Update core data structures to match the engine

pull/885/head
Aaron Franke 2022-10-05 21:40:33 -05:00
parent 1507253bd5
commit 65eeb94f75
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GPG Key ID: 40A1750B977E56BF
21 changed files with 739 additions and 503 deletions

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@ -441,17 +441,17 @@ inline T abs(T x) {
return std::abs(x); return std::abs(x);
} }
inline double deg2rad(double p_y) { inline double deg_to_rad(double p_y) {
return p_y * Math_PI / 180.0; return p_y * Math_PI / 180.0;
} }
inline float deg2rad(float p_y) { inline float deg_to_rad(float p_y) {
return p_y * static_cast<float>(Math_PI) / 180.f; return p_y * static_cast<float>(Math_PI) / 180.f;
} }
inline double rad2deg(double p_y) { inline double rad_to_deg(double p_y) {
return p_y * 180.0 / Math_PI; return p_y * 180.0 / Math_PI;
} }
inline float rad2deg(float p_y) { inline float rad_to_deg(float p_y) {
return p_y * 180.f / static_cast<float>(Math_PI); return p_y * 180.f / static_cast<float>(Math_PI);
} }

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@ -31,29 +31,29 @@
#ifndef GODOT_AABB_HPP #ifndef GODOT_AABB_HPP
#define GODOT_AABB_HPP #define GODOT_AABB_HPP
#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/plane.hpp> #include <godot_cpp/variant/plane.hpp>
#include <godot_cpp/variant/vector3.hpp> #include <godot_cpp/variant/vector3.hpp>
/** /**
* AABB / AABB (Axis Aligned Bounding Box) * AABB (Axis Aligned Bounding Box)
* This is implemented by a point (position) and the box size * This is implemented by a point (position) and the box size.
*/ */
namespace godot { namespace godot {
class Variant;
struct _NO_DISCARD_ AABB { struct _NO_DISCARD_ AABB {
Vector3 position; Vector3 position;
Vector3 size; Vector3 size;
real_t get_area() const; /// get area real_t get_volume() const;
inline bool has_no_area() const { _FORCE_INLINE_ bool has_volume() const {
return (size.x <= 0 || size.y <= 0 || size.z <= 0); return size.x > 0.0f && size.y > 0.0f && size.z > 0.0f;
} }
inline bool has_no_surface() const { _FORCE_INLINE_ bool has_surface() const {
return (size.x <= 0 && size.y <= 0 && size.z <= 0); return size.x > 0.0f || size.y > 0.0f || size.z > 0.0f;
} }
const Vector3 &get_position() const { return position; } const Vector3 &get_position() const { return position; }
@ -65,60 +65,67 @@ struct _NO_DISCARD_ AABB {
bool operator!=(const AABB &p_rval) const; bool operator!=(const AABB &p_rval) const;
bool is_equal_approx(const AABB &p_aabb) const; bool is_equal_approx(const AABB &p_aabb) const;
inline bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap _FORCE_INLINE_ bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
inline bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap _FORCE_INLINE_ bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
inline bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this _FORCE_INLINE_ bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this
AABB merge(const AABB &p_with) const; AABB merge(const AABB &p_with) const;
void merge_with(const AABB &p_aabb); ///merge with another AABB void merge_with(const AABB &p_aabb); ///merge with another AABB
AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs
bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const; bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const; bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
inline bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const; _FORCE_INLINE_ bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const;
inline bool intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const; _FORCE_INLINE_ bool intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const;
inline bool inside_convex_shape(const Plane *p_planes, int p_plane_count) const; _FORCE_INLINE_ bool inside_convex_shape(const Plane *p_planes, int p_plane_count) const;
bool intersects_plane(const Plane &p_plane) const; bool intersects_plane(const Plane &p_plane) const;
inline bool has_point(const Vector3 &p_point) const; _FORCE_INLINE_ bool has_point(const Vector3 &p_point) const;
inline Vector3 get_support(const Vector3 &p_normal) const; _FORCE_INLINE_ Vector3 get_support(const Vector3 &p_normal) const;
Vector3 get_longest_axis() const; Vector3 get_longest_axis() const;
int get_longest_axis_index() const; int get_longest_axis_index() const;
inline real_t get_longest_axis_size() const; _FORCE_INLINE_ real_t get_longest_axis_size() const;
Vector3 get_shortest_axis() const; Vector3 get_shortest_axis() const;
int get_shortest_axis_index() const; int get_shortest_axis_index() const;
inline real_t get_shortest_axis_size() const; _FORCE_INLINE_ real_t get_shortest_axis_size() const;
AABB grow(real_t p_by) const; AABB grow(real_t p_by) const;
inline void grow_by(real_t p_amount); _FORCE_INLINE_ void grow_by(real_t p_amount);
void get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const; void get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const;
inline Vector3 get_endpoint(int p_point) const; _FORCE_INLINE_ Vector3 get_endpoint(int p_point) const;
AABB expand(const Vector3 &p_vector) const; AABB expand(const Vector3 &p_vector) const;
inline void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const; _FORCE_INLINE_ void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const;
inline void expand_to(const Vector3 &p_vector); /** expand to contain a point if necessary */ _FORCE_INLINE_ void expand_to(const Vector3 &p_vector); /** expand to contain a point if necessary */
inline AABB abs() const { _FORCE_INLINE_ AABB abs() const {
return AABB(Vector3(position.x + Math::min(size.x, (real_t)0), position.y + Math::min(size.y, (real_t)0), position.z + Math::min(size.z, (real_t)0)), size.abs()); return AABB(Vector3(position.x + MIN(size.x, (real_t)0), position.y + MIN(size.y, (real_t)0), position.z + MIN(size.z, (real_t)0)), size.abs());
} }
inline void quantize(real_t p_unit); Variant intersects_segment_bind(const Vector3 &p_from, const Vector3 &p_to) const;
inline AABB quantized(real_t p_unit) const; Variant intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const;
inline void set_end(const Vector3 &p_end) { _FORCE_INLINE_ void quantize(real_t p_unit);
_FORCE_INLINE_ AABB quantized(real_t p_unit) const;
_FORCE_INLINE_ void set_end(const Vector3 &p_end) {
size = p_end - position; size = p_end - position;
} }
inline Vector3 get_end() const { _FORCE_INLINE_ Vector3 get_end() const {
return position + size; return position + size;
} }
_FORCE_INLINE_ Vector3 get_center() const {
return position + (size * 0.5f);
}
operator String() const; operator String() const;
inline AABB() {} _FORCE_INLINE_ AABB() {}
inline AABB(const Vector3 &p_pos, const Vector3 &p_size) : inline AABB(const Vector3 &p_pos, const Vector3 &p_size) :
position(p_pos), position(p_pos),
size(p_size) { size(p_size) {
@ -126,6 +133,11 @@ struct _NO_DISCARD_ AABB {
}; };
inline bool AABB::intersects(const AABB &p_aabb) const { inline bool AABB::intersects(const AABB &p_aabb) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
if (position.x >= (p_aabb.position.x + p_aabb.size.x)) { if (position.x >= (p_aabb.position.x + p_aabb.size.x)) {
return false; return false;
} }
@ -149,6 +161,11 @@ inline bool AABB::intersects(const AABB &p_aabb) const {
} }
inline bool AABB::intersects_inclusive(const AABB &p_aabb) const { inline bool AABB::intersects_inclusive(const AABB &p_aabb) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
if (position.x > (p_aabb.position.x + p_aabb.size.x)) { if (position.x > (p_aabb.position.x + p_aabb.size.x)) {
return false; return false;
} }
@ -172,6 +189,11 @@ inline bool AABB::intersects_inclusive(const AABB &p_aabb) const {
} }
inline bool AABB::encloses(const AABB &p_aabb) const { inline bool AABB::encloses(const AABB &p_aabb) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
Vector3 src_min = position; Vector3 src_min = position;
Vector3 src_max = position + size; Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position; Vector3 dst_min = p_aabb.position;
@ -187,7 +209,7 @@ inline bool AABB::encloses(const AABB &p_aabb) const {
} }
Vector3 AABB::get_support(const Vector3 &p_normal) const { Vector3 AABB::get_support(const Vector3 &p_normal) const {
Vector3 half_extents = size * 0.5; Vector3 half_extents = size * 0.5f;
Vector3 ofs = position + half_extents; Vector3 ofs = position + half_extents;
return Vector3( return Vector3(
@ -221,7 +243,7 @@ Vector3 AABB::get_endpoint(int p_point) const {
} }
bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const { bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
Vector3 half_extents = size * 0.5; Vector3 half_extents = size * 0.5f;
Vector3 ofs = position + half_extents; Vector3 ofs = position + half_extents;
for (int i = 0; i < p_plane_count; i++) { for (int i = 0; i < p_plane_count; i++) {
@ -263,7 +285,7 @@ bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count, con
} }
bool AABB::inside_convex_shape(const Plane *p_planes, int p_plane_count) const { bool AABB::inside_convex_shape(const Plane *p_planes, int p_plane_count) const {
Vector3 half_extents = size * 0.5; Vector3 half_extents = size * 0.5f;
Vector3 ofs = position + half_extents; Vector3 ofs = position + half_extents;
for (int i = 0; i < p_plane_count; i++) { for (int i = 0; i < p_plane_count; i++) {
@ -282,6 +304,11 @@ bool AABB::inside_convex_shape(const Plane *p_planes, int p_plane_count) const {
} }
bool AABB::has_point(const Vector3 &p_point) const { bool AABB::has_point(const Vector3 &p_point) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
if (p_point.x < position.x) { if (p_point.x < position.x) {
return false; return false;
} }
@ -305,6 +332,11 @@ bool AABB::has_point(const Vector3 &p_point) const {
} }
inline void AABB::expand_to(const Vector3 &p_vector) { inline void AABB::expand_to(const Vector3 &p_vector) {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
Vector3 begin = position; Vector3 begin = position;
Vector3 end = position + size; Vector3 end = position + size;
@ -333,7 +365,7 @@ inline void AABB::expand_to(const Vector3 &p_vector) {
} }
void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const { void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
Vector3 half_extents(size.x * (real_t)0.5, size.y * (real_t)0.5, size.z * (real_t)0.5); Vector3 half_extents(size.x * 0.5f, size.y * 0.5f, size.z * 0.5f);
Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z); Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
real_t length = p_plane.normal.abs().dot(half_extents); real_t length = p_plane.normal.abs().dot(half_extents);
@ -371,9 +403,14 @@ inline real_t AABB::get_shortest_axis_size() const {
} }
bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const { bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const {
real_t divx = (real_t)1.0 / p_dir.x; #ifdef MATH_CHECKS
real_t divy = (real_t)1.0 / p_dir.y; if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
real_t divz = (real_t)1.0 / p_dir.z; ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
real_t divx = 1.0f / p_dir.x;
real_t divy = 1.0f / p_dir.y;
real_t divz = 1.0f / p_dir.z;
Vector3 upbound = position + size; Vector3 upbound = position + size;
real_t tmin, tmax, tymin, tymax, tzmin, tzmax; real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
@ -423,9 +460,9 @@ void AABB::grow_by(real_t p_amount) {
position.x -= p_amount; position.x -= p_amount;
position.y -= p_amount; position.y -= p_amount;
position.z -= p_amount; position.z -= p_amount;
size.x += (real_t)2.0 * p_amount; size.x += 2.0f * p_amount;
size.y += (real_t)2.0 * p_amount; size.y += 2.0f * p_amount;
size.z += (real_t)2.0 * p_amount; size.z += 2.0f * p_amount;
} }
void AABB::quantize(real_t p_unit) { void AABB::quantize(real_t p_unit) {

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@ -31,7 +31,6 @@
#ifndef GODOT_BASIS_HPP #ifndef GODOT_BASIS_HPP
#define GODOT_BASIS_HPP #define GODOT_BASIS_HPP
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/quaternion.hpp> #include <godot_cpp/variant/quaternion.hpp>
#include <godot_cpp/variant/vector3.hpp> #include <godot_cpp/variant/vector3.hpp>

