godot.core.math.Vector2i.kt Maven / Gradle / Ivy
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Contains godot api as kotlin classes and jvm cpp interaction code.
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@file:Suppress("PackageDirectoryMismatch", "unused")
package godot.core
import godot.util.snapped
import kotlin.math.max
import kotlin.math.min
import kotlin.math.sqrt
@Suppress("MemberVisibilityCanBePrivate")
class Vector2i(
var x: Int,
var y: Int
) : Comparable, CoreType {
var width: Int
get() = x
set(value) {
x = value
}
var height: Int
get() = y
set(value) {
y = value
}
//CONSTANTS
enum class Axis(val id: Long) {
X(0L),
Y(1L);
companion object {
fun from(value: Long) = when (value) {
0L -> X
1L -> Y
else -> throw AssertionError("Unknown axis for Vector2i: $value")
}
}
}
companion object {
val ZERO: Vector2i
get() = Vector2i(0, 0)
val ONE: Vector2i
get() = Vector2i(1, 1)
val LEFT: Vector2i
get() = Vector2i(-1, 0)
val RIGHT: Vector2i
get() = Vector2i(1, 0)
val UP: Vector2i
get() = Vector2i(0, -1)
val DOWN: Vector2i
get() = Vector2i(0, 1)
}
//CONSTRUCTOR
constructor() : this(0.0, 0.0)
constructor(vec: Vector2i) : this(vec.x, vec.y)
constructor(vec: Vector2) : this(vec.x, vec.y)
constructor(x: Number, y: Number) : this(x.toInt(), y.toInt())
//API
/**
* Returns a new vector with all components in absolute values (i.e. positive).
*/
fun abs() = Vector2i(kotlin.math.abs(x), kotlin.math.abs(y))
/**
* Returns the ratio of x to y.
*/
fun aspect() = this.x / this.y
/**
* Returns a new vector with all components clamped between the components of min and max, by running
* @GlobalScope.clamp on each component.
*/
fun clamp(min: Vector2i, max: Vector2i) = Vector2i(x.coerceIn(min.x, max.x), y.coerceIn(min.y, max.y))
/**
* Returns a new vector with all components clamped between the min and max, by running
* @GlobalScope.clamp on each component.
*/
fun clampi(min: Int, max: Int) = Vector2i(x.coerceIn(min, max), y.coerceIn(min, max))
/**
* Returns the vector’s length.
*/
fun length() = sqrt(lengthSquared().toDouble())
/**
* Returns the vector’s length squared.
* Prefer this method over length if you need to sort vectors or need the squared length for some formula.
*/
fun lengthSquared() = x * x + y * y
/**
* Returns the component-wise maximum of this and with, equivalent to `Vector2i(maxi(x, with.x), maxi(y, with.y))`.
*/
fun max(with: Vector2i) = Vector2i(max(x, with.x), max(y, with.y))
/**
* Returns the axis of the vector's highest value. See AXIS_* constants. If all components are equal,
* this method returns AXIS_X.
*/
fun maxAxis() = if (x < y) Axis.Y else Axis.X
/**
* Returns the component-wise maximum of this and with, equivalent to ``Vector2(maxi(x, with), maxi(y, with))``.
*/
fun maxi(with: Int) = Vector2i(max(x, with), max(y, with))
/**
* Returns the component-wise minimum of this and with, equivalent to ``Vector2i(mini(x, with.x), mini(y, with.y)).``
*/
fun min(with: Vector2i) = Vector2i(min(x, with.x), min(y, with.y))
/**
* Returns the axis of the vector's lowest value. See AXIS_* constants. If all components are equal,
* this method returns AXIS_Y.
*/
fun minAxis() = if (x < y) Axis.X else Axis.Y
/**
* Returns the component-wise minimum of this and with, equivalent to ``Vector2i(mini(x, with), mini(y, with)).``
*/
fun mini(with: Int) = Vector2i(min(x, with), min(y, with))
/**
* Returns the vector with each component set to one or negative one, depending on the signs of the components.
