Allow clamping vectors and colors

This commit is contained in:
Aaron Franke 2021-02-01 00:10:52 -05:00
parent 94bc0bd919
commit 2e13e3ed4a
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GPG Key ID: 40A1750B977E56BF
19 changed files with 190 additions and 0 deletions

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@ -211,6 +211,14 @@ bool Color::is_equal_approx(const Color &p_color) const {
return Math::is_equal_approx(r, p_color.r) && Math::is_equal_approx(g, p_color.g) && Math::is_equal_approx(b, p_color.b) && Math::is_equal_approx(a, p_color.a);
}
Color Color::clamp(const Color &p_min, const Color &p_max) const {
return Color(
CLAMP(r, p_min.r, p_max.r),
CLAMP(g, p_min.g, p_max.g),
CLAMP(b, p_min.b, p_max.b),
CLAMP(a, p_min.a, p_max.a));
}
void Color::invert() {
r = 1.0 - r;
g = 1.0 - g;

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@ -89,6 +89,7 @@ struct Color {
bool is_equal_approx(const Color &p_color) const;
Color clamp(const Color &p_min = Color(0, 0, 0, 0), const Color &p_max = Color(1, 1, 1, 1)) const;
void invert();
Color inverted() const;

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@ -122,6 +122,12 @@ Vector2 Vector2::project(const Vector2 &p_to) const {
return p_to * (dot(p_to) / p_to.length_squared());
}
Vector2 Vector2::clamp(const Vector2 &p_min, const Vector2 &p_max) const {
return Vector2(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y));
}
Vector2 Vector2::snapped(const Vector2 &p_step) const {
return Vector2(
Math::snapped(x, p_step.x),
@ -189,6 +195,12 @@ bool Vector2::is_equal_approx(const Vector2 &p_v) const {
/* Vector2i */
Vector2i Vector2i::clamp(const Vector2i &p_min, const Vector2i &p_max) const {
return Vector2i(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y));
}
Vector2i Vector2i::operator+(const Vector2i &p_v) const {
return Vector2i(x + p_v.x, y + p_v.y);
}

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@ -162,6 +162,7 @@ struct Vector2 {
Vector2 ceil() const;
Vector2 round() const;
Vector2 snapped(const Vector2 &p_by) const;
Vector2 clamp(const Vector2 &p_min, const Vector2 &p_max) const;
real_t aspect() const { return width / height; }
operator String() const { return String::num(x) + ", " + String::num(y); }
@ -337,6 +338,7 @@ struct Vector2i {
real_t aspect() const { return width / (real_t)height; }
Vector2i sign() const { return Vector2i(SGN(x), SGN(y)); }
Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); }
Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
operator String() const { return String::num(x) + ", " + String::num(y); }

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@ -52,6 +52,13 @@ real_t Vector3::get_axis(int p_axis) const {
return operator[](p_axis);
}
Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
return Vector3(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y),
CLAMP(z, p_min.z, p_max.z));
}
void Vector3::snap(Vector3 p_step) {
x = Math::snapped(x, p_step.x);
y = Math::snapped(y, p_step.y);

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@ -113,6 +113,7 @@ struct Vector3 {
_FORCE_INLINE_ Vector3 sign() const;
_FORCE_INLINE_ Vector3 ceil() const;
_FORCE_INLINE_ Vector3 round() const;
Vector3 clamp(const Vector3 &p_min, const Vector3 &p_max) const;
_FORCE_INLINE_ real_t distance_to(const Vector3 &p_to) const;
_FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_to) const;

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@ -48,6 +48,13 @@ int Vector3i::max_axis() const {
return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
}
Vector3i Vector3i::clamp(const Vector3i &p_min, const Vector3i &p_max) const {
return Vector3i(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y),
CLAMP(z, p_min.z, p_max.z));
}
Vector3i::operator String() const {
return (itos(x) + ", " + itos(y) + ", " + itos(z));
}

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@ -69,6 +69,7 @@ struct Vector3i {
_FORCE_INLINE_ Vector3i abs() const;
_FORCE_INLINE_ Vector3i sign() const;
Vector3i clamp(const Vector3i &p_min, const Vector3i &p_max) const;
/* Operators */