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@ -54,15 +54,16 @@ struct _NO_DISCARD_ Color {
uint64_t to_rgba64() const; uint64_t to_rgba64() const;
uint64_t to_argb64() const; uint64_t to_argb64() const;
uint64_t to_abgr64() const; uint64_t to_abgr64() const;
String to_html(bool p_alpha = true) const;
float get_h() const; float get_h() const;
float get_s() const; float get_s() const;
float get_v() const; float get_v() const;
void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0); void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
inline float &operator[](int p_idx) { _FORCE_INLINE_ float &operator[](int p_idx) {
return components[p_idx]; return components[p_idx];
} }
inline const float &operator[](int p_idx) const { _FORCE_INLINE_ const float &operator[](int p_idx) const {
return components[p_idx]; return components[p_idx];
} }
@ -92,10 +93,15 @@ struct _NO_DISCARD_ Color {
bool is_equal_approx(const Color &p_color) const; 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(); void invert();
Color inverted() const; Color inverted() const;
inline Color lerp(const Color &p_to, float p_weight) const { _FORCE_INLINE_ float get_luminance() const {
return 0.2126f * r + 0.7152f * g + 0.0722f * b;
}
_FORCE_INLINE_ Color lerp(const Color &p_to, float p_weight) const {
Color res = *this; Color res = *this;
res.r += (p_weight * (p_to.r - r)); res.r += (p_weight * (p_to.r - r));
@ -106,7 +112,7 @@ struct _NO_DISCARD_ Color {
return res; return res;
} }
inline Color darkened(float p_amount) const { _FORCE_INLINE_ Color darkened(float p_amount) const {
Color res = *this; Color res = *this;
res.r = res.r * (1.0f - p_amount); res.r = res.r * (1.0f - p_amount);
res.g = res.g * (1.0f - p_amount); res.g = res.g * (1.0f - p_amount);
@ -114,7 +120,7 @@ struct _NO_DISCARD_ Color {
return res; return res;
} }
inline Color lightened(float p_amount) const { _FORCE_INLINE_ Color lightened(float p_amount) const {
Color res = *this; Color res = *this;
res.r = res.r + (1.0f - res.r) * p_amount; res.r = res.r + (1.0f - res.r) * p_amount;
res.g = res.g + (1.0f - res.g) * p_amount; res.g = res.g + (1.0f - res.g) * p_amount;
@ -122,26 +128,26 @@ struct _NO_DISCARD_ Color {
return res; return res;
} }
inline uint32_t to_rgbe9995() const { _FORCE_INLINE_ uint32_t to_rgbe9995() const {
const float pow2to9 = 512.0f; const float pow2to9 = 512.0f;
const float B = 15.0f; const float B = 15.0f;
const float N = 9.0f; const float N = 9.0f;
float sharedexp = 65408.000f; // Result of: ((pow2to9 - 1.0f) / pow2to9) * powf(2.0f, 31.0f - 15.0f) float sharedexp = 65408.000f; // Result of: ((pow2to9 - 1.0f) / pow2to9) * powf(2.0f, 31.0f - 15.0f)
float cRed = Math::max(0.0f, Math::min(sharedexp, r)); float cRed = MAX(0.0f, MIN(sharedexp, r));
float cGreen = Math::max(0.0f, Math::min(sharedexp, g)); float cGreen = MAX(0.0f, MIN(sharedexp, g));
float cBlue = Math::max(0.0f, Math::min(sharedexp, b)); float cBlue = MAX(0.0f, MIN(sharedexp, b));
float cMax = Math::max(cRed, Math::max(cGreen, cBlue)); float cMax = MAX(cRed, MAX(cGreen, cBlue));
float expp = Math::max(-B - 1.0f, Math::floor(Math::log(cMax) / (float)Math_LN2)) + 1.0f + B; float expp = MAX(-B - 1.0f, floor(Math::log(cMax) / (real_t)Math_LN2)) + 1.0f + B;
float sMax = (float)floor((cMax / Math::pow(2.0f, expp - B - N)) + 0.5f); float sMax = (float)floor((cMax / Math::pow(2.0f, expp - B - N)) + 0.5f);
float exps = expp + 1.0f; float exps = expp + 1.0f;
if (0.0 <= sMax && sMax < pow2to9) { if (0.0f <= sMax && sMax < pow2to9) {
exps = expp; exps = expp;
} }
@ -152,9 +158,9 @@ struct _NO_DISCARD_ Color {
return (uint32_t(Math::fast_ftoi(sRed)) & 0x1FF) | ((uint32_t(Math::fast_ftoi(sGreen)) & 0x1FF) << 9) | ((uint32_t(Math::fast_ftoi(sBlue)) & 0x1FF) << 18) | ((uint32_t(Math::fast_ftoi(exps)) & 0x1F) << 27); return (uint32_t(Math::fast_ftoi(sRed)) & 0x1FF) | ((uint32_t(Math::fast_ftoi(sGreen)) & 0x1FF) << 9) | ((uint32_t(Math::fast_ftoi(sBlue)) & 0x1FF) << 18) | ((uint32_t(Math::fast_ftoi(exps)) & 0x1F) << 27);
} }
inline Color blend(const Color &p_over) const { _FORCE_INLINE_ Color blend(const Color &p_over) const {
Color res; Color res;
float sa = 1.0 - p_over.a; float sa = 1.0f - p_over.a;
res.a = a * sa + p_over.a; res.a = a * sa + p_over.a;
if (res.a == 0) { if (res.a == 0) {
return Color(0, 0, 0, 0); return Color(0, 0, 0, 0);
@ -166,14 +172,14 @@ struct _NO_DISCARD_ Color {
return res; return res;
} }
inline Color srgb_to_linear() const { _FORCE_INLINE_ Color srgb_to_linear() const {
return Color( return Color(
r < 0.04045 ? r * (1.0 / 12.92) : Math::pow((r + 0.055f) * (1.0 / (1.0 + 0.055)), 2.4), r < 0.04045f ? r * (1.0f / 12.92f) : Math::pow((r + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
g < 0.04045 ? g * (1.0 / 12.92) : Math::pow((g + 0.055f) * (1.0 / (1.0 + 0.055)), 2.4), g < 0.04045f ? g * (1.0f / 12.92f) : Math::pow((g + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
b < 0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055f) * (1.0 / (1.0 + 0.055)), 2.4), b < 0.04045f ? b * (1.0f / 12.92f) : Math::pow((b + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
a); a);
} }
inline Color linear_to_srgb() const { _FORCE_INLINE_ Color linear_to_srgb() const {
return Color( return Color(
r < 0.0031308f ? 12.92f * r : (1.0f + 0.055f) * Math::pow(r, 1.0f / 2.4f) - 0.055f, r < 0.0031308f ? 12.92f * r : (1.0f + 0.055f) * Math::pow(r, 1.0f / 2.4f) - 0.055f,
g < 0.0031308f ? 12.92f * g : (1.0f + 0.055f) * Math::pow(g, 1.0f / 2.4f) - 0.055f, g < 0.0031308f ? 12.92f * g : (1.0f + 0.055f) * Math::pow(g, 1.0f / 2.4f) - 0.055f,
@ -191,34 +197,33 @@ struct _NO_DISCARD_ Color {
static String get_named_color_name(int p_idx); static String get_named_color_name(int p_idx);
static Color get_named_color(int p_idx); static Color get_named_color(int p_idx);
static Color from_string(const String &p_string, const Color &p_default); static Color from_string(const String &p_string, const Color &p_default);
String to_html(bool p_alpha = true) const; static Color from_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
static Color from_hsv(float p_h, float p_s, float p_v, float p_a);
static Color from_rgbe9995(uint32_t p_rgbe); static Color from_rgbe9995(uint32_t p_rgbe);
inline bool operator<(const Color &p_color) const; // used in set keys _FORCE_INLINE_ bool operator<(const Color &p_color) const; // Used in set keys.
operator String() const; operator String() const;
// For the binder. // For the binder.
inline void set_r8(int32_t r8) { r = (Math::clamp(r8, 0, 255) / 255.0); } _FORCE_INLINE_ void set_r8(int32_t r8) { r = (CLAMP(r8, 0, 255) / 255.0f); }
inline int32_t get_r8() const { return int32_t(Math::clamp(r * 255.0, 0.0, 255.0)); } _FORCE_INLINE_ int32_t get_r8() const { return int32_t(CLAMP(Math::round(r * 255.0f), 0.0f, 255.0f)); }
inline void set_g8(int32_t g8) { g = (Math::clamp(g8, 0, 255) / 255.0); } _FORCE_INLINE_ void set_g8(int32_t g8) { g = (CLAMP(g8, 0, 255) / 255.0f); }
inline int32_t get_g8() const { return int32_t(Math::clamp(g * 255.0, 0.0, 255.0)); } _FORCE_INLINE_ int32_t get_g8() const { return int32_t(CLAMP(Math::round(g * 255.0f), 0.0f, 255.0f)); }
inline void set_b8(int32_t b8) { b = (Math::clamp(b8, 0, 255) / 255.0); } _FORCE_INLINE_ void set_b8(int32_t b8) { b = (CLAMP(b8, 0, 255) / 255.0f); }
inline int32_t get_b8() const { return int32_t(Math::clamp(b * 255.0, 0.0, 255.0)); } _FORCE_INLINE_ int32_t get_b8() const { return int32_t(CLAMP(Math::round(b * 255.0f), 0.0f, 255.0f)); }
inline void set_a8(int32_t a8) { a = (Math::clamp(a8, 0, 255) / 255.0); } _FORCE_INLINE_ void set_a8(int32_t a8) { a = (CLAMP(a8, 0, 255) / 255.0f); }
inline int32_t get_a8() const { return int32_t(Math::clamp(a * 255.0, 0.0, 255.0)); } _FORCE_INLINE_ int32_t get_a8() const { return int32_t(CLAMP(Math::round(a * 255.0f), 0.0f, 255.0f)); }
inline void set_h(float p_h) { set_hsv(p_h, get_s(), get_v()); } _FORCE_INLINE_ void set_h(float p_h) { set_hsv(p_h, get_s(), get_v(), a); }
inline void set_s(float p_s) { set_hsv(get_h(), p_s, get_v()); } _FORCE_INLINE_ void set_s(float p_s) { set_hsv(get_h(), p_s, get_v(), a); }
inline void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v); } _FORCE_INLINE_ void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v, a); }
inline Color() {} _FORCE_INLINE_ Color() {}
/** /**
* RGBA construct parameters. * RGBA construct parameters.
* Alpha is not optional as otherwise we can't bind the RGB version for scripting. * Alpha is not optional as otherwise we can't bind the RGB version for scripting.
*/ */
inline Color(float p_r, float p_g, float p_b, float p_a) { _FORCE_INLINE_ Color(float p_r, float p_g, float p_b, float p_a) {
r = p_r; r = p_r;
g = p_g; g = p_g;
b = p_b; b = p_b;
@ -228,17 +233,17 @@ struct _NO_DISCARD_ Color {
/** /**
* RGB construct parameters. * RGB construct parameters.
*/ */
inline Color(float p_r, float p_g, float p_b) { _FORCE_INLINE_ Color(float p_r, float p_g, float p_b) {
r = p_r; r = p_r;
g = p_g; g = p_g;
b = p_b; b = p_b;
a = 1.0; a = 1.0f;
} }
/** /**
* Construct a Color from another Color, but with the specified alpha value. * Construct a Color from another Color, but with the specified alpha value.
*/ */
inline Color(const Color &p_c, float p_a) { _FORCE_INLINE_ Color(const Color &p_c, float p_a) {
r = p_c.r; r = p_c.r;
g = p_c.g; g = p_c.g;
b = p_c.b; b = p_c.b;
@ -275,7 +280,7 @@ bool Color::operator<(const Color &p_color) const {
} }
} }
inline Color operator*(float p_scalar, const Color &p_color) { _FORCE_INLINE_ Color operator*(float p_scalar, const Color &p_color) {
return p_color * p_scalar; return p_color * p_scalar;
} }

View File

@ -32,29 +32,30 @@
#define GODOT_PLANE_HPP #define GODOT_PLANE_HPP
#include <godot_cpp/classes/global_constants.hpp> #include <godot_cpp/classes/global_constants.hpp>
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/vector3.hpp> #include <godot_cpp/variant/vector3.hpp>
namespace godot { namespace godot {
class Variant;
struct _NO_DISCARD_ Plane { struct _NO_DISCARD_ Plane {
Vector3 normal; Vector3 normal;
real_t d = 0; real_t d = 0;
void set_normal(const Vector3 &p_normal); void set_normal(const Vector3 &p_normal);
inline Vector3 get_normal() const { return normal; }; /// Point is coplanar, CMP_EPSILON for precision _FORCE_INLINE_ Vector3 get_normal() const { return normal; };
void normalize(); void normalize();
Plane normalized() const; Plane normalized() const;
/* Plane-Point operations */ /* Plane-Point operations */
inline Vector3 center() const { return normal * d; } _FORCE_INLINE_ Vector3 center() const { return normal * d; }
Vector3 get_any_perpendicular_normal() const; Vector3 get_any_perpendicular_normal() const;
inline bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane _FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
inline real_t distance_to(const Vector3 &p_point) const; _FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const;
inline bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const; _FORCE_INLINE_ bool has_point(const Vector3 &p_point, real_t p_tolerance = CMP_EPSILON) const;
/* intersections */ /* intersections */
@ -62,7 +63,12 @@ struct _NO_DISCARD_ Plane {
bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const; bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const;
bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const; bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const;
inline Vector3 project(const Vector3 &p_point) const { // For Variant bindings.
Variant intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const;
Variant intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const;
Variant intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const;
_FORCE_INLINE_ Vector3 project(const Vector3 &p_point) const {
return p_point - normal * distance_to(p_point); return p_point - normal * distance_to(p_point);
} }
@ -72,18 +78,18 @@ struct _NO_DISCARD_ Plane {
bool is_equal_approx(const Plane &p_plane) const; bool is_equal_approx(const Plane &p_plane) const;
bool is_equal_approx_any_side(const Plane &p_plane) const; bool is_equal_approx_any_side(const Plane &p_plane) const;
inline bool operator==(const Plane &p_plane) const; _FORCE_INLINE_ bool operator==(const Plane &p_plane) const;
inline bool operator!=(const Plane &p_plane) const; _FORCE_INLINE_ bool operator!=(const Plane &p_plane) const;
operator String() const; operator String() const;
inline Plane() {} _FORCE_INLINE_ Plane() {}
inline Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) : _FORCE_INLINE_ Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
normal(p_a, p_b, p_c), normal(p_a, p_b, p_c),
d(p_d) {} d(p_d) {}
inline Plane(const Vector3 &p_normal, real_t p_d); _FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d = 0.0);
inline Plane(const Vector3 &p_point, const Vector3 &p_normal); _FORCE_INLINE_ Plane(const Vector3 &p_normal, const Vector3 &p_point);
inline Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE); _FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
}; };
bool Plane::is_point_over(const Vector3 &p_point) const { bool Plane::is_point_over(const Vector3 &p_point) const {
@ -94,10 +100,10 @@ real_t Plane::distance_to(const Vector3 &p_point) const {
return (normal.dot(p_point) - d); return (normal.dot(p_point) - d);
} }
bool Plane::has_point(const Vector3 &p_point, real_t _epsilon) const { bool Plane::has_point(const Vector3 &p_point, real_t p_tolerance) const {
real_t dist = normal.dot(p_point) - d; real_t dist = normal.dot(p_point) - d;
dist = Math::abs(dist); dist = Math::abs(dist);
return (dist <= _epsilon); return (dist <= p_tolerance);
} }
Plane::Plane(const Vector3 &p_normal, real_t p_d) : Plane::Plane(const Vector3 &p_normal, real_t p_d) :
@ -105,7 +111,7 @@ Plane::Plane(const Vector3 &p_normal, real_t p_d) :
d(p_d) { d(p_d) {
} }
Plane::Plane(const Vector3 &p_point, const Vector3 &p_normal) : Plane::Plane(const Vector3 &p_normal, const Vector3 &p_point) :
normal(p_normal), normal(p_normal),
d(p_normal.dot(p_point)) { d(p_normal.dot(p_point)) {
} }
@ -128,6 +134,7 @@ bool Plane::operator==(const Plane &p_plane) const {
bool Plane::operator!=(const Plane &p_plane) const { bool Plane::operator!=(const Plane &p_plane) const {
return normal != p_plane.normal || d != p_plane.d; return normal != p_plane.normal || d != p_plane.d;
} }
} // namespace godot } // namespace godot
#endif // GODOT_PLANE_HPP #endif // GODOT_PLANE_HPP

View File

@ -32,13 +32,12 @@
#define GODOT_PROJECTION_HPP #define GODOT_PROJECTION_HPP
#include <godot_cpp/core/math.hpp> #include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/array.hpp>
#include <godot_cpp/variant/vector3.hpp> #include <godot_cpp/variant/vector3.hpp>
#include <godot_cpp/variant/vector4.hpp> #include <godot_cpp/variant/vector4.hpp>
namespace godot { namespace godot {
class Array;
struct AABB; struct AABB;
struct Plane; struct Plane;
struct Rect2; struct Rect2;
@ -55,14 +54,16 @@ struct _NO_DISCARD_ Projection {
PLANE_BOTTOM PLANE_BOTTOM
}; };
Vector4 matrix[4]; Vector4 columns[4];
_FORCE_INLINE_ const Vector4 &operator[](const int p_axis) const { _FORCE_INLINE_ const Vector4 &operator[](const int p_axis) const {
return matrix[p_axis]; DEV_ASSERT((unsigned int)p_axis < 4);
return columns[p_axis];
} }
_FORCE_INLINE_ Vector4 &operator[](const int p_axis) { _FORCE_INLINE_ Vector4 &operator[](const int p_axis) {
return matrix[p_axis]; DEV_ASSERT((unsigned int)p_axis < 4);
return columns[p_axis];
} }
float determinant() const; float determinant() const;
@ -97,7 +98,7 @@ struct _NO_DISCARD_ Projection {
Projection jitter_offseted(const Vector2 &p_offset) const; Projection jitter_offseted(const Vector2 &p_offset) const;
static real_t get_fovy(real_t p_fovx, real_t p_aspect) { static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0); return Math::rad_to_deg(Math::atan(p_aspect * Math::tan(Math::deg_to_rad(p_fovx) * 0.5)) * 2.0);
} }
real_t get_z_far() const; real_t get_z_far() const;
@ -107,8 +108,8 @@ struct _NO_DISCARD_ Projection {
bool is_orthogonal() const; bool is_orthogonal() const;
Array get_projection_planes(const Transform3D &p_transform) const; Array get_projection_planes(const Transform3D &p_transform) const;
bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;
bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;
Vector2 get_viewport_half_extents() const; Vector2 get_viewport_half_extents() const;
Vector2 get_far_plane_half_extents() const; Vector2 get_far_plane_half_extents() const;
@ -136,7 +137,7 @@ struct _NO_DISCARD_ Projection {
bool operator==(const Projection &p_cam) const { bool operator==(const Projection &p_cam) const {
for (uint32_t i = 0; i < 4; i++) { for (uint32_t i = 0; i < 4; i++) {
for (uint32_t j = 0; j < 4; j++) { for (uint32_t j = 0; j < 4; j++) {
if (matrix[i][j] != p_cam.matrix[i][j]) { if (columns[i][j] != p_cam.columns[i][j]) {
return false; return false;
} }
} }
@ -158,10 +159,10 @@ struct _NO_DISCARD_ Projection {
Vector3 Projection::xform(const Vector3 &p_vec3) const { Vector3 Projection::xform(const Vector3 &p_vec3) const {
Vector3 ret; Vector3 ret;
ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0]; ret.x = columns[0][0] * p_vec3.x + columns[1][0] * p_vec3.y + columns[2][0] * p_vec3.z + columns[3][0];
ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1]; ret.y = columns[0][1] * p_vec3.x + columns[1][1] * p_vec3.y + columns[2][1] * p_vec3.z + columns[3][1];
ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2]; ret.z = columns[0][2] * p_vec3.x + columns[1][2] * p_vec3.y + columns[2][2] * p_vec3.z + columns[3][2];
real_t w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3]; real_t w = columns[0][3] * p_vec3.x + columns[1][3] * p_vec3.y + columns[2][3] * p_vec3.z + columns[3][3];
return ret / w; return ret / w;
} }

