)
+ );
+ }
/// <summary>
- /// Returns a new vector with all components rounded down (towards negative infinity).
+ /// Returns the normalized vector pointing from this vector to <paramref name="to"/>.
/// </summary>
- /// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
- public Vector4 Floor()
+ /// <param name="to">The other vector to point towards.</param>
+ /// <returns>The direction from this vector to <paramref name="to"/>.</returns>
+ public Vector4 DirectionTo(Vector4 to)
{
- return new Vector4(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z), Mathf.Floor(w));
+ Vector4 ret = new Vector4(to.x - x, to.y - y, to.z - z, to.w - w);
+ ret.Normalize();
+ return ret;
}
+ /// <summary>
+ /// Returns the squared distance between this vector and <paramref name="to"/>.
+ /// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
+ /// you need to compare vectors or need the squared distance for some formula.
+ /// </summary>
+ /// <param name="to">The other vector to use.</param>
+ /// <returns>The squared distance between the two vectors.</returns>
+ public real_t DistanceSquaredTo(Vector4 to)
+ {
+ return (to - this).LengthSquared();
+ }
+
+ /// <summary>
+ /// Returns the distance between this vector and <paramref name="to"/>.
+ /// </summary>
+ /// <param name="to">The other vector to use.</param>
+ /// <returns>The distance between the two vectors.</returns>
+ public real_t DistanceTo(Vector4 to)
+ {
+ return (to - this).Length();
+ }
/// <summary>
/// Returns the dot product of this vector and <paramref name="with"/>.
@@ -200,6 +242,15 @@ namespace Godot
}
/// <summary>
+ /// Returns a new vector with all components rounded down (towards negative infinity).
+ /// </summary>
+ /// <returns>A vector with <see cref="Mathf.Floor"/> called on each component.</returns>
+ public Vector4 Floor()
+ {
+ return new Vector4(Mathf.Floor(x), Mathf.Floor(y), Mathf.Floor(z), Mathf.Floor(w));
+ }
+
+ /// <summary>
/// Returns the inverse of this vector. This is the same as <c>new Vector4(1 / v.x, 1 / v.y, 1 / v.z, 1 / v.w)</c>.
/// </summary>
/// <returns>The inverse of this vector.</returns>
@@ -318,6 +369,42 @@ namespace Godot
}
/// <summary>
+ /// Returns a vector composed of the <see cref="Mathf.PosMod(real_t, real_t)"/> of this vector's components
+ /// and <paramref name="mod"/>.
+ /// </summary>
+ /// <param name="mod">A value representing the divisor of the operation.</param>
+ /// <returns>
+ /// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="mod"/>.
+ /// </returns>
+ public Vector4 PosMod(real_t mod)
+ {
+ return new Vector4(
+ Mathf.PosMod(x, mod),
+ Mathf.PosMod(y, mod),
+ Mathf.PosMod(z, mod),
+ Mathf.PosMod(w, mod)
+ );
+ }
+
+ /// <summary>
+ /// Returns a vector composed of the <see cref="Mathf.PosMod(real_t, real_t)"/> of this vector's components
+ /// and <paramref name="modv"/>'s components.
+ /// </summary>
+ /// <param name="modv">A vector representing the divisors of the operation.</param>
+ /// <returns>
+ /// A vector with each component <see cref="Mathf.PosMod(real_t, real_t)"/> by <paramref name="modv"/>'s components.
+ /// </returns>
+ public Vector4 PosMod(Vector4 modv)
+ {
+ return new Vector4(
+ Mathf.PosMod(x, modv.x),
+ Mathf.PosMod(y, modv.y),
+ Mathf.PosMod(z, modv.z),
+ Mathf.PosMod(w, modv.w)
+ );
+ }
+
+ /// <summary>
/// Returns this vector with all components rounded to the nearest integer,
/// with halfway cases rounded towards the nearest multiple of two.
/// </summary>
@@ -343,6 +430,21 @@ namespace Godot
return v;
}
+ /// <summary>
+ /// Returns this vector with each component snapped to the nearest multiple of <paramref name="step"/>.
+ /// This can also be used to round to an arbitrary number of decimals.
+ /// </summary>
+ /// <param name="step">A vector value representing the step size to snap to.</param>
+ public Vector4 Snapped(Vector4 step)
+ {
+ return new Vector4(
+ Mathf.Snapped(x, step.x),
+ Mathf.Snapped(y, step.y),
+ Mathf.Snapped(z, step.z),
+ Mathf.Snapped(w, step.w)
+ );
+ }
+
// Constants
private static readonly Vector4 _zero = new Vector4(0, 0, 0, 0);
private static readonly Vector4 _one = new Vector4(1, 1, 1, 1);
diff --git a/tests/core/math/test_vector4.h b/tests/core/math/test_vector4.h
index 4b8759c0ca..ccf991401b 100644
--- a/tests/core/math/test_vector4.h
+++ b/tests/core/math/test_vector4.h
@@ -98,6 +98,9 @@ TEST_CASE("[Vector4] Length methods") {
CHECK_MESSAGE(
Math::is_equal_approx(vector1.distance_to(vector2), (real_t)54.772255750517),
"Vector4 distance_to should work as expected.");
+ CHECK_MESSAGE(
+ Math::is_equal_approx(vector1.distance_squared_to(vector2), 3000),
+ "Vector4 distance_squared_to should work as expected.");
}
TEST_CASE("[Vector4] Limiting methods") {