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-rw-r--r--modules/mono/glue/Managed/Files/Vector2.cs417
1 files changed, 417 insertions, 0 deletions
diff --git a/modules/mono/glue/Managed/Files/Vector2.cs b/modules/mono/glue/Managed/Files/Vector2.cs
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+++ b/modules/mono/glue/Managed/Files/Vector2.cs
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+// file: core/math/math_2d.h
+// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
+// file: core/math/math_2d.cpp
+// commit: 7ad14e7a3e6f87ddc450f7e34621eb5200808451
+// file: core/variant_call.cpp
+// commit: 5ad9be4c24e9d7dc5672fdc42cea896622fe5685
+using System;
+using System.Runtime.InteropServices;
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
+namespace Godot
+{
+ [StructLayout(LayoutKind.Sequential)]
+ public struct Vector2 : IEquatable<Vector2>
+ {
+ public real_t x;
+ public real_t y;
+
+ public real_t this[int index]
+ {
+ get
+ {
+ switch (index)
+ {
+ case 0:
+ return x;
+ case 1:
+ return y;
+ default:
+ throw new IndexOutOfRangeException();
+ }
+ }
+ set
+ {
+ switch (index)
+ {
+ case 0:
+ x = value;
+ return;
+ case 1:
+ y = value;
+ return;
+ default:
+ throw new IndexOutOfRangeException();
+ }
+ }
+ }
+
+ internal void Normalize()
+ {
+ real_t length = x * x + y * y;
+
+ if (length != 0f)
+ {
+ length = Mathf.Sqrt(length);
+ x /= length;
+ y /= length;
+ }
+ }
+
+ public real_t Cross(Vector2 b)
+ {
+ return x * b.y - y * b.x;
+ }
+
+ public Vector2 Abs()
+ {
+ return new Vector2(Mathf.Abs(x), Mathf.Abs(y));
+ }
+
+ public real_t Angle()
+ {
+ return Mathf.Atan2(y, x);
+ }
+
+ public real_t AngleTo(Vector2 to)
+ {
+ return Mathf.Atan2(Cross(to), Dot(to));
+ }
+
+ public real_t AngleToPoint(Vector2 to)
+ {
+ return Mathf.Atan2(x - to.x, y - to.y);
+ }
+
+ public real_t Aspect()
+ {
+ return x / y;
+ }
+
+ public Vector2 Bounce(Vector2 n)
+ {
+ return -Reflect(n);
+ }
+
+ public Vector2 Ceil()
+ {
+ return new Vector2(Mathf.Ceil(x), Mathf.Ceil(y));
+ }
+
+ public Vector2 Clamped(real_t length)
+ {
+ var v = this;
+ real_t l = Length();
+
+ if (l > 0 && length < l)
+ {
+ v /= l;
+ v *= length;
+ }
+
+ return v;
+ }
+
+ public Vector2 CubicInterpolate(Vector2 b, Vector2 preA, Vector2 postB, real_t t)
+ {
+ var p0 = preA;
+ var p1 = this;
+ var p2 = b;
+ var p3 = postB;
+
+ real_t t2 = t * t;
+ real_t t3 = t2 * t;
+
+ return 0.5f * (p1 * 2.0f +
+ (-p0 + p2) * t +
+ (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
+ (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
+ }
+
+ public real_t DistanceSquaredTo(Vector2 to)
+ {
+ return (x - to.x) * (x - to.x) + (y - to.y) * (y - to.y);
+ }
+
+ public real_t DistanceTo(Vector2 to)
+ {
+ return Mathf.Sqrt((x - to.x) * (x - to.x) + (y - to.y) * (y - to.y));
+ }
+
+ public real_t Dot(Vector2 with)
+ {
+ return x * with.x + y * with.y;
+ }
+
+ public Vector2 Floor()
+ {
+ return new Vector2(Mathf.Floor(x), Mathf.Floor(y));
+ }
+
+ public bool IsNormalized()
+ {
+ return Mathf.Abs(LengthSquared() - 1.0f) < Mathf.Epsilon;
+ }
+
+ public real_t Length()
+ {
+ return Mathf.Sqrt(x * x + y * y);
+ }
+
+ public real_t LengthSquared()
+ {
+ return x * x + y * y;
+ }
+
+ public Vector2 LinearInterpolate(Vector2 b, real_t t)
+ {
+ var res = this;
+
+ res.x += t * (b.x - x);
+ res.y += t * (b.y - y);
+
+ return res;
+ }
+
+ public Vector2 Normalized()
+ {
+ var result = this;
+ result.Normalize();
+ return result;
+ }
+
+ public Vector2 Project(Vector2 onNormal)
+ {
+ return onNormal * (Dot(onNormal) / onNormal.LengthSquared());
+ }
+
+ public Vector2 Reflect(Vector2 n)
+ {
+ return 2.0f * n * Dot(n) - this;
+ }
+
+ public Vector2 Rotated(real_t phi)
+ {
+ real_t rads = Angle() + phi;
+ return new Vector2(Mathf.Cos(rads), Mathf.Sin(rads)) * Length();
+ }
+
+ public Vector2 Round()
+ {
+ return new Vector2(Mathf.Round(x), Mathf.Round(y));
+ }
+
+ public void Set(real_t x, real_t y)
+ {
+ this.x = x;
+ this.y = y;
+ }
+ public void Set(Vector2 v)