View File

@ -143,8 +143,7 @@ struct _NO_DISCARD_ Quaternion {
w = p_q.w; w = p_q.w;
} }
Quaternion(const Vector3 &v0, const Vector3 &v1) // shortest arc Quaternion(const Vector3 &v0, const Vector3 &v1) { // Shortest arc.
{
Vector3 c = v0.cross(v1); Vector3 c = v0.cross(v1);
real_t d = v0.dot(v1); real_t d = v0.dot(v1);

View File

@ -32,7 +32,6 @@
#define GODOT_RECT2_HPP #define GODOT_RECT2_HPP
#include <godot_cpp/classes/global_constants.hpp> #include <godot_cpp/classes/global_constants.hpp>
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/vector2.hpp> #include <godot_cpp/variant/vector2.hpp>
namespace godot { namespace godot {
@ -52,7 +51,14 @@ struct _NO_DISCARD_ Rect2 {
real_t get_area() const { return size.width * size.height; } real_t get_area() const { return size.width * size.height; }
_FORCE_INLINE_ Vector2 get_center() const { return position + (size * 0.5f); }
inline bool intersects(const Rect2 &p_rect, const bool p_include_borders = false) const { inline bool intersects(const Rect2 &p_rect, const bool p_include_borders = false) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
}
#endif
if (p_include_borders) { if (p_include_borders) {
if (position.x > (p_rect.position.x + p_rect.size.width)) { if (position.x > (p_rect.position.x + p_rect.size.width)) {
return false; return false;
@ -85,6 +91,11 @@ struct _NO_DISCARD_ Rect2 {
} }
inline real_t distance_to(const Vector2 &p_point) const { inline real_t distance_to(const Vector2 &p_point) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0)) {
ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
}
#endif
real_t dist = 0.0; real_t dist = 0.0;
bool inside = true; bool inside = true;
@ -121,13 +132,18 @@ struct _NO_DISCARD_ Rect2 {
bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos = nullptr, Point2 *r_normal = nullptr) const; bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos = nullptr, Point2 *r_normal = nullptr) const;
inline bool encloses(const Rect2 &p_rect) const { inline bool encloses(const Rect2 &p_rect) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
}
#endif
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) && return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
((p_rect.position.x + p_rect.size.x) <= (position.x + size.x)) && ((p_rect.position.x + p_rect.size.x) <= (position.x + size.x)) &&
((p_rect.position.y + p_rect.size.y) <= (position.y + size.y)); ((p_rect.position.y + p_rect.size.y) <= (position.y + size.y));
} }
inline bool has_no_area() const { _FORCE_INLINE_ bool has_area() const {
return (size.x <= 0 || size.y <= 0); return size.x > 0.0f && size.y > 0.0f;
} }
// Returns the instersection between two Rect2s or an empty Rect2 if there is no intersection // Returns the instersection between two Rect2s or an empty Rect2 if there is no intersection
@ -151,7 +167,11 @@ struct _NO_DISCARD_ Rect2 {
} }
inline Rect2 merge(const Rect2 &p_rect) const { ///< return a merged rect inline Rect2 merge(const Rect2 &p_rect) const { ///< return a merged rect
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
}
#endif
Rect2 new_rect; Rect2 new_rect;
new_rect.position.x = Math::min(p_rect.position.x, position.x); new_rect.position.x = Math::min(p_rect.position.x, position.x);
@ -160,11 +180,17 @@ struct _NO_DISCARD_ Rect2 {
new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x); new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x);
new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y); new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y);
new_rect.size = new_rect.size - new_rect.position; // make relative again new_rect.size = new_rect.size - new_rect.position; // Make relative again.
return new_rect; return new_rect;
} }
inline bool has_point(const Point2 &p_point) const { inline bool has_point(const Point2 &p_point) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0)) {
ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
}
#endif
if (p_point.x < position.x) { if (p_point.x < position.x) {
return false; return false;
} }
@ -181,6 +207,7 @@ struct _NO_DISCARD_ Rect2 {
return true; return true;
} }
bool is_equal_approx(const Rect2 &p_rect) const; bool is_equal_approx(const Rect2 &p_rect) const;
bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; } bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
@ -188,13 +215,17 @@ struct _NO_DISCARD_ Rect2 {
inline Rect2 grow(real_t p_amount) const { inline Rect2 grow(real_t p_amount) const {
Rect2 g = *this; Rect2 g = *this;
g.position.x -= p_amount; g.grow_by(p_amount);
g.position.y -= p_amount;
g.size.width += p_amount * 2;
g.size.height += p_amount * 2;
return g; return g;
} }
inline void grow_by(real_t p_amount) {
position.x -= p_amount;
position.y -= p_amount;
size.width += p_amount * 2;
size.height += p_amount * 2;
}
inline Rect2 grow_side(Side p_side, real_t p_amount) const { inline Rect2 grow_side(Side p_side, real_t p_amount) const {
Rect2 g = *this; Rect2 g = *this;
g = g.grow_individual((SIDE_LEFT == p_side) ? p_amount : 0, g = g.grow_individual((SIDE_LEFT == p_side) ? p_amount : 0,
@ -218,14 +249,18 @@ struct _NO_DISCARD_ Rect2 {
return g; return g;
} }
inline Rect2 expand(const Vector2 &p_vector) const { _FORCE_INLINE_ Rect2 expand(const Vector2 &p_vector) const {
Rect2 r = *this; Rect2 r = *this;
r.expand_to(p_vector); r.expand_to(p_vector);
return r; return r;
} }
inline void expand_to(const Vector2 &p_vector) { // in place function for speed inline void expand_to(const Vector2 &p_vector) { // In place function for speed.
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0)) {
ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
}
#endif
Vector2 begin = position; Vector2 begin = position;
Vector2 end = position + size; Vector2 end = position + size;
@ -247,12 +282,12 @@ struct _NO_DISCARD_ Rect2 {
size = end - begin; size = end - begin;
} }
inline Rect2 abs() const { _FORCE_INLINE_ Rect2 abs() const {
return Rect2(Point2(position.x + Math::min(size.x, (real_t)0), position.y + Math::min(size.y, (real_t)0)), size.abs()); return Rect2(Point2(position.x + Math::min(size.x, (real_t)0), position.y + Math::min(size.y, (real_t)0)), size.abs());
} }
Vector2 get_support(const Vector2 &p_normal) const { Vector2 get_support(const Vector2 &p_normal) const {
Vector2 half_extents = size * 0.5; Vector2 half_extents = size * 0.5f;
Vector2 ofs = position + half_extents; Vector2 ofs = position + half_extents;
return Vector2( return Vector2(
(p_normal.x > 0) ? -half_extents.x : half_extents.x, (p_normal.x > 0) ? -half_extents.x : half_extents.x,
@ -260,8 +295,8 @@ struct _NO_DISCARD_ Rect2 {
ofs; ofs;
} }
inline bool intersects_filled_polygon(const Vector2 *p_points, int p_point_count) const { _FORCE_INLINE_ bool intersects_filled_polygon(const Vector2 *p_points, int p_point_count) const {
Vector2 center = position + size * 0.5; Vector2 center = get_center();
int side_plus = 0; int side_plus = 0;
int side_minus = 0; int side_minus = 0;
Vector2 end = position + size; Vector2 end = position + size;
@ -274,22 +309,22 @@ struct _NO_DISCARD_ Rect2 {
Vector2 r = (b - a); Vector2 r = (b - a);
float l = r.length(); float l = r.length();
if (l == 0.0) { if (l == 0.0f) {
continue; continue;
} }
// check inside // Check inside.
Vector2 tg = r.orthogonal(); Vector2 tg = r.orthogonal();
float s = tg.dot(center) - tg.dot(a); float s = tg.dot(center) - tg.dot(a);
if (s < 0.0) { if (s < 0.0f) {
side_plus++; side_plus++;
} else { } else {
side_minus++; side_minus++;
} }
// check ray box // Check ray box.
r /= l; r /= l;
Vector2 ir((real_t)1.0 / r.x, (real_t)1.0 / r.y); Vector2 ir(1.0f / r.x, 1.0f / r.y);
// lb is the corner of AABB with minimal coordinates - left bottom, rt is maximal corner // lb is the corner of AABB with minimal coordinates - left bottom, rt is maximal corner
// r.org is origin of ray // r.org is origin of ray
@ -308,17 +343,17 @@ struct _NO_DISCARD_ Rect2 {
} }
if (side_plus * side_minus == 0) { if (side_plus * side_minus == 0) {
return true; // all inside return true; // All inside.
} else { } else {
return false; return false;
} }
} }
inline void set_end(const Vector2 &p_end) { _FORCE_INLINE_ void set_end(const Vector2 &p_end) {
size = p_end - position; size = p_end - position;
} }
inline Vector2 get_end() const { _FORCE_INLINE_ Vector2 get_end() const {
return position + size; return position + size;
} }

View File

@ -32,7 +32,6 @@
#define GODOT_RECT2I_HPP #define GODOT_RECT2I_HPP
#include <godot_cpp/classes/global_constants.hpp> #include <godot_cpp/classes/global_constants.hpp>
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/vector2i.hpp> #include <godot_cpp/variant/vector2i.hpp>
namespace godot { namespace godot {
@ -51,17 +50,24 @@ struct _NO_DISCARD_ Rect2i {
int get_area() const { return size.width * size.height; } int get_area() const { return size.width * size.height; }
_FORCE_INLINE_ Vector2i get_center() const { return position + (size / 2); }
inline bool intersects(const Rect2i &p_rect) const { inline bool intersects(const Rect2i &p_rect) const {
if (position.x > (p_rect.position.x + p_rect.size.width)) { #ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
}
#endif
if (position.x >= (p_rect.position.x + p_rect.size.width)) {
return false; return false;
} }
if ((position.x + size.width) < p_rect.position.x) { if ((position.x + size.width) <= p_rect.position.x) {
return false; return false;
} }
if (position.y > (p_rect.position.y + p_rect.size.height)) { if (position.y >= (p_rect.position.y + p_rect.size.height)) {
return false; return false;
} }
if ((position.y + size.height) < p_rect.position.y) { if ((position.y + size.height) <= p_rect.position.y) {
return false; return false;
} }
@ -69,13 +75,18 @@ struct _NO_DISCARD_ Rect2i {
} }
inline bool encloses(const Rect2i &p_rect) const { inline bool encloses(const Rect2i &p_rect) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
}
#endif
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) && return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) && ((p_rect.position.x + p_rect.size.x) <= (position.x + size.x)) &&
((p_rect.position.y + p_rect.size.y) < (position.y + size.y)); ((p_rect.position.y + p_rect.size.y) <= (position.y + size.y));
} }
inline bool has_no_area() const { _FORCE_INLINE_ bool has_area() const {
return (size.x <= 0 || size.y <= 0); return size.x > 0 && size.y > 0;
} }
// Returns the instersection between two Rect2is or an empty Rect2i if there is no intersection // Returns the instersection between two Rect2is or an empty Rect2i if there is no intersection
@ -92,14 +103,18 @@ struct _NO_DISCARD_ Rect2i {
Point2i p_rect_end = p_rect.position + p_rect.size; Point2i p_rect_end = p_rect.position + p_rect.size;
Point2i end = position + size; Point2i end = position + size;
new_rect.size.x = (int)(Math::min(p_rect_end.x, end.x) - new_rect.position.x); new_rect.size.x = Math::min(p_rect_end.x, end.x) - new_rect.position.x;
new_rect.size.y = (int)(Math::min(p_rect_end.y, end.y) - new_rect.position.y); new_rect.size.y = Math::min(p_rect_end.y, end.y) - new_rect.position.y;
return new_rect; return new_rect;
} }
inline Rect2i merge(const Rect2i &p_rect) const { ///< return a merged rect inline Rect2i merge(const Rect2i &p_rect) const { ///< return a merged rect
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
}
#endif
Rect2i new_rect; Rect2i new_rect;
new_rect.position.x = Math::min(p_rect.position.x, position.x); new_rect.position.x = Math::min(p_rect.position.x, position.x);
@ -108,11 +123,16 @@ struct _NO_DISCARD_ Rect2i {
new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x); new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x);
new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y); new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y);
new_rect.size = new_rect.size - new_rect.position; // make relative again new_rect.size = new_rect.size - new_rect.position; // Make relative again.
return new_rect; return new_rect;
} }
bool has_point(const Point2i &p_point) const { bool has_point(const Point2i &p_point) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0)) {
ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
}
#endif
if (p_point.x < position.x) { if (p_point.x < position.x) {
return false; return false;
} }
@ -165,13 +185,18 @@ struct _NO_DISCARD_ Rect2i {
return g; return g;
} }
inline Rect2i expand(const Vector2i &p_vector) const { _FORCE_INLINE_ Rect2i expand(const Vector2i &p_vector) const {
Rect2i r = *this; Rect2i r = *this;
r.expand_to(p_vector); r.expand_to(p_vector);
return r; return r;
} }
inline void expand_to(const Point2i &p_vector) { inline void expand_to(const Point2i &p_vector) {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0)) {
ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
}
#endif
Point2i begin = position; Point2i begin = position;
Point2i end = position + size; Point2i end = position + size;
@ -193,15 +218,15 @@ struct _NO_DISCARD_ Rect2i {
size = end - begin; size = end - begin;
} }
inline Rect2i abs() const { _FORCE_INLINE_ Rect2i abs() const {
return Rect2i(Point2i(position.x + Math::min(size.x, 0), position.y + Math::min(size.y, 0)), size.abs()); return Rect2i(Point2i(position.x + Math::min(size.x, 0), position.y + Math::min(size.y, 0)), size.abs());
} }
inline void set_end(const Vector2i &p_end) { _FORCE_INLINE_ void set_end(const Vector2i &p_end) {
size = p_end - position; size = p_end - position;
} }
inline Vector2i get_end() const { _FORCE_INLINE_ Vector2i get_end() const {
return position + size; return position + size;
} }