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@ -1443,6 +1443,7 @@ static void _register_variant_builtin_methods() {
bind_method(Vector2, cross, sarray("with"), varray());
bind_method(Vector2, abs, sarray(), varray());
bind_method(Vector2, sign, sarray(), varray());
bind_method(Vector2, clamp, sarray("min", "max"), varray());
bind_method(Vector2, snapped, sarray("step"), varray());
/* Vector2i */
@ -1450,6 +1451,7 @@ static void _register_variant_builtin_methods() {
bind_method(Vector2i, aspect, sarray(), varray());
bind_method(Vector2i, sign, sarray(), varray());
bind_method(Vector2i, abs, sarray(), varray());
bind_method(Vector2i, clamp, sarray("min", "max"), varray());
/* Rect2 */
@ -1498,6 +1500,7 @@ static void _register_variant_builtin_methods() {
bind_method(Vector3, is_normalized, sarray(), varray());
bind_method(Vector3, is_equal_approx, sarray("to"), varray());
bind_method(Vector3, inverse, sarray(), varray());
bind_method(Vector3, clamp, sarray("min", "max"), varray());
bind_method(Vector3, snapped, sarray("step"), varray());
bind_method(Vector3, rotated, sarray("by_axis", "phi"), varray());
bind_method(Vector3, lerp, sarray("to", "weight"), varray());
@ -1526,6 +1529,7 @@ static void _register_variant_builtin_methods() {
bind_method(Vector3i, max_axis, sarray(), varray());
bind_method(Vector3i, sign, sarray(), varray());
bind_method(Vector3i, abs, sarray(), varray());
bind_method(Vector3i, clamp, sarray("min", "max"), varray());
/* Plane */
@ -1563,6 +1567,7 @@ static void _register_variant_builtin_methods() {
bind_method(Color, to_abgr64, sarray(), varray());
bind_method(Color, to_rgba64, sarray(), varray());
bind_method(Color, clamp, sarray("min", "max"), varray(Color(0, 0, 0, 0), Color(1, 1, 1, 1)));
bind_method(Color, inverted, sarray(), varray());
bind_method(Color, lerp, sarray("to", "weight"), varray());
bind_method(Color, lightened, sarray("amount"), varray());

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@ -136,6 +136,17 @@
[/codeblocks]
</description>
</method>
<method name="clamp" qualifiers="const">
<return type="Color">
</return>
<argument index="0" name="min" type="Color" default="Color( 0, 0, 0, 0 )">
</argument>
<argument index="1" name="max" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<description>
Returns a new color with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
</description>
</method>
<method name="darkened" qualifiers="const">
<return type="Color">
</return>

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@ -110,6 +110,17 @@
Returns the vector with all components rounded up (towards positive infinity).
</description>
</method>
<method name="clamp" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="min" type="Vector2">
</argument>
<argument index="1" name="max" type="Vector2">
</argument>
<description>
Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
</description>
</method>
<method name="cross" qualifiers="const">
<return type="float">
</return>

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@ -64,6 +64,17 @@
Returns the ratio of [member x] to [member y].
</description>
</method>
<method name="clamp" qualifiers="const">
<return type="Vector2i">
</return>
<argument index="0" name="min" type="Vector2i">
</argument>
<argument index="1" name="max" type="Vector2i">
</argument>
<description>
Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
</description>
</method>
<method name="operator !=" qualifiers="operator">
<return type="bool">
</return>

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@ -87,6 +87,17 @@
Returns a new vector with all components rounded up (towards positive infinity).
</description>
</method>
<method name="clamp" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="min" type="Vector3">
</argument>
<argument index="1" name="max" type="Vector3">
</argument>
<description>
Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
</description>
</method>
<method name="cross" qualifiers="const">
<return type="Vector3">
</return>

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@ -58,6 +58,17 @@
<description>
</description>
</method>
<method name="clamp" qualifiers="const">
<return type="Vector3i">
</return>
<argument index="0" name="min" type="Vector3i">
</argument>
<argument index="1" name="max" type="Vector3i">
</argument>
<description>
Returns a new vector with all components clamped between the components of [code]min[/code] and [code]max[/code], by running [method @GlobalScope.clamp] on each component.
</description>
</method>
<method name="max_axis" qualifiers="const">
<return type="int">
</return>