*/
fun sign() = Vector2i(kotlin.math.sign(x.toFloat()), kotlin.math.sign(y.toFloat()))
/**
* Returns a new vector with each component snapped to the closest multiple of the corresponding component in [step].
*/
fun snapped(by: Vector2i): Vector2i {
val v = Vector2i(this)
v.snap(by)
return v
}
internal fun snap(by: Vector2i) {
x = snapped(x, by.x)
y = snapped(y, by.y)
}
/**
* Returns a new vector with each component snapped to the closest multiple of step.
*/
fun snappedi(step: Int) = Vector2i(snapped(x, step), snapped(y, step))
/**
* Gets the remainder of each component of the [Vector2i] with the components of the given [Vector2i].
* This operation uses truncated division, which is often not desired as it does not work well with negative numbers.
* Consider using @GlobalScope.posmod instead if you want to handle negative numbers.
*/
operator fun rem(other: Vector2i) = Vector2i(
x % other.x,
y % other.y,
)
/**
* Gets the remainder of each component of the [Vector2i] with the given int.
* This operation uses truncated division, which is often not desired as it does not work well with negative numbers.
* Consider using @GlobalScope.posmod instead if you want to handle negative numbers.
*/
operator fun rem(scalar: Int) = Vector2i(
x % scalar,
y % scalar,
)
operator fun get(idx: Int): Int = when (idx) {
0 -> x
1 -> y
else -> throw IndexOutOfBoundsException()
}
operator fun set(n: Int, i: Int) = when (n) {
0 -> x = i
1 -> y = i
else -> throw IndexOutOfBoundsException()
}
operator fun get(axis: Axis): Int = when (axis) {
Axis.X -> x
Axis.Y -> y
}
operator fun set(axis: Axis, i: Int) = when (axis) {
Axis.X -> x = i
Axis.Y -> y = i
}
operator fun plus(v: Vector2i) = Vector2i(x + v.x, y + v.y)
operator fun plus(scalar: Int) = Vector2i(x + scalar, y + scalar)
operator fun plus(scalar: Long) = Vector2i(x + scalar, y + scalar)
operator fun plus(scalar: Float) = Vector2i(x + scalar, y + scalar)
operator fun plus(scalar: Double) = Vector2i(x + scalar, y + scalar)
operator fun minus(v: Vector2i) = Vector2i(x - v.x, y - v.y)
operator fun minus(scalar: Int) = Vector2i(x - scalar, y - scalar)
operator fun minus(scalar: Long) = Vector2i(x - scalar, y - scalar)
operator fun minus(scalar: Float) = Vector2i(x - scalar, y - scalar)
operator fun minus(scalar: Double) = Vector2i(x - scalar, y - scalar)
operator fun times(v1: Vector2i) = Vector2i(x * v1.x, y * v1.y)
operator fun times(scalar: Int) = Vector2i(x * scalar, y * scalar)
operator fun times(scalar: Long) = Vector2i(x * scalar, y * scalar)
operator fun times(scalar: Float) = Vector2i(x * scalar, y * scalar)
operator fun times(scalar: Double) = Vector2i(x * scalar, y * scalar)
operator fun div(v1: Vector2i) = Vector2i(x / v1.x, y / v1.y)
operator fun div(scalar: Int) = Vector2i(x / scalar, y / scalar)
operator fun div(scalar: Long) = Vector2i(x / scalar, y / scalar)
operator fun div(scalar: Float) = Vector2i(x / scalar, y / scalar)
operator fun div(scalar: Double) = Vector2i(x / scalar, y / scalar)
operator fun unaryMinus() = Vector2i(-x, -y)
fun toVector2() = Vector2(x, y)
override fun compareTo(other: Vector2i): Int =
if (x == other.x) {
when {
y < other.y -> -1
y == other.y -> 0
else -> 1
}
} else {
when {
x < other.x -> -1
else -> 1
}
}
override fun equals(other: Any?): Boolean = when (other) {
is Vector2i -> (x == other.x && y == other.y)
else -> false
}
override fun hashCode(): Int {
var result = x.hashCode()
result = 31 * result + y.hashCode()
return result
}
override fun toString(): String {
return "($x, $y)"
}
}