View File

@ -31,14 +31,14 @@
#ifndef GODOT_TRANSFORM2D_HPP #ifndef GODOT_TRANSFORM2D_HPP
#define GODOT_TRANSFORM2D_HPP #define GODOT_TRANSFORM2D_HPP
#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/packed_vector2_array.hpp> #include <godot_cpp/variant/packed_vector2_array.hpp>
#include <godot_cpp/variant/rect2.hpp> #include <godot_cpp/variant/rect2.hpp>
#include <godot_cpp/variant/vector2.hpp> #include <godot_cpp/variant/vector2.hpp>
namespace godot { namespace godot {
class String;
struct _NO_DISCARD_ Transform2D { struct _NO_DISCARD_ Transform2D {
// Warning #1: basis of Transform2D is stored differently from Basis. In terms of columns array, the basis matrix looks like "on paper": // Warning #1: basis of Transform2D is stored differently from Basis. In terms of columns array, the basis matrix looks like "on paper":
// M = (columns[0][0] columns[1][0]) // M = (columns[0][0] columns[1][0])
@ -53,52 +53,46 @@ struct _NO_DISCARD_ Transform2D {
Vector2 columns[3]; Vector2 columns[3];
inline real_t tdotx(const Vector2 &v) const { return columns[0][0] * v.x + columns[1][0] * v.y; } _FORCE_INLINE_ real_t tdotx(const Vector2 &v) const { return columns[0][0] * v.x + columns[1][0] * v.y; }
inline real_t tdoty(const Vector2 &v) const { return columns[0][1] * v.x + columns[1][1] * v.y; } _FORCE_INLINE_ real_t tdoty(const Vector2 &v) const { return columns[0][1] * v.x + columns[1][1] * v.y; }
const Vector2 &operator[](int p_idx) const { return columns[p_idx]; } const Vector2 &operator[](int p_idx) const { return columns[p_idx]; }
Vector2 &operator[](int p_idx) { return columns[p_idx]; } Vector2 &operator[](int p_idx) { return columns[p_idx]; }
inline Vector2 get_axis(int p_axis) const {
ERR_FAIL_INDEX_V(p_axis, 3, Vector2());
return columns[p_axis];
}
inline void set_axis(int p_axis, const Vector2 &p_vec) {
ERR_FAIL_INDEX(p_axis, 3);
columns[p_axis] = p_vec;
}
void invert(); void invert();
Transform2D inverse() const; Transform2D inverse() const;
void affine_invert(); void affine_invert();
Transform2D affine_inverse() const; Transform2D affine_inverse() const;
void set_rotation(real_t p_rot); void set_rotation(const real_t p_rot);
real_t get_rotation() const; real_t get_rotation() const;
real_t get_skew() const; real_t get_skew() const;
void set_skew(float p_angle); void set_skew(const real_t p_angle);
inline void set_rotation_and_scale(real_t p_rot, const Size2 &p_scale); _FORCE_INLINE_ void set_rotation_and_scale(const real_t p_rot, const Size2 &p_scale);
inline void set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, float p_skew); _FORCE_INLINE_ void set_rotation_scale_and_skew(const real_t p_rot, const Size2 &p_scale, const real_t p_skew);
void rotate(real_t p_phi); void rotate(const real_t p_angle);
void scale(const Size2 &p_scale); void scale(const Size2 &p_scale);
void scale_basis(const Size2 &p_scale); void scale_basis(const Size2 &p_scale);
void translate(real_t p_tx, real_t p_ty); void translate_local(const real_t p_tx, const real_t p_ty);
void translate(const Vector2 &p_translation); void translate_local(const Vector2 &p_translation);
real_t basis_determinant() const; real_t basis_determinant() const;
Size2 get_scale() const; Size2 get_scale() const;
void set_scale(const Size2 &p_scale); void set_scale(const Size2 &p_scale);
inline const Vector2 &get_origin() const { return columns[2]; } _FORCE_INLINE_ const Vector2 &get_origin() const { return columns[2]; }
inline void set_origin(const Vector2 &p_origin) { columns[2] = p_origin; } _FORCE_INLINE_ void set_origin(const Vector2 &p_origin) { columns[2] = p_origin; }
Transform2D scaled(const Size2 &p_scale) const;
Transform2D basis_scaled(const Size2 &p_scale) const; Transform2D basis_scaled(const Size2 &p_scale) const;
Transform2D scaled(const Size2 &p_scale) const;
Transform2D scaled_local(const Size2 &p_scale) const;
Transform2D translated(const Vector2 &p_offset) const; Transform2D translated(const Vector2 &p_offset) const;
Transform2D rotated(real_t p_phi) const; Transform2D translated_local(const Vector2 &p_offset) const;
Transform2D rotated(const real_t p_angle) const;
Transform2D rotated_local(const real_t p_angle) const;
Transform2D untranslated() const; Transform2D untranslated() const;
@ -106,26 +100,30 @@ struct _NO_DISCARD_ Transform2D {
Transform2D orthonormalized() const; Transform2D orthonormalized() const;
bool is_equal_approx(const Transform2D &p_transform) const; bool is_equal_approx(const Transform2D &p_transform) const;
Transform2D looking_at(const Vector2 &p_target) const;
bool operator==(const Transform2D &p_transform) const; bool operator==(const Transform2D &p_transform) const;
bool operator!=(const Transform2D &p_transform) const; bool operator!=(const Transform2D &p_transform) const;
void operator*=(const Transform2D &p_transform); void operator*=(const Transform2D &p_transform);
Transform2D operator*(const Transform2D &p_transform) const; Transform2D operator*(const Transform2D &p_transform) const;
void operator*=(const real_t p_val);
Transform2D operator*(const real_t p_val) const;
Transform2D interpolate_with(const Transform2D &p_transform, real_t p_c) const; Transform2D interpolate_with(const Transform2D &p_transform, const real_t p_c) const;
inline Vector2 basis_xform(const Vector2 &p_vec) const; _FORCE_INLINE_ Vector2 basis_xform(const Vector2 &p_vec) const;
inline Vector2 basis_xform_inv(const Vector2 &p_vec) const; _FORCE_INLINE_ Vector2 basis_xform_inv(const Vector2 &p_vec) const;
inline Vector2 xform(const Vector2 &p_vec) const; _FORCE_INLINE_ Vector2 xform(const Vector2 &p_vec) const;
inline Vector2 xform_inv(const Vector2 &p_vec) const; _FORCE_INLINE_ Vector2 xform_inv(const Vector2 &p_vec) const;
inline Rect2 xform(const Rect2 &p_rect) const; _FORCE_INLINE_ Rect2 xform(const Rect2 &p_rect) const;
inline Rect2 xform_inv(const Rect2 &p_rect) const; _FORCE_INLINE_ Rect2 xform_inv(const Rect2 &p_rect) const;
inline PackedVector2Array xform(const PackedVector2Array &p_array) const; _FORCE_INLINE_ PackedVector2Array xform(const PackedVector2Array &p_array) const;
inline PackedVector2Array xform_inv(const PackedVector2Array &p_array) const; _FORCE_INLINE_ PackedVector2Array xform_inv(const PackedVector2Array &p_array) const;
operator String() const; operator String() const;
Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) { Transform2D(const real_t xx, const real_t xy, const real_t yx, const real_t yy, const real_t ox, const real_t oy) {
columns[0][0] = xx; columns[0][0] = xx;
columns[0][1] = xy; columns[0][1] = xy;
columns[1][0] = yx; columns[1][0] = yx;
@ -140,7 +138,10 @@ struct _NO_DISCARD_ Transform2D {
columns[2] = p_origin; columns[2] = p_origin;
} }
Transform2D(real_t p_rot, const Vector2 &p_pos); Transform2D(const real_t p_rot, const Vector2 &p_pos);
Transform2D(const real_t p_rot, const Size2 &p_scale, const real_t p_skew, const Vector2 &p_pos);
Transform2D() { Transform2D() {
columns[0][0] = 1.0; columns[0][0] = 1.0;
columns[1][1] = 1.0; columns[1][1] = 1.0;
@ -187,14 +188,14 @@ Rect2 Transform2D::xform(const Rect2 &p_rect) const {
return new_rect; return new_rect;
} }
void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) { void Transform2D::set_rotation_and_scale(const real_t p_rot, const Size2 &p_scale) {
columns[0][0] = Math::cos(p_rot) * p_scale.x; columns[0][0] = Math::cos(p_rot) * p_scale.x;
columns[1][1] = Math::cos(p_rot) * p_scale.y; columns[1][1] = Math::cos(p_rot) * p_scale.y;
columns[1][0] = -Math::sin(p_rot) * p_scale.y; columns[1][0] = -Math::sin(p_rot) * p_scale.y;
columns[0][1] = Math::sin(p_rot) * p_scale.x; columns[0][1] = Math::sin(p_rot) * p_scale.x;
} }
void Transform2D::set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, float p_skew) { void Transform2D::set_rotation_scale_and_skew(const real_t p_rot, const Size2 &p_scale, const real_t p_skew) {
columns[0][0] = Math::cos(p_rot) * p_scale.x; columns[0][0] = Math::cos(p_rot) * p_scale.x;
columns[1][1] = Math::cos(p_rot + p_skew) * p_scale.y; columns[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
columns[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y; columns[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;
@ -222,8 +223,11 @@ PackedVector2Array Transform2D::xform(const PackedVector2Array &p_array) const {
PackedVector2Array array; PackedVector2Array array;
array.resize(p_array.size()); array.resize(p_array.size());
const Vector2 *r = p_array.ptr();
Vector2 *w = array.ptrw();
for (int i = 0; i < p_array.size(); ++i) { for (int i = 0; i < p_array.size(); ++i) {
array[i] = xform(p_array[i]); w[i] = xform(r[i]);
} }
return array; return array;
} }
@ -232,8 +236,11 @@ PackedVector2Array Transform2D::xform_inv(const PackedVector2Array &p_array) con
PackedVector2Array array; PackedVector2Array array;
array.resize(p_array.size()); array.resize(p_array.size());
const Vector2 *r = p_array.ptr();
Vector2 *w = array.ptrw();
for (int i = 0; i < p_array.size(); ++i) { for (int i = 0; i < p_array.size(); ++i) {
array[i] = xform_inv(p_array[i]); w[i] = xform_inv(r[i]);
} }
return array; return array;
} }

View File

@ -70,9 +70,6 @@ struct _NO_DISCARD_ Vector4i {
return coord[p_axis]; return coord[p_axis];
} }
void set_axis(const int p_axis, const int32_t p_value);
int32_t get_axis(const int p_axis) const;
Vector4i::Axis min_axis_index() const; Vector4i::Axis min_axis_index() const;
Vector4i::Axis max_axis_index() const; Vector4i::Axis max_axis_index() const;

View File

@ -30,12 +30,12 @@
#include <godot_cpp/variant/aabb.hpp> #include <godot_cpp/variant/aabb.hpp>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/variant/string.hpp> #include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/variant.hpp>
namespace godot { namespace godot {
real_t AABB::get_area() const { real_t AABB::get_volume() const {
return size.x * size.y * size.z; return size.x * size.y * size.z;
} }
@ -48,14 +48,19 @@ bool AABB::operator!=(const AABB &p_rval) const {
} }
void AABB::merge_with(const AABB &p_aabb) { void AABB::merge_with(const AABB &p_aabb) {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
Vector3 beg_1, beg_2; Vector3 beg_1, beg_2;
Vector3 end_1, end_2; Vector3 end_1, end_2;
Vector3 min, max; Vector3 min, max;
beg_1 = position; beg_1 = position;
beg_2 = p_aabb.position; beg_2 = p_aabb.position;
end_1 = Vector3(size.x, size.y, size.z) + beg_1; end_1 = size + beg_1;
end_2 = Vector3(p_aabb.size.x, p_aabb.size.y, p_aabb.size.z) + beg_2; end_2 = p_aabb.size + beg_2;
min.x = (beg_1.x < beg_2.x) ? beg_1.x : beg_2.x; min.x = (beg_1.x < beg_2.x) ? beg_1.x : beg_2.x;
min.y = (beg_1.y < beg_2.y) ? beg_1.y : beg_2.y; min.y = (beg_1.y < beg_2.y) ? beg_1.y : beg_2.y;
@ -74,6 +79,11 @@ bool AABB::is_equal_approx(const AABB &p_aabb) const {
} }
AABB AABB::intersection(const AABB &p_aabb) const { AABB AABB::intersection(const AABB &p_aabb) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
Vector3 src_min = position; Vector3 src_min = position;
Vector3 src_max = position + size; Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position; Vector3 dst_min = p_aabb.position;
@ -106,6 +116,11 @@ AABB AABB::intersection(const AABB &p_aabb) const {
} }
bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip, Vector3 *r_normal) const { bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip, Vector3 *r_normal) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
Vector3 c1, c2; Vector3 c1, c2;
Vector3 end = position + size; Vector3 end = position + size;
real_t near = -1e20; real_t near = -1e20;
@ -149,6 +164,11 @@ bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *
} }
bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip, Vector3 *r_normal) const { bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip, Vector3 *r_normal) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
real_t min = 0, max = 1; real_t min = 0, max = 1;
int axis = 0; int axis = 0;
real_t sign = 0; real_t sign = 0;
@ -268,14 +288,14 @@ int AABB::get_longest_axis_index() const {
Vector3 AABB::get_shortest_axis() const { Vector3 AABB::get_shortest_axis() const {
Vector3 axis(1, 0, 0); Vector3 axis(1, 0, 0);
real_t max_size = size.x; real_t min_size = size.x;
if (size.y < max_size) { if (size.y < min_size) {
axis = Vector3(0, 1, 0); axis = Vector3(0, 1, 0);
max_size = size.y; min_size = size.y;
} }
if (size.z < max_size) { if (size.z < min_size) {
axis = Vector3(0, 0, 1); axis = Vector3(0, 0, 1);
} }
@ -284,14 +304,14 @@ Vector3 AABB::get_shortest_axis() const {
int AABB::get_shortest_axis_index() const { int AABB::get_shortest_axis_index() const {
int axis = 0; int axis = 0;
real_t max_size = size.x; real_t min_size = size.x;
if (size.y < max_size) { if (size.y < min_size) {
axis = 1; axis = 1;
max_size = size.y; min_size = size.y;
} }
if (size.z < max_size) { if (size.z < min_size) {
axis = 2; axis = 2;
} }
@ -378,8 +398,24 @@ void AABB::get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const {
} }
} }
Variant AABB::intersects_segment_bind(const Vector3 &p_from, const Vector3 &p_to) const {
Vector3 inters;
if (intersects_segment(p_from, p_to, &inters)) {
return inters;
}
return Variant();
}
Variant AABB::intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const {
Vector3 inters;
if (intersects_ray(p_from, p_dir, &inters)) {
return inters;
}
return Variant();
}
AABB::operator String() const { AABB::operator String() const {
return position.operator String() + " - " + size.operator String(); return "[P: " + position.operator String() + ", S: " + size + "]";
} }
} // namespace godot } // namespace godot

View File

@ -122,7 +122,7 @@ bool Basis::is_diagonal() const {
} }
bool Basis::is_rotation() const { bool Basis::is_rotation() const {
return Math::is_equal_approx(determinant(), (real_t)1, (real_t)UNIT_EPSILON) && is_orthogonal(); return Math::is_equal_approx(determinant(), 1, (real_t)UNIT_EPSILON) && is_orthogonal();
} }
#ifdef MATH_CHECKS #ifdef MATH_CHECKS
@ -315,7 +315,7 @@ Vector3 Basis::get_scale() const {
// //
// A proper way to get rid of this issue would be to store the scaling values (or at least their signs) // A proper way to get rid of this issue would be to store the scaling values (or at least their signs)
// as a part of Basis. However, if we go that path, we need to disable direct (write) access to the // as a part of Basis. However, if we go that path, we need to disable direct (write) access to the
// matrix rows. // matrix elements.
// //
// The rotation part of this decomposition is returned by get_rotation* functions. // The rotation part of this decomposition is returned by get_rotation* functions.
real_t det_sign = SIGN(determinant()); real_t det_sign = SIGN(determinant());