+ {
+ x = v.x;
+ y = v.y;
+ }
+
+ public Vector2 Slerp(Vector2 b, real_t t)
+ {
+ real_t theta = AngleTo(b);
+ return Rotated(theta * t);
+ }
+
+ public Vector2 Slide(Vector2 n)
+ {
+ return this - n * Dot(n);
+ }
+
+ public Vector2 Snapped(Vector2 by)
+ {
+ return new Vector2(Mathf.Stepify(x, by.x), Mathf.Stepify(y, by.y));
+ }
+
+ public Vector2 Tangent()
+ {
+ return new Vector2(y, -x);
+ }
+
+ // Constants
+ private static readonly Vector2 _zero = new Vector2(0, 0);
+ private static readonly Vector2 _one = new Vector2(1, 1);
+ private static readonly Vector2 _negOne = new Vector2(-1, -1);
+ private static readonly Vector2 _inf = new Vector2(Mathf.Inf, Mathf.Inf);
+
+ private static readonly Vector2 _up = new Vector2(0, -1);
+ private static readonly Vector2 _down = new Vector2(0, 1);
+ private static readonly Vector2 _right = new Vector2(1, 0);
+ private static readonly Vector2 _left = new Vector2(-1, 0);
+
+ public static Vector2 Zero { get { return _zero; } }
+ public static Vector2 NegOne { get { return _negOne; } }
+ public static Vector2 One { get { return _one; } }
+ public static Vector2 Inf { get { return _inf; } }
+
+ public static Vector2 Up { get { return _up; } }
+ public static Vector2 Down { get { return _down; } }
+ public static Vector2 Right { get { return _right; } }
+ public static Vector2 Left { get { return _left; } }
+
+ // Constructors
+ public Vector2(real_t x, real_t y)
+ {
+ this.x = x;
+ this.y = y;
+ }
+ public Vector2(Vector2 v)
+ {
+ x = v.x;
+ y = v.y;
+ }
+
+ public static Vector2 operator +(Vector2 left, Vector2 right)
+ {
+ left.x += right.x;
+ left.y += right.y;
+ return left;
+ }
+
+ public static Vector2 operator -(Vector2 left, Vector2 right)
+ {
+ left.x -= right.x;
+ left.y -= right.y;
+ return left;
+ }
+
+ public static Vector2 operator -(Vector2 vec)
+ {
+ vec.x = -vec.x;
+ vec.y = -vec.y;
+ return vec;
+ }
+
+ public static Vector2 operator *(Vector2 vec, real_t scale)
+ {
+ vec.x *= scale;
+ vec.y *= scale;
+ return vec;
+ }
+
+ public static Vector2 operator *(real_t scale, Vector2 vec)
+ {
+ vec.x *= scale;
+ vec.y *= scale;
+ return vec;
+ }
+
+ public static Vector2 operator *(Vector2 left, Vector2 right)
+ {
+ left.x *= right.x;
+ left.y *= right.y;
+ return left;
+ }
+
+ public static Vector2 operator /(Vector2 vec, real_t scale)
+ {
+ vec.x /= scale;
+ vec.y /= scale;
+ return vec;
+ }
+
+ public static Vector2 operator /(Vector2 left, Vector2 right)
+ {
+ left.x /= right.x;
+ left.y /= right.y;
+ return left;
+ }
+
+ public static bool operator ==(Vector2 left, Vector2 right)
+ {
+ return left.Equals(right);
+ }
+
+ public static bool operator !=(Vector2 left, Vector2 right)
+ {
+ return !left.Equals(right);
+ }
+
+ public static bool operator <(Vector2 left, Vector2 right)
+ {
+ if (left.x.Equals(right.x))
+ {
+ return left.y < right.y;
+ }
+
+ return left.x < right.x;
+ }
+
+ public static bool operator >(Vector2 left, Vector2 right)
+ {
+ if (left.x.Equals(right.x))
+ {
+ return left.y > right.y;
+ }
+
+ return left.x > right.x;
+ }
+
+ public static bool operator <=(Vector2 left, Vector2 right)
+ {
+ if (left.x.Equals(right.x))
+ {
+ return left.y <= right.y;
+ }
+
+ return left.x <= right.x;
+ }
+
+ public static bool operator >=(Vector2 left, Vector2 right)
+ {
+ if (left.x.Equals(right.x))
+ {
+ return left.y >= right.y;
+ }
+
+ return left.x >= right.x;
+ }
+
+ public override bool Equals(object obj)
+ {
+ if (obj is Vector2)
+ {
+ return Equals((Vector2)obj);
+ }
+
+ return false;
+ }
+
+ public bool Equals(Vector2 other)
+ {
+ return x == other.x && y == other.y;
+ }
+
+ public override int GetHashCode()
+ {
+ return y.GetHashCode() ^ x.GetHashCode();
+ }
+
+ public override string ToString()
+ {
+ return String.Format("({0}, {1})", new object[]
+ {
+ x.ToString(),
+ y.ToString()
+ });
+ }
+
+ public string ToString(string format)
+ {
+ return String.Format("({0}, {1})", new object[]
+ {
+ x.ToString(format),
+ y.ToString(format)
+ });
+ }
+ }
+}