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@ -256,6 +256,27 @@ namespace Godot
return res;
}
/// <summary>
/// Returns a new color with all components clamped between the
/// components of `min` and `max` using
/// <see cref="Mathf.Clamp(float, float, float)"/>.
/// </summary>
/// <param name="min">The color with minimum allowed values.</param>
/// <param name="max">The color with maximum allowed values.</param>
/// <returns>The color with all components clamped.</returns>
public Color Clamp(Color? min = null, Color? max = null)
{
Color minimum = min ?? new Color(0, 0, 0, 0);
Color maximum = max ?? new Color(1, 1, 1, 1);
return new Color
(
(float)Mathf.Clamp(r, minimum.r, maximum.r),
(float)Mathf.Clamp(g, minimum.g, maximum.g),
(float)Mathf.Clamp(b, minimum.b, maximum.b),
(float)Mathf.Clamp(a, minimum.a, maximum.a)
);
}
/// <summary>
/// Returns a new color resulting from making this color darker
/// by the specified ratio (on the range of 0 to 1).

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@ -159,6 +159,23 @@ namespace Godot
return new Vector2(Mathf.Ceil(x), Mathf.Ceil(y));
}
/// <summary>
/// Returns a new vector with all components clamped between the
/// components of `min` and `max` using
/// <see cref="Mathf.Clamp(real_t, real_t, real_t)"/>.
/// </summary>
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
public Vector2 Clamp(Vector2 min, Vector2 max)
{
return new Vector2
(
Mathf.Clamp(x, min.x, max.x),
Mathf.Clamp(y, min.y, max.y)
);
}
/// <summary>
/// Returns the cross product of this vector and `b`.
/// </summary>

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@ -119,6 +119,23 @@ namespace Godot
return x / (real_t)y;
}
/// <summary>
/// Returns a new vector with all components clamped between the
/// components of `min` and `max` using
/// <see cref="Mathf.Clamp(int, int, int)"/>.
/// </summary>
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
public Vector2i Clamp(Vector2i min, Vector2i max)
{
return new Vector2i
(
Mathf.Clamp(x, min.x, max.x),
Mathf.Clamp(y, min.y, max.y)
);
}
/// <summary>
/// Returns the cross product of this vector and `b`.
/// </summary>

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@ -139,6 +139,24 @@ namespace Godot
return new Vector3(Mathf.Ceil(x), Mathf.Ceil(y), Mathf.Ceil(z));
}
/// <summary>
/// Returns a new vector with all components clamped between the
/// components of `min` and `max` using
/// <see cref="Mathf.Clamp(real_t, real_t, real_t)"/>.
/// </summary>
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
public Vector3 Clamp(Vector3 min, Vector3 max)
{
return new Vector3
(
Mathf.Clamp(x, min.x, max.x),
Mathf.Clamp(y, min.y, max.y),
Mathf.Clamp(z, min.z, max.z)
);
}
/// <summary>
/// Returns the cross product of this vector and `b`.
/// </summary>

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@ -88,6 +88,24 @@ namespace Godot
return new Vector3i(Mathf.Abs(x), Mathf.Abs(y), Mathf.Abs(z));
}
/// <summary>
/// Returns a new vector with all components clamped between the
/// components of `min` and `max` using
/// <see cref="Mathf.Clamp(int, int, int)"/>.
/// </summary>
/// <param name="min">The vector with minimum allowed values.</param>
/// <param name="max">The vector with maximum allowed values.</param>
/// <returns>The vector with all components clamped.</returns>
public Vector3i Clamp(Vector3i min, Vector3i max)
{
return new Vector3i
(
Mathf.Clamp(x, min.x, max.x),
Mathf.Clamp(y, min.y, max.y),
Mathf.Clamp(z, min.z, max.z)
);
}
/// <summary>
/// Returns the squared distance between this vector and `b`.
/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if