View File

@ -36,77 +36,110 @@
namespace godot { namespace godot {
uint32_t Color::to_argb32() const { uint32_t Color::to_argb32() const {
uint32_t c = (uint8_t)Math::round(a * 255); uint32_t c = (uint8_t)Math::round(a * 255.0f);
c <<= 8; c <<= 8;
c |= (uint8_t)Math::round(r * 255); c |= (uint8_t)Math::round(r * 255.0f);
c <<= 8; c <<= 8;
c |= (uint8_t)Math::round(g * 255); c |= (uint8_t)Math::round(g * 255.0f);
c <<= 8; c <<= 8;
c |= (uint8_t)Math::round(b * 255); c |= (uint8_t)Math::round(b * 255.0f);
return c; return c;
} }
uint32_t Color::to_abgr32() const { uint32_t Color::to_abgr32() const {
uint32_t c = (uint8_t)Math::round(a * 255); uint32_t c = (uint8_t)Math::round(a * 255.0f);
c <<= 8; c <<= 8;
c |= (uint8_t)Math::round(b * 255); c |= (uint8_t)Math::round(b * 255.0f);
c <<= 8; c <<= 8;
c |= (uint8_t)Math::round(g * 255); c |= (uint8_t)Math::round(g * 255.0f);
c <<= 8; c <<= 8;
c |= (uint8_t)Math::round(r * 255); c |= (uint8_t)Math::round(r * 255.0f);
return c; return c;
} }
uint32_t Color::to_rgba32() const { uint32_t Color::to_rgba32() const {
uint32_t c = (uint8_t)Math::round(r * 255); uint32_t c = (uint8_t)Math::round(r * 255.0f);
c <<= 8; c <<= 8;
c |= (uint8_t)Math::round(g * 255); c |= (uint8_t)Math::round(g * 255.0f);
c <<= 8; c <<= 8;
c |= (uint8_t)Math::round(b * 255); c |= (uint8_t)Math::round(b * 255.0f);
c <<= 8; c <<= 8;
c |= (uint8_t)Math::round(a * 255); c |= (uint8_t)Math::round(a * 255.0f);
return c; return c;
} }
uint64_t Color::to_abgr64() const { uint64_t Color::to_abgr64() const {
uint64_t c = (uint16_t)Math::round(a * 65535); uint64_t c = (uint16_t)Math::round(a * 65535.0f);
c <<= 16; c <<= 16;
c |= (uint16_t)Math::round(b * 65535); c |= (uint16_t)Math::round(b * 65535.0f);
c <<= 16; c <<= 16;
c |= (uint16_t)Math::round(g * 65535); c |= (uint16_t)Math::round(g * 65535.0f);
c <<= 16; c <<= 16;
c |= (uint16_t)Math::round(r * 65535); c |= (uint16_t)Math::round(r * 65535.0f);
return c; return c;
} }
uint64_t Color::to_argb64() const { uint64_t Color::to_argb64() const {
uint64_t c = (uint16_t)Math::round(a * 65535); uint64_t c = (uint16_t)Math::round(a * 65535.0f);
c <<= 16; c <<= 16;
c |= (uint16_t)Math::round(r * 65535); c |= (uint16_t)Math::round(r * 65535.0f);
c <<= 16; c <<= 16;
c |= (uint16_t)Math::round(g * 65535); c |= (uint16_t)Math::round(g * 65535.0f);
c <<= 16; c <<= 16;
c |= (uint16_t)Math::round(b * 65535); c |= (uint16_t)Math::round(b * 65535.0f);
return c; return c;
} }
uint64_t Color::to_rgba64() const { uint64_t Color::to_rgba64() const {
uint64_t c = (uint16_t)Math::round(r * 65535); uint64_t c = (uint16_t)Math::round(r * 65535.0f);
c <<= 16; c <<= 16;
c |= (uint16_t)Math::round(g * 65535); c |= (uint16_t)Math::round(g * 65535.0f);
c <<= 16; c <<= 16;
c |= (uint16_t)Math::round(b * 65535); c |= (uint16_t)Math::round(b * 65535.0f);
c <<= 16; c <<= 16;
c |= (uint16_t)Math::round(a * 65535); c |= (uint16_t)Math::round(a * 65535.0f);
return c; return c;
} }
String _to_hex(float p_val) {
int v = Math::round(p_val * 255.0f);
v = CLAMP(v, 0, 255);
String ret;
for (int i = 0; i < 2; i++) {
char32_t c[2] = { 0, 0 };
int lv = v & 0xF;
if (lv < 10) {
c[0] = '0' + lv;
} else {
c[0] = 'a' + lv - 10;
}
v >>= 4;
String cs = (const char32_t *)c;
ret = cs + ret;
}
return ret;
}
String Color::to_html(bool p_alpha) const {
String txt;
txt = txt + _to_hex(r);
txt = txt + _to_hex(g);
txt = txt + _to_hex(b);
if (p_alpha) {
txt = txt + _to_hex(a);
}
return txt;
}
float Color::get_h() const { float Color::get_h() const {
float min = Math::min(r, g); float min = Math::min(r, g);
min = Math::min(min, b); min = Math::min(min, b);
@ -115,8 +148,8 @@ float Color::get_h() const {
float delta = max - min; float delta = max - min;
if (delta == 0) { if (delta == 0.0f) {
return 0; return 0.0f;
} }
float h; float h;
@ -128,9 +161,9 @@ float Color::get_h() const {
h = 4 + (r - g) / delta; // between magenta & cyan h = 4 + (r - g) / delta; // between magenta & cyan
} }
h /= 6.0; h /= 6.0f;
if (h < 0) { if (h < 0.0f) {
h += 1.0; h += 1.0f;
} }
return h; return h;
@ -144,7 +177,7 @@ float Color::get_s() const {
float delta = max - min; float delta = max - min;
return (max != 0) ? (delta / max) : 0; return (max != 0.0f) ? (delta / max) : 0.0f;
} }
float Color::get_v() const { float Color::get_v() const {
@ -158,20 +191,20 @@ void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
float f, p, q, t; float f, p, q, t;
a = p_alpha; a = p_alpha;
if (p_s == 0) { if (p_s == 0.0f) {
// Achromatic (grey) // Achromatic (grey)
r = g = b = p_v; r = g = b = p_v;
return; return;
} }
p_h *= 6.0; p_h *= 6.0f;
p_h = Math::fmod(p_h, 6); p_h = Math::fmod(p_h, 6);
i = Math::floor(p_h); i = Math::floor(p_h);
f = p_h - i; f = p_h - i;
p = p_v * (1 - p_s); p = p_v * (1.0f - p_s);
q = p_v * (1 - p_s * f); q = p_v * (1.0f - p_s * f);
t = p_v * (1 - p_s * (1 - f)); t = p_v * (1.0f - p_s * (1.0f - f));
switch (i) { switch (i) {
case 0: // Red is the dominant color case 0: // Red is the dominant color
@ -211,50 +244,44 @@ 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); 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() { void Color::invert() {
r = 1.0 - r; r = 1.0f - r;
g = 1.0 - g; g = 1.0f - g;
b = 1.0 - b; b = 1.0f - b;
} }
Color Color::hex(uint32_t p_hex) { Color Color::hex(uint32_t p_hex) {
float a = (p_hex & 0xFF) / 255.0; float a = (p_hex & 0xFF) / 255.0f;
p_hex >>= 8; p_hex >>= 8;
float b = (p_hex & 0xFF) / 255.0; float b = (p_hex & 0xFF) / 255.0f;
p_hex >>= 8; p_hex >>= 8;
float g = (p_hex & 0xFF) / 255.0; float g = (p_hex & 0xFF) / 255.0f;
p_hex >>= 8; p_hex >>= 8;
float r = (p_hex & 0xFF) / 255.0; float r = (p_hex & 0xFF) / 255.0f;
return Color(r, g, b, a); return Color(r, g, b, a);
} }
Color Color::hex64(uint64_t p_hex) { Color Color::hex64(uint64_t p_hex) {
float a = (p_hex & 0xFFFF) / 65535.0; float a = (p_hex & 0xFFFF) / 65535.0f;
p_hex >>= 16; p_hex >>= 16;
float b = (p_hex & 0xFFFF) / 65535.0; float b = (p_hex & 0xFFFF) / 65535.0f;
p_hex >>= 16; p_hex >>= 16;
float g = (p_hex & 0xFFFF) / 65535.0; float g = (p_hex & 0xFFFF) / 65535.0f;
p_hex >>= 16; p_hex >>= 16;
float r = (p_hex & 0xFFFF) / 65535.0; float r = (p_hex & 0xFFFF) / 65535.0f;
return Color(r, g, b, a); return Color(r, g, b, a);
} }
Color Color::from_rgbe9995(uint32_t p_rgbe) {
float r = p_rgbe & 0x1ff;
float g = (p_rgbe >> 9) & 0x1ff;
float b = (p_rgbe >> 18) & 0x1ff;
float e = (p_rgbe >> 27);
float m = Math::pow(2, e - 15.0 - 9.0);
float rd = r * m;
float gd = g * m;
float bd = b * m;
return Color(rd, gd, bd, 1.0f);
}
static int _parse_col4(const String &p_str, int p_ofs) { static int _parse_col4(const String &p_str, int p_ofs) {
char character = p_str[p_ofs]; char character = p_str[p_ofs];
@ -301,29 +328,29 @@ Color Color::html(const String &p_rgba) {
} else if (color.length() == 3) { } else if (color.length() == 3) {
alpha = false; alpha = false;
} else { } else {
ERR_FAIL_V(Color()); ERR_FAIL_V_MSG(Color(), "Invalid color code: " + p_rgba + ".");
} }
float r, g, b, a = 1.0; float r, g, b, a = 1.0f;
if (is_shorthand) { if (is_shorthand) {
r = _parse_col4(color, 0) / 15.0; r = _parse_col4(color, 0) / 15.0f;
g = _parse_col4(color, 1) / 15.0; g = _parse_col4(color, 1) / 15.0f;
b = _parse_col4(color, 2) / 15.0; b = _parse_col4(color, 2) / 15.0f;
if (alpha) { if (alpha) {
a = _parse_col4(color, 3) / 15.0; a = _parse_col4(color, 3) / 15.0f;
} }
} else { } else {
r = _parse_col8(color, 0) / 255.0; r = _parse_col8(color, 0) / 255.0f;
g = _parse_col8(color, 2) / 255.0; g = _parse_col8(color, 2) / 255.0f;
b = _parse_col8(color, 4) / 255.0; b = _parse_col8(color, 4) / 255.0f;
if (alpha) { if (alpha) {
a = _parse_col8(color, 6) / 255.0; a = _parse_col8(color, 6) / 255.0f;
} }
} }
ERR_FAIL_COND_V(r < 0, Color()); ERR_FAIL_COND_V_MSG(r < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
ERR_FAIL_COND_V(g < 0, Color()); ERR_FAIL_COND_V_MSG(g < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
ERR_FAIL_COND_V(b < 0, Color()); ERR_FAIL_COND_V_MSG(b < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
ERR_FAIL_COND_V(a < 0, Color()); ERR_FAIL_COND_V_MSG(a < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
return Color(r, g, b, a); return Color(r, g, b, a);
} }
@ -357,10 +384,10 @@ bool Color::html_is_valid(const String &p_color) {
Color Color::named(const String &p_name) { Color Color::named(const String &p_name) {
int idx = find_named_color(p_name); int idx = find_named_color(p_name);
if (idx == -1) { if (idx == -1) {
ERR_FAIL_V(Color()); ERR_FAIL_V_MSG(Color(), "Invalid color name: " + p_name + ".");
return Color(); return Color();
} }
return get_named_color(idx); return named_colors[idx].color;
} }
Color Color::named(const String &p_name, const Color &p_default) { Color Color::named(const String &p_name, const Color &p_default) {
@ -368,7 +395,7 @@ Color Color::named(const String &p_name, const Color &p_default) {
if (idx == -1) { if (idx == -1) {
return p_default; return p_default;
} }
return get_named_color(idx); return named_colors[idx].color;
} }
int Color::find_named_color(const String &p_name) { int Color::find_named_color(const String &p_name) {
@ -379,11 +406,11 @@ int Color::find_named_color(const String &p_name) {
name = name.replace("_", ""); name = name.replace("_", "");
name = name.replace("'", ""); name = name.replace("'", "");
name = name.replace(".", ""); name = name.replace(".", "");
name = name.to_lower(); name = name.to_upper();
int idx = 0; int idx = 0;
while (named_colors[idx].name != nullptr) { while (named_colors[idx].name != nullptr) {
if (name == String(named_colors[idx].name)) { if (name == String(named_colors[idx].name).replace("_", "")) {
return idx; return idx;
} }
idx++; idx++;
@ -401,10 +428,12 @@ int Color::get_named_color_count() {
} }
String Color::get_named_color_name(int p_idx) { String Color::get_named_color_name(int p_idx) {
ERR_FAIL_INDEX_V(p_idx, get_named_color_count(), "");
return named_colors[p_idx].name; return named_colors[p_idx].name;
} }
Color Color::get_named_color(int p_idx) { Color Color::get_named_color(int p_idx) {
ERR_FAIL_INDEX_V(p_idx, get_named_color_count(), Color());
return named_colors[p_idx].color; return named_colors[p_idx].color;
} }
@ -418,47 +447,28 @@ Color Color::from_string(const String &p_string, const Color &p_default) {
} }
} }
String _to_hex(float p_val) { Color Color::from_hsv(float p_h, float p_s, float p_v, float p_alpha) {
int v = Math::round(p_val * 255); Color c;
v = Math::clamp(v, 0, 255); c.set_hsv(p_h, p_s, p_v, p_alpha);
String ret; return c;
for (int i = 0; i < 2; i++) {
char32_t c[2] = { 0, 0 };
int lv = v & 0xF;
if (lv < 10) {
c[0] = '0' + lv;
} else {
c[0] = 'a' + lv - 10;
} }
v >>= 4; Color Color::from_rgbe9995(uint32_t p_rgbe) {
String cs = (const char32_t *)c; float r = p_rgbe & 0x1ff;
ret = cs + ret; float g = (p_rgbe >> 9) & 0x1ff;
} float b = (p_rgbe >> 18) & 0x1ff;
float e = (p_rgbe >> 27);
float m = Math::pow(2.0f, e - 15.0f - 9.0f);
return ret; float rd = r * m;
} float gd = g * m;
float bd = b * m;
String Color::to_html(bool p_alpha) const { return Color(rd, gd, bd, 1.0f);
String txt;
txt = txt + _to_hex(g);
txt = txt + _to_hex(b);
txt = txt + _to_hex(r);
if (p_alpha) {
txt = txt + _to_hex(a);
}
return txt;
}
Color Color::from_hsv(float p_h, float p_s, float p_v, float p_a) {
Color result;
result.set_hsv(p_h, p_s, p_v, p_a);
return result;
} }
Color::operator String() const { Color::operator String() const {
return String::num(r, 3) + ", " + String::num(g, 3) + ", " + String::num(b, 3) + ", " + String::num(a, 3); return "(" + String::num(r, 4) + ", " + String::num(g, 4) + ", " + String::num(b, 4) + ", " + String::num(a, 4) + ")";
} }
Color Color::operator+(const Color &p_color) const { Color Color::operator+(const Color &p_color) const {
@ -553,10 +563,10 @@ void Color::operator/=(float p_scalar) {
Color Color::operator-() const { Color Color::operator-() const {
return Color( return Color(
1.0 - r, 1.0f - r,
1.0 - g, 1.0f - g,
1.0 - b, 1.0f - b,
1.0 - a); 1.0f - a);
} }
} // namespace godot } // namespace godot

View File

@ -31,6 +31,7 @@
#include <godot_cpp/variant/plane.hpp> #include <godot_cpp/variant/plane.hpp>
#include <godot_cpp/variant/string.hpp> #include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/variant.hpp>
namespace godot { namespace godot {
@ -59,7 +60,7 @@ Vector3 Plane::get_any_perpendicular_normal() const {
static const Vector3 p2 = Vector3(0, 1, 0); static const Vector3 p2 = Vector3(0, 1, 0);
Vector3 p; Vector3 p;
if (Math::abs(normal.dot(p1)) > 0.99) { // if too similar to p1 if (Math::abs(normal.dot(p1)) > 0.99f) { // if too similar to p1
p = p2; // use p2 p = p2; // use p2
} else { } else {
p = p1; // use p1 p = p1; // use p1
@ -107,7 +108,7 @@ bool Plane::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3
real_t dist = (normal.dot(p_from) - d) / den; real_t dist = (normal.dot(p_from) - d) / den;
//printf("dist is %i\n",dist); //printf("dist is %i\n",dist);
if (dist > CMP_EPSILON) { //this is a ray, before the emitting pos (p_from) doesn't exist if (dist > (real_t)CMP_EPSILON) { //this is a ray, before the emitting pos (p_from) doesn't exist
return false; return false;
} }
@ -130,7 +131,7 @@ bool Plane::intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vec
real_t dist = (normal.dot(p_begin) - d) / den; real_t dist = (normal.dot(p_begin) - d) / den;
//printf("dist is %i\n",dist); //printf("dist is %i\n",dist);
if (dist < -CMP_EPSILON || dist > (1.0 + CMP_EPSILON)) { if (dist < (real_t)-CMP_EPSILON || dist > (1.0f + (real_t)CMP_EPSILON)) {
return false; return false;
} }
@ -140,6 +141,33 @@ bool Plane::intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vec
return true; return true;
} }
Variant Plane::intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const {
Vector3 inters;
if (intersect_3(p_plane1, p_plane2, &inters)) {
return inters;
} else {
return Variant();
}
}
Variant Plane::intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const {
Vector3 inters;
if (intersects_ray(p_from, p_dir, &inters)) {
return inters;
} else {
return Variant();
}
}
Variant Plane::intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const {
Vector3 inters;
if (intersects_segment(p_begin, p_end, &inters)) {
return inters;
} else {
return Variant();
}
}
/* misc */ /* misc */
bool Plane::is_equal_approx_any_side(const Plane &p_plane) const { bool Plane::is_equal_approx_any_side(const Plane &p_plane) const {
@ -151,7 +179,7 @@ bool Plane::is_equal_approx(const Plane &p_plane) const {
} }
Plane::operator String() const { Plane::operator String() const {
return normal.operator String() + ", " + String::num(d, 3); return "[N: " + normal.operator String() + ", D: " + String::num_real(d, false) + "]";
} }
} // namespace godot } // namespace godot

View File

@ -40,24 +40,24 @@
namespace godot { namespace godot {
float Projection::determinant() const { float Projection::determinant() const {
return matrix[0][3] * matrix[1][2] * matrix[2][1] * matrix[3][0] - matrix[0][2] * matrix[1][3] * matrix[2][1] * matrix[3][0] - return columns[0][3] * columns[1][2] * columns[2][1] * columns[3][0] - columns[0][2] * columns[1][3] * columns[2][1] * columns[3][0] -
matrix[0][3] * matrix[1][1] * matrix[2][2] * matrix[3][0] + matrix[0][1] * matrix[1][3] * matrix[2][2] * matrix[3][0] + columns[0][3] * columns[1][1] * columns[2][2] * columns[3][0] + columns[0][1] * columns[1][3] * columns[2][2] * columns[3][0] +
matrix[0][2] * matrix[1][1] * matrix[2][3] * matrix[3][0] - matrix[0][1] * matrix[1][2] * matrix[2][3] * matrix[3][0] - columns[0][2] * columns[1][1] * columns[2][3] * columns[3][0] - columns[0][1] * columns[1][2] * columns[2][3] * columns[3][0] -
matrix[0][3] * matrix[1][2] * matrix[2][0] * matrix[3][1] + matrix[0][2] * matrix[1][3] * matrix[2][0] * matrix[3][1] + columns[0][3] * columns[1][2] * columns[2][0] * columns[3][1] + columns[0][2] * columns[1][3] * columns[2][0] * columns[3][1] +
matrix[0][3] * matrix[1][0] * matrix[2][2] * matrix[3][1] - matrix[0][0] * matrix[1][3] * matrix[2][2] * matrix[3][1] - columns[0][3] * columns[1][0] * columns[2][2] * columns[3][1] - columns[0][0] * columns[1][3] * columns[2][2] * columns[3][1] -
matrix[0][2] * matrix[1][0] * matrix[2][3] * matrix[3][1] + matrix[0][0] * matrix[1][2] * matrix[2][3] * matrix[3][1] + columns[0][2] * columns[1][0] * columns[2][3] * columns[3][1] + columns[0][0] * columns[1][2] * columns[2][3] * columns[3][1] +
matrix[0][3] * matrix[1][1] * matrix[2][0] * matrix[3][2] - matrix[0][1] * matrix[1][3] * matrix[2][0] * matrix[3][2] - columns[0][3] * columns[1][1] * columns[2][0] * columns[3][2] - columns[0][1] * columns[1][3] * columns[2][0] * columns[3][2] -
matrix[0][3] * matrix[1][0] * matrix[2][1] * matrix[3][2] + matrix[0][0] * matrix[1][3] * matrix[2][1] * matrix[3][2] + columns[0][3] * columns[1][0] * columns[2][1] * columns[3][2] + columns[0][0] * columns[1][3] * columns[2][1] * columns[3][2] +
matrix[0][1] * matrix[1][0] * matrix[2][3] * matrix[3][2] - matrix[0][0] * matrix[1][1] * matrix[2][3] * matrix[3][2] - columns[0][1] * columns[1][0] * columns[2][3] * columns[3][2] - columns[0][0] * columns[1][1] * columns[2][3] * columns[3][2] -
matrix[0][2] * matrix[1][1] * matrix[2][0] * matrix[3][3] + matrix[0][1] * matrix[1][2] * matrix[2][0] * matrix[3][3] + columns[0][2] * columns[1][1] * columns[2][0] * columns[3][3] + columns[0][1] * columns[1][2] * columns[2][0] * columns[3][3] +
matrix[0][2] * matrix[1][0] * matrix[2][1] * matrix[3][3] - matrix[0][0] * matrix[1][2] * matrix[2][1] * matrix[3][3] - columns[0][2] * columns[1][0] * columns[2][1] * columns[3][3] - columns[0][0] * columns[1][2] * columns[2][1] * columns[3][3] -
matrix[0][1] * matrix[1][0] * matrix[2][2] * matrix[3][3] + matrix[0][0] * matrix[1][1] * matrix[2][2] * matrix[3][3]; columns[0][1] * columns[1][0] * columns[2][2] * columns[3][3] + columns[0][0] * columns[1][1] * columns[2][2] * columns[3][3];
} }
void Projection::set_identity() { void Projection::set_identity() {
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) { for (int j = 0; j < 4; j++) {
matrix[i][j] = (i == j) ? 1 : 0; columns[i][j] = (i == j) ? 1 : 0;
} }
} }
} }
@ -65,7 +65,7 @@ void Projection::set_identity() {
void Projection::set_zero() { void Projection::set_zero() {
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) { for (int j = 0; j < 4; j++) {
matrix[i][j] = 0; columns[i][j] = 0;
} }
} }
} }
@ -73,26 +73,26 @@ void Projection::set_zero() {
Plane Projection::xform4(const Plane &p_vec4) const { Plane Projection::xform4(const Plane &p_vec4) const {
Plane ret; Plane ret;
ret.normal.x = matrix[0][0] * p_vec4.normal.x + matrix[1][0] * p_vec4.normal.y + matrix[2][0] * p_vec4.normal.z + matrix[3][0] * p_vec4.d; ret.normal.x = columns[0][0] * p_vec4.normal.x + columns[1][0] * p_vec4.normal.y + columns[2][0] * p_vec4.normal.z + columns[3][0] * p_vec4.d;
ret.normal.y = matrix[0][1] * p_vec4.normal.x + matrix[1][1] * p_vec4.normal.y + matrix[2][1] * p_vec4.normal.z + matrix[3][1] * p_vec4.d; ret.normal.y = columns[0][1] * p_vec4.normal.x + columns[1][1] * p_vec4.normal.y + columns[2][1] * p_vec4.normal.z + columns[3][1] * p_vec4.d;
ret.normal.z = matrix[0][2] * p_vec4.normal.x + matrix[1][2] * p_vec4.normal.y + matrix[2][2] * p_vec4.normal.z + matrix[3][2] * p_vec4.d; ret.normal.z = columns[0][2] * p_vec4.normal.x + columns[1][2] * p_vec4.normal.y + columns[2][2] * p_vec4.normal.z + columns[3][2] * p_vec4.d;
ret.d = matrix[0][3] * p_vec4.normal.x + matrix[1][3] * p_vec4.normal.y + matrix[2][3] * p_vec4.normal.z + matrix[3][3] * p_vec4.d; ret.d = columns[0][3] * p_vec4.normal.x + columns[1][3] * p_vec4.normal.y + columns[2][3] * p_vec4.normal.z + columns[3][3] * p_vec4.d;
return ret; return ret;
} }
Vector4 Projection::xform(const Vector4 &p_vec4) const { Vector4 Projection::xform(const Vector4 &p_vec4) const {
return Vector4( return Vector4(
matrix[0][0] * p_vec4.x + matrix[1][0] * p_vec4.y + matrix[2][0] * p_vec4.z + matrix[3][0] * p_vec4.w, columns[0][0] * p_vec4.x + columns[1][0] * p_vec4.y + columns[2][0] * p_vec4.z + columns[3][0] * p_vec4.w,
matrix[0][1] * p_vec4.x + matrix[1][1] * p_vec4.y + matrix[2][1] * p_vec4.z + matrix[3][1] * p_vec4.w, columns[0][1] * p_vec4.x + columns[1][1] * p_vec4.y + columns[2][1] * p_vec4.z + columns[3][1] * p_vec4.w,
matrix[0][2] * p_vec4.x + matrix[1][2] * p_vec4.y + matrix[2][2] * p_vec4.z + matrix[3][2] * p_vec4.w, columns[0][2] * p_vec4.x + columns[1][2] * p_vec4.y + columns[2][2] * p_vec4.z + columns[3][2] * p_vec4.w,
matrix[0][3] * p_vec4.x + matrix[1][3] * p_vec4.y + matrix[2][3] * p_vec4.z + matrix[3][3] * p_vec4.w); columns[0][3] * p_vec4.x + columns[1][3] * p_vec4.y + columns[2][3] * p_vec4.z + columns[3][3] * p_vec4.w);
} }
Vector4 Projection::xform_inv(const Vector4 &p_vec4) const { Vector4 Projection::xform_inv(const Vector4 &p_vec4) const {
return Vector4( return Vector4(
matrix[0][0] * p_vec4.x + matrix[0][1] * p_vec4.y + matrix[0][2] * p_vec4.z + matrix[0][3] * p_vec4.w, columns[0][0] * p_vec4.x + columns[0][1] * p_vec4.y + columns[0][2] * p_vec4.z + columns[0][3] * p_vec4.w,
matrix[1][0] * p_vec4.x + matrix[1][1] * p_vec4.y + matrix[1][2] * p_vec4.z + matrix[1][3] * p_vec4.w, columns[1][0] * p_vec4.x + columns[1][1] * p_vec4.y + columns[1][2] * p_vec4.z + columns[1][3] * p_vec4.w,
matrix[2][0] * p_vec4.x + matrix[2][1] * p_vec4.y + matrix[2][2] * p_vec4.z + matrix[2][3] * p_vec4.w, columns[2][0] * p_vec4.x + columns[2][1] * p_vec4.y + columns[2][2] * p_vec4.z + columns[2][3] * p_vec4.w,
matrix[3][0] * p_vec4.x + matrix[3][1] * p_vec4.y + matrix[3][2] * p_vec4.z + matrix[3][3] * p_vec4.w); columns[3][0] * p_vec4.x + columns[3][1] * p_vec4.y + columns[3][2] * p_vec4.z + columns[3][3] * p_vec4.w);
} }
void Projection::adjust_perspective_znear(real_t p_new_znear) { void Projection::adjust_perspective_znear(real_t p_new_znear) {
@ -100,8 +100,8 @@ void Projection::adjust_perspective_znear(real_t p_new_znear) {
real_t znear = p_new_znear; real_t znear = p_new_znear;
real_t deltaZ = zfar - znear; real_t deltaZ = zfar - znear;
matrix[2][2] = -(zfar + znear) / deltaZ; columns[2][2] = -(zfar + znear) / deltaZ;
matrix[3][2] = -2 * znear * zfar / deltaZ; columns[3][2] = -2 * znear * zfar / deltaZ;
} }
Projection Projection::create_depth_correction(bool p_flip_y) { Projection Projection::create_depth_correction(bool p_flip_y) {
@ -171,7 +171,7 @@ Projection Projection::perspective_znear_adjusted(real_t p_new_znear) const {
} }
Plane Projection::get_projection_plane(Planes p_plane) const { Plane Projection::get_projection_plane(Planes p_plane) const {
const real_t *matrix = (const real_t *)this->matrix; const real_t *matrix = (const real_t *)this->columns;
switch (p_plane) { switch (p_plane) {
case PLANE_NEAR: { case PLANE_NEAR: {
@ -257,7 +257,7 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t
} }
real_t sine, cotangent, deltaZ; real_t sine, cotangent, deltaZ;
real_t radians = Math::deg2rad(p_fovy_degrees / 2.0); real_t radians = Math::deg_to_rad(p_fovy_degrees / 2.0);
deltaZ = p_z_far - p_z_near; deltaZ = p_z_far - p_z_near;
sine = Math::sin(radians); sine = Math::sin(radians);
@ -269,12 +269,12 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t
set_identity(); set_identity();
matrix[0][0] = cotangent / p_aspect; columns[0][0] = cotangent / p_aspect;
matrix[1][1] = cotangent; columns[1][1] = cotangent;
matrix[2][2] = -(p_z_far + p_z_near) / deltaZ; columns[2][2] = -(p_z_far + p_z_near) / deltaZ;
matrix[2][3] = -1; columns[2][3] = -1;
matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ; columns[3][2] = -2 * p_z_near * p_z_far / deltaZ;
matrix[3][3] = 0; columns[3][3] = 0;
} }
void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist) { void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist) {
@ -284,7 +284,7 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t
real_t left, right, modeltranslation, ymax, xmax, frustumshift; real_t left, right, modeltranslation, ymax, xmax, frustumshift;
ymax = p_z_near * tan(Math::deg2rad(p_fovy_degrees / 2.0)); ymax = p_z_near * tan(Math::deg_to_rad(p_fovy_degrees / 2.0));
xmax = ymax * p_aspect; xmax = ymax * p_aspect;
frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist; frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist;
@ -311,7 +311,7 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t
// translate matrix by (modeltranslation, 0.0, 0.0) // translate matrix by (modeltranslation, 0.0, 0.0)
Projection cm; Projection cm;
cm.set_identity(); cm.set_identity();
cm.matrix[3][0] = modeltranslation; cm.columns[3][0] = modeltranslation;
*this = *this * cm; *this = *this * cm;
} }
@ -346,13 +346,13 @@ void Projection::set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_di
void Projection::set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar) { void Projection::set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar) {
set_identity(); set_identity();
matrix[0][0] = 2.0 / (p_right - p_left); columns[0][0] = 2.0 / (p_right - p_left);
matrix[3][0] = -((p_right + p_left) / (p_right - p_left)); columns[3][0] = -((p_right + p_left) / (p_right - p_left));
matrix[1][1] = 2.0 / (p_top - p_bottom); columns[1][1] = 2.0 / (p_top - p_bottom);
matrix[3][1] = -((p_top + p_bottom) / (p_top - p_bottom)); columns[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
matrix[2][2] = -2.0 / (p_zfar - p_znear); columns[2][2] = -2.0 / (p_zfar - p_znear);
matrix[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear)); columns[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
matrix[3][3] = 1.0; columns[3][3] = 1.0;
} }
void Projection::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) { void Projection::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {
@ -368,7 +368,7 @@ void Projection::set_frustum(real_t p_left, real_t p_right, real_t p_bottom, rea
ERR_FAIL_COND(p_top <= p_bottom); ERR_FAIL_COND(p_top <= p_bottom);
ERR_FAIL_COND(p_far <= p_near); ERR_FAIL_COND(p_far <= p_near);
real_t *te = &matrix[0][0]; real_t *te = &columns[0][0];
real_t x = 2 * p_near / (p_right - p_left); real_t x = 2 * p_near / (p_right - p_left);
real_t y = 2 * p_near / (p_top - p_bottom); real_t y = 2 * p_near / (p_top - p_bottom);
@ -404,7 +404,7 @@ void Projection::set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, r
} }
real_t Projection::get_z_far() const { real_t Projection::get_z_far() const {
const real_t *matrix = (const real_t *)this->matrix; const real_t *matrix = (const real_t *)this->columns;
Plane new_plane = Plane(matrix[3] - matrix[2], Plane new_plane = Plane(matrix[3] - matrix[2],
matrix[7] - matrix[6], matrix[7] - matrix[6],
matrix[11] - matrix[10], matrix[11] - matrix[10],
@ -417,7 +417,7 @@ real_t Projection::get_z_far() const {
} }
real_t Projection::get_z_near() const { real_t Projection::get_z_near() const {
const real_t *matrix = (const real_t *)this->matrix; const real_t *matrix = (const real_t *)this->columns;
Plane new_plane = Plane(matrix[3] + matrix[2], Plane new_plane = Plane(matrix[3] + matrix[2],
matrix[7] + matrix[6], matrix[7] + matrix[6],
matrix[11] + matrix[10], matrix[11] + matrix[10],
@ -428,7 +428,7 @@ real_t Projection::get_z_near() const {
} }
Vector2 Projection::get_viewport_half_extents() const { Vector2 Projection::get_viewport_half_extents() const {
const real_t *matrix = (const real_t *)this->matrix; const real_t *matrix = (const real_t *)this->columns;
///////--- Near Plane ---/////// ///////--- Near Plane ---///////
Plane near_plane = Plane(matrix[3] + matrix[2], Plane near_plane = Plane(matrix[3] + matrix[2],
matrix[7] + matrix[6], matrix[7] + matrix[6],
@ -456,7 +456,7 @@ Vector2 Projection::get_viewport_half_extents() const {
} }
Vector2 Projection::get_far_plane_half_extents() const { Vector2 Projection::get_far_plane_half_extents() const {
const real_t *matrix = (const real_t *)this->matrix; const real_t *matrix = (const real_t *)this->columns;
///////--- Far Plane ---/////// ///////--- Far Plane ---///////
Plane far_plane = Plane(matrix[3] - matrix[2], Plane far_plane = Plane(matrix[3] - matrix[2],
matrix[7] - matrix[6], matrix[7] - matrix[6],
@ -498,7 +498,10 @@ bool Projection::get_endpoints(const Transform3D &p_transform, Vector3 *p_8point
for (int i = 0; i < 8; i++) { for (int i = 0; i < 8; i++) {
Vector3 point; Vector3 point;
bool res = planes[intersections[i][0]].operator Plane().intersect_3(planes[intersections[i][1]].operator Plane(), planes[intersections[i][2]].operator Plane(), &point); Plane a = planes[intersections[i][0]];
Plane b = planes[intersections[i][1]];
Plane c = planes[intersections[i][2]];
bool res = a.intersect_3(b, c, &point);
ERR_FAIL_COND_V(!res, false); ERR_FAIL_COND_V(!res, false);
p_8points[i] = p_transform.xform(point); p_8points[i] = p_transform.xform(point);
} }
@ -514,8 +517,9 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
*/ */
Array planes; Array planes;
planes.resize(6);
const real_t *matrix = (const real_t *)this->matrix; const real_t *matrix = (const real_t *)this->columns;
Plane new_plane; Plane new_plane;
@ -528,7 +532,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
new_plane.normal = -new_plane.normal; new_plane.normal = -new_plane.normal;
new_plane.normalize(); new_plane.normalize();
planes.push_back(p_transform.xform(new_plane)); planes[0] = p_transform.xform(new_plane);
///////--- Far Plane ---/////// ///////--- Far Plane ---///////
new_plane = Plane(matrix[3] - matrix[2], new_plane = Plane(matrix[3] - matrix[2],
@ -539,7 +543,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
new_plane.normal = -new_plane.normal; new_plane.normal = -new_plane.normal;
new_plane.normalize(); new_plane.normalize();
planes.push_back(p_transform.xform(new_plane)); planes[1] = p_transform.xform(new_plane);
///////--- Left Plane ---/////// ///////--- Left Plane ---///////
new_plane = Plane(matrix[3] + matrix[0], new_plane = Plane(matrix[3] + matrix[0],
@ -550,7 +554,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
new_plane.normal = -new_plane.normal; new_plane.normal = -new_plane.normal;
new_plane.normalize(); new_plane.normalize();
planes.push_back(p_transform.xform(new_plane)); planes[2] = p_transform.xform(new_plane);
///////--- Top Plane ---/////// ///////--- Top Plane ---///////
new_plane = Plane(matrix[3] - matrix[1], new_plane = Plane(matrix[3] - matrix[1],
@ -561,7 +565,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
new_plane.normal = -new_plane.normal; new_plane.normal = -new_plane.normal;
new_plane.normalize(); new_plane.normalize();
planes.push_back(p_transform.xform(new_plane)); planes[3] = p_transform.xform(new_plane);
///////--- Right Plane ---/////// ///////--- Right Plane ---///////
new_plane = Plane(matrix[3] - matrix[0], new_plane = Plane(matrix[3] - matrix[0],
@ -572,7 +576,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
new_plane.normal = -new_plane.normal; new_plane.normal = -new_plane.normal;
new_plane.normalize(); new_plane.normalize();
planes.push_back(p_transform.xform(new_plane)); planes[4] = p_transform.xform(new_plane);
///////--- Bottom Plane ---/////// ///////--- Bottom Plane ---///////
new_plane = Plane(matrix[3] + matrix[1], new_plane = Plane(matrix[3] + matrix[1],
@ -583,7 +587,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
new_plane.normal = -new_plane.normal; new_plane.normal = -new_plane.normal;
new_plane.normalize(); new_plane.normalize();
planes.push_back(p_transform.xform(new_plane)); planes[5] = p_transform.xform(new_plane);
return planes; return planes;
} }
@ -602,15 +606,15 @@ void Projection::invert() {
real_t determinant = 1.0f; real_t determinant = 1.0f;
for (k = 0; k < 4; k++) { for (k = 0; k < 4; k++) {
/** Locate k'th pivot element **/ /** Locate k'th pivot element **/
pvt_val = matrix[k][k]; /** Initialize for search **/ pvt_val = columns[k][k]; /** Initialize for search **/
pvt_i[k] = k; pvt_i[k] = k;
pvt_j[k] = k; pvt_j[k] = k;
for (i = k; i < 4; i++) { for (i = k; i < 4; i++) {
for (j = k; j < 4; j++) { for (j = k; j < 4; j++) {
if (Math::abs(matrix[i][j]) > Math::abs(pvt_val)) { if (Math::abs(columns[i][j]) > Math::abs(pvt_val)) {
pvt_i[k] = i; pvt_i[k] = i;
pvt_j[k] = j; pvt_j[k] = j;
pvt_val = matrix[i][j]; pvt_val = columns[i][j];
} }
} }
} }
@ -621,13 +625,13 @@ void Projection::invert() {
return; /** Matrix is singular (zero determinant). **/ return; /** Matrix is singular (zero determinant). **/
} }
/** "Interchange" elements (with sign change stuff) **/ /** "Interchange" rows (with sign change stuff) **/
i = pvt_i[k]; i = pvt_i[k];
if (i != k) { /** If elements are different **/ if (i != k) { /** If rows are different **/
for (j = 0; j < 4; j++) { for (j = 0; j < 4; j++) {
hold = -matrix[k][j]; hold = -columns[k][j];
matrix[k][j] = matrix[i][j]; columns[k][j] = columns[i][j];
matrix[i][j] = hold; columns[i][j] = hold;
} }
} }
@ -635,25 +639,25 @@ void Projection::invert() {
j = pvt_j[k]; j = pvt_j[k];
if (j != k) { /** If columns are different **/ if (j != k) { /** If columns are different **/
for (i = 0; i < 4; i++) { for (i = 0; i < 4; i++) {
hold = -matrix[i][k]; hold = -columns[i][k];
matrix[i][k] = matrix[i][j]; columns[i][k] = columns[i][j];
matrix[i][j] = hold; columns[i][j] = hold;
} }
} }
/** Divide column by minus pivot value **/ /** Divide column by minus pivot value **/
for (i = 0; i < 4; i++) { for (i = 0; i < 4; i++) {
if (i != k) { if (i != k) {
matrix[i][k] /= (-pvt_val); columns[i][k] /= (-pvt_val);
} }
} }
/** Reduce the matrix **/ /** Reduce the matrix **/
for (i = 0; i < 4; i++) { for (i = 0; i < 4; i++) {
hold = matrix[i][k]; hold = columns[i][k];
for (j = 0; j < 4; j++) { for (j = 0; j < 4; j++) {
if (i != k && j != k) { if (i != k && j != k) {
matrix[i][j] += hold * matrix[k][j]; columns[i][j] += hold * columns[k][j];
} }
} }
} }
@ -661,32 +665,32 @@ void Projection::invert() {
/** Divide row by pivot **/ /** Divide row by pivot **/
for (j = 0; j < 4; j++) { for (j = 0; j < 4; j++) {
if (j != k) { if (j != k) {
matrix[k][j] /= pvt_val; columns[k][j] /= pvt_val;
} }
} }
/** Replace pivot by reciprocal (at last we can touch it). **/ /** Replace pivot by reciprocal (at last we can touch it). **/
matrix[k][k] = 1.0 / pvt_val; columns[k][k] = 1.0 / pvt_val;
} }
/* That was most of the work, one final pass of row/column interchange */ /* That was most of the work, one final pass of row/column interchange */
/* to finish */ /* to finish */
for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/ for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/
i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */ i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */
if (i != k) { /* If elements are different */ if (i != k) { /* If rows are different */
for (j = 0; j < 4; j++) { for (j = 0; j < 4; j++) {
hold = matrix[k][j]; hold = columns[k][j];
matrix[k][j] = -matrix[i][j]; columns[k][j] = -columns[i][j];
matrix[i][j] = hold; columns[i][j] = hold;
} }
} }
j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */ j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */
if (j != k) { /* If columns are different */ if (j != k) { /* If columns are different */
for (i = 0; i < 4; i++) { for (i = 0; i < 4; i++) {
hold = matrix[i][k]; hold = columns[i][k];
matrix[i][k] = -matrix[i][j]; columns[i][k] = -columns[i][j];
matrix[i][j] = hold; columns[i][j] = hold;
} }
} }
} }
@ -694,7 +698,7 @@ void Projection::invert() {
void Projection::flip_y() { void Projection::flip_y() {
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++) {
matrix[1][i] = -matrix[1][i]; columns[1][i] = -columns[1][i];
} }
} }
@ -709,9 +713,9 @@ Projection Projection::operator*(const Projection &p_matrix) const {
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++) {
real_t ab = 0; real_t ab = 0;
for (int k = 0; k < 4; k++) { for (int k = 0; k < 4; k++) {
ab += matrix[k][i] * p_matrix.matrix[j][k]; ab += columns[k][i] * p_matrix.columns[j][k];
} }
new_matrix.matrix[j][i] = ab; new_matrix.columns[j][i] = ab;
} }
} }
@ -719,7 +723,7 @@ Projection Projection::operator*(const Projection &p_matrix) const {
} }
void Projection::set_depth_correction(bool p_flip_y) { void Projection::set_depth_correction(bool p_flip_y) {
real_t *m = &matrix[0][0]; real_t *m = &columns[0][0];
m[0] = 1; m[0] = 1;
m[1] = 0.0; m[1] = 0.0;
@ -740,7 +744,7 @@ void Projection::set_depth_correction(bool p_flip_y) {
} }
void Projection::set_light_bias() { void Projection::set_light_bias() {
real_t *m = &matrix[0][0]; real_t *m = &columns[0][0];
m[0] = 0.5; m[0] = 0.5;
m[1] = 0.0; m[1] = 0.0;
@ -761,7 +765,7 @@ void Projection::set_light_bias() {
} }
void Projection::set_light_atlas_rect(const Rect2 &p_rect) { void Projection::set_light_atlas_rect(const Rect2 &p_rect) {
real_t *m = &matrix[0][0]; real_t *m = &columns[0][0];
m[0] = p_rect.size.width; m[0] = p_rect.size.width;
m[1] = 0.0; m[1] = 0.0;
@ -785,7 +789,7 @@ Projection::operator String() const {
String str; String str;
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) { for (int j = 0; j < 4; j++) {
str = str + String((j > 0) ? ", " : "\n") + rtos(matrix[i][j]); str = str + String((j > 0) ? ", " : "\n") + rtos(columns[i][j]);
} }
} }
@ -804,11 +808,11 @@ int Projection::get_pixels_per_meter(int p_for_pixel_width) const {
} }
bool Projection::is_orthogonal() const { bool Projection::is_orthogonal() const {
return matrix[3][3] == 1.0; return columns[3][3] == 1.0;
} }
real_t Projection::get_fov() const { real_t Projection::get_fov() const {
const real_t *matrix = (const real_t *)this->matrix; const real_t *matrix = (const real_t *)this->columns;
Plane right_plane = Plane(matrix[3] - matrix[0], Plane right_plane = Plane(matrix[3] - matrix[0],
matrix[7] - matrix[4], matrix[7] - matrix[4],
@ -817,7 +821,7 @@ real_t Projection::get_fov() const {
right_plane.normalize(); right_plane.normalize();
if ((matrix[8] == 0) && (matrix[9] == 0)) { if ((matrix[8] == 0) && (matrix[9] == 0)) {
return Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0; return Math::rad_to_deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0;
} else { } else {
// our frustum is asymmetrical need to calculate the left planes angle separately.. // our frustum is asymmetrical need to calculate the left planes angle separately..
Plane left_plane = Plane(matrix[3] + matrix[0], Plane left_plane = Plane(matrix[3] + matrix[0],
@ -826,7 +830,7 @@ real_t Projection::get_fov() const {
matrix[15] + matrix[12]); matrix[15] + matrix[12]);
left_plane.normalize(); left_plane.normalize();
return Math::rad2deg(Math::acos(Math::abs(left_plane.normal.x))) + Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x))); return Math::rad_to_deg(Math::acos(Math::abs(left_plane.normal.x))) + Math::rad_to_deg(Math::acos(Math::abs(right_plane.normal.x)));
} }
} }
@ -839,48 +843,49 @@ float Projection::get_lod_multiplier() const {
return 1.0 / (zn / width); return 1.0 / (zn / width);
} }
// usage is lod_size / (lod_distance * multiplier) < threshold // Usage is lod_size / (lod_distance * multiplier) < threshold
} }
void Projection::make_scale(const Vector3 &p_scale) { void Projection::make_scale(const Vector3 &p_scale) {
set_identity(); set_identity();
matrix[0][0] = p_scale.x; columns[0][0] = p_scale.x;
matrix[1][1] = p_scale.y; columns[1][1] = p_scale.y;
matrix[2][2] = p_scale.z; columns[2][2] = p_scale.z;
} }
void Projection::scale_translate_to_fit(const AABB &p_aabb) { void Projection::scale_translate_to_fit(const AABB &p_aabb) {
Vector3 min = p_aabb.position; Vector3 min = p_aabb.position;
Vector3 max = p_aabb.position + p_aabb.size; Vector3 max = p_aabb.position + p_aabb.size;
matrix[0][0] = 2 / (max.x - min.x); columns[0][0] = 2 / (max.x - min.x);
matrix[1][0] = 0; columns[1][0] = 0;
matrix[2][0] = 0; columns[2][0] = 0;
matrix[3][0] = -(max.x + min.x) / (max.x - min.x); columns[3][0] = -(max.x + min.x) / (max.x - min.x);
matrix[0][1] = 0; columns[0][1] = 0;
matrix[1][1] = 2 / (max.y - min.y); columns[1][1] = 2 / (max.y - min.y);
matrix[2][1] = 0; columns[2][1] = 0;
matrix[3][1] = -(max.y + min.y) / (max.y - min.y); columns[3][1] = -(max.y + min.y) / (max.y - min.y);
matrix[0][2] = 0; columns[0][2] = 0;
matrix[1][2] = 0; columns[1][2] = 0;
matrix[2][2] = 2 / (max.z - min.z); columns[2][2] = 2 / (max.z - min.z);
matrix[3][2] = -(max.z + min.z) / (max.z - min.z); columns[3][2] = -(max.z + min.z) / (max.z - min.z);
matrix[0][3] = 0; columns[0][3] = 0;
matrix[1][3] = 0; columns[1][3] = 0;
matrix[2][3] = 0; columns[2][3] = 0;
matrix[3][3] = 1; columns[3][3] = 1;
} }
void Projection::add_jitter_offset(const Vector2 &p_offset) { void Projection::add_jitter_offset(const Vector2 &p_offset) {
matrix[3][0] += p_offset.x; columns[3][0] += p_offset.x;
matrix[3][1] += p_offset.y; columns[3][1] += p_offset.y;
} }
Projection::operator Transform3D() const { Projection::operator Transform3D() const {
Transform3D tr; Transform3D tr;
const real_t *m = &matrix[0][0]; const real_t *m = &columns[0][0];
tr.basis.rows[0][0] = m[0]; tr.basis.rows[0][0] = m[0];
tr.basis.rows[1][0] = m[1]; tr.basis.rows[1][0] = m[1];
@ -900,15 +905,17 @@ Projection::operator Transform3D() const {
return tr; return tr;
} }
Projection::Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w) { Projection::Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w) {
matrix[0] = p_x; columns[0] = p_x;
matrix[1] = p_y; columns[1] = p_y;
matrix[2] = p_z; columns[2] = p_z;
matrix[3] = p_w; columns[3] = p_w;
} }
Projection::Projection(const Transform3D &p_transform) { Projection::Projection(const Transform3D &p_transform) {
const Transform3D &tr = p_transform; const Transform3D &tr = p_transform;
real_t *m = &matrix[0][0]; real_t *m = &columns[0][0];
m[0] = tr.basis.rows[0][0]; m[0] = tr.basis.rows[0][0];
m[1] = tr.basis.rows[1][0]; m[1] = tr.basis.rows[1][0];

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@ -94,7 +94,7 @@ Quaternion Quaternion::normalized() const {
} }
bool Quaternion::is_normalized() const { bool Quaternion::is_normalized() const {
return Math::is_equal_approx(length_squared(), (real_t)1.0, (real_t)UNIT_EPSILON); //use less epsilon return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON); //use less epsilon
} }
Quaternion Quaternion::inverse() const { Quaternion Quaternion::inverse() const {

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@ -41,6 +41,11 @@ bool Rect2::is_equal_approx(const Rect2 &p_rect) const {
} }
bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const { bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0)) {
ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
}
#endif
real_t min = 0, max = 1; real_t min = 0, max = 1;
int axis = 0; int axis = 0;
real_t sign = 0; real_t sign = 0;
@ -101,6 +106,11 @@ bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2
} }
bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const { bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
}
#endif
//SAT intersection between local and transformed rect2 //SAT intersection between local and transformed rect2
Vector2 xf_points[4] = { Vector2 xf_points[4] = {
@ -271,7 +281,7 @@ next4:
} }
Rect2::operator String() const { Rect2::operator String() const {
return String(position) + ", " + String(size); return "[P: " + position.operator String() + ", S: " + size + "]";
} }
Rect2::operator Rect2i() const { Rect2::operator Rect2i() const {

View File

@ -36,7 +36,7 @@
namespace godot { namespace godot {
Rect2i::operator String() const { Rect2i::operator String() const {
return String(position) + ", " + String(size); return "[P: " + position.operator String() + ", S: " + size + "]";
} }
Rect2i::operator Rect2() const { Rect2i::operator Rect2() const {

View File

@ -50,7 +50,7 @@ void Transform2D::affine_invert() {
#ifdef MATH_CHECKS #ifdef MATH_CHECKS
ERR_FAIL_COND(det == 0); ERR_FAIL_COND(det == 0);
#endif #endif
real_t idet = 1.0 / det; real_t idet = 1.0f / det;
SWAP(columns[0][0], columns[1][1]); SWAP(columns[0][0], columns[1][1]);
columns[0] *= Vector2(idet, -idet); columns[0] *= Vector2(idet, -idet);
@ -65,25 +65,25 @@ Transform2D Transform2D::affine_inverse() const {
return inv; return inv;
} }
void Transform2D::rotate(real_t p_phi) { void Transform2D::rotate(const real_t p_angle) {
*this = Transform2D(p_phi, Vector2()) * (*this); *this = Transform2D(p_angle, Vector2()) * (*this);
} }
real_t Transform2D::get_skew() const { real_t Transform2D::get_skew() const {
real_t det = basis_determinant(); real_t det = basis_determinant();
return Math::acos(columns[0].normalized().dot(Math::sign(det) * columns[1].normalized())) - Math_PI * 0.5; return Math::acos(columns[0].normalized().dot(SIGN(det) * columns[1].normalized())) - (real_t)Math_PI * 0.5f;
} }
void Transform2D::set_skew(float p_angle) { void Transform2D::set_skew(const real_t p_angle) {
real_t det = basis_determinant(); real_t det = basis_determinant();
columns[1] = Math::sign(det) * columns[0].rotated((Math_PI * 0.5 + p_angle)).normalized() * columns[1].length(); columns[1] = SIGN(det) * columns[0].rotated(((real_t)Math_PI * 0.5f + p_angle)).normalized() * columns[1].length();
} }
real_t Transform2D::get_rotation() const { real_t Transform2D::get_rotation() const {
return Math::atan2(columns[0].y, columns[0].x); return Math::atan2(columns[0].y, columns[0].x);
} }
void Transform2D::set_rotation(real_t p_rot) { void Transform2D::set_rotation(const real_t p_rot) {
Size2 scale = get_scale(); Size2 scale = get_scale();
real_t cr = Math::cos(p_rot); real_t cr = Math::cos(p_rot);
real_t sr = Math::sin(p_rot); real_t sr = Math::sin(p_rot);
@ -94,7 +94,7 @@ void Transform2D::set_rotation(real_t p_rot) {
set_scale(scale); set_scale(scale);
} }
Transform2D::Transform2D(real_t p_rot, const Vector2 &p_pos) { Transform2D::Transform2D(const real_t p_rot, const Vector2 &p_pos) {
real_t cr = Math::cos(p_rot); real_t cr = Math::cos(p_rot);
real_t sr = Math::sin(p_rot); real_t sr = Math::sin(p_rot);
columns[0][0] = cr; columns[0][0] = cr;
@ -104,6 +104,14 @@ Transform2D::Transform2D(real_t p_rot, const Vector2 &p_pos) {
columns[2] = p_pos; columns[2] = p_pos;
} }
Transform2D::Transform2D(const real_t p_rot, const Size2 &p_scale, const real_t p_skew, const Vector2 &p_pos) {
columns[0][0] = Math::cos(p_rot) * p_scale.x;
columns[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
columns[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;
columns[0][1] = Math::sin(p_rot) * p_scale.x;
columns[2] = p_pos;
}
Size2 Transform2D::get_scale() const { Size2 Transform2D::get_scale() const {
real_t det_sign = Math::sign(basis_determinant()); real_t det_sign = Math::sign(basis_determinant());
return Size2(columns[0].length(), det_sign * columns[1].length()); return Size2(columns[0].length(), det_sign * columns[1].length());
@ -128,11 +136,11 @@ void Transform2D::scale_basis(const Size2 &p_scale) {
columns[1][1] *= p_scale.y; columns[1][1] *= p_scale.y;
} }
void Transform2D::translate(real_t p_tx, real_t p_ty) { void Transform2D::translate_local(const real_t p_tx, const real_t p_ty) {
translate(Vector2(p_tx, p_ty)); translate_local(Vector2(p_tx, p_ty));
} }
void Transform2D::translate(const Vector2 &p_translation) { void Transform2D::translate_local(const Vector2 &p_translation) {
columns[2] += basis_xform(p_translation); columns[2] += basis_xform(p_translation);
} }
@ -160,6 +168,13 @@ bool Transform2D::is_equal_approx(const Transform2D &p_transform) const {
return columns[0].is_equal_approx(p_transform.columns[0]) && columns[1].is_equal_approx(p_transform.columns[1]) && columns[2].is_equal_approx(p_transform.columns[2]); return columns[0].is_equal_approx(p_transform.columns[0]) && columns[1].is_equal_approx(p_transform.columns[1]) && columns[2].is_equal_approx(p_transform.columns[2]);
} }
Transform2D Transform2D::looking_at(const Vector2 &p_target) const {
Transform2D return_trans = Transform2D(get_rotation(), get_origin());
Vector2 target_position = affine_inverse().xform(p_target);
return_trans.set_rotation(return_trans.get_rotation() + (target_position * get_scale()).angle());
return return_trans;
}
bool Transform2D::operator==(const Transform2D &p_transform) const { bool Transform2D::operator==(const Transform2D &p_transform) const {
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {
if (columns[i] != p_transform.columns[i]) { if (columns[i] != p_transform.columns[i]) {
@ -202,16 +217,22 @@ Transform2D Transform2D::operator*(const Transform2D &p_transform) const {
return t; return t;
} }
Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
Transform2D copy = *this;
copy.scale_basis(p_scale);
return copy;
}
Transform2D Transform2D::scaled(const Size2 &p_scale) const { Transform2D Transform2D::scaled(const Size2 &p_scale) const {
// Equivalent to left multiplication
Transform2D copy = *this; Transform2D copy = *this;
copy.scale(p_scale); copy.scale(p_scale);
return copy; return copy;
} }
Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const { Transform2D Transform2D::scaled_local(const Size2 &p_scale) const {
Transform2D copy = *this; // Equivalent to right multiplication
copy.scale_basis(p_scale); return Transform2D(columns[0] * p_scale.x, columns[1] * p_scale.y, columns[2]);
return copy;
} }
Transform2D Transform2D::untranslated() const { Transform2D Transform2D::untranslated() const {
@ -221,22 +242,30 @@ Transform2D Transform2D::untranslated() const {
} }
Transform2D Transform2D::translated(const Vector2 &p_offset) const { Transform2D Transform2D::translated(const Vector2 &p_offset) const {
Transform2D copy = *this; // Equivalent to left multiplication
copy.translate(p_offset); return Transform2D(columns[0], columns[1], columns[2] + p_offset);
return copy;
} }
Transform2D Transform2D::rotated(real_t p_phi) const { Transform2D Transform2D::translated_local(const Vector2 &p_offset) const {
Transform2D copy = *this; // Equivalent to right multiplication
copy.rotate(p_phi); return Transform2D(columns[0], columns[1], columns[2] + basis_xform(p_offset));
return copy; }
Transform2D Transform2D::rotated(const real_t p_angle) const {
// Equivalent to left multiplication
return Transform2D(p_angle, Vector2()) * (*this);
}
Transform2D Transform2D::rotated_local(const real_t p_angle) const {
// Equivalent to right multiplication
return (*this) * Transform2D(p_angle, Vector2()); // Could be optimized, because origin transform can be skipped.
} }
real_t Transform2D::basis_determinant() const { real_t Transform2D::basis_determinant() const {
return columns[0].x * columns[1].y - columns[0].y * columns[1].x; return columns[0].x * columns[1].y - columns[0].y * columns[1].x;
} }
Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t p_c) const { Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, const real_t p_c) const {
//extract parameters //extract parameters
Vector2 p1 = get_origin(); Vector2 p1 = get_origin();
Vector2 p2 = p_transform.get_origin(); Vector2 p2 = p_transform.get_origin();
@ -257,7 +286,7 @@ Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t
Vector2 v; Vector2 v;
if (dot > 0.9995) { if (dot > 0.9995f) {
v = v1.lerp(v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues v = v1.lerp(v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
} else { } else {
real_t angle = p_c * Math::acos(dot); real_t angle = p_c * Math::acos(dot);
@ -266,13 +295,27 @@ Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t
} }
//construct matrix //construct matrix
Transform2D res(Math::atan2(v.y, v.x), p1.lerp(p2, p_c)); Transform2D res(v.angle(), p1.lerp(p2, p_c));
res.scale_basis(s1.lerp(s2, p_c)); res.scale_basis(s1.lerp(s2, p_c));
return res; return res;
} }
void Transform2D::operator*=(const real_t p_val) {
columns[0] *= p_val;
columns[1] *= p_val;
columns[2] *= p_val;
}
Transform2D Transform2D::operator*(const real_t p_val) const {
Transform2D ret(*this);
ret *= p_val;
return ret;
}
Transform2D::operator String() const { Transform2D::operator String() const {
return columns[0].operator String() + ", " + columns[1].operator String() + ", " + columns[2].operator String(); return "[X: " + columns[0].operator String() +
", Y: " + columns[1].operator String() +
", O: " + columns[2].operator String() + "]";
} }
} // namespace godot } // namespace godot

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@ -35,16 +35,6 @@
namespace godot { namespace godot {
void Vector4i::set_axis(const int p_axis, const int32_t p_value) {
ERR_FAIL_INDEX(p_axis, 4);
coord[p_axis] = p_value;
}
int32_t Vector4i::get_axis(const int p_axis) const {
ERR_FAIL_INDEX_V(p_axis, 4, 0);
return operator[](p_axis);
}
Vector4i::Axis Vector4i::min_axis_index() const { Vector4i::Axis Vector4i::min_axis_index() const {
uint32_t min_index = 0; uint32_t min_index = 0;
int32_t min_value = x; int32_t min_value = x;