Make Basis look column-major while retaining a row-major representation

Per https://github.com/godotengine/godot/issues/14553:
Godot stores Basis in row-major layout for more change for efficiently
taking advantage of SIMD instructions, but in scripts Basis looks like and
is accessible in a column-major format.

This change modifies the C++ binding so that from the script's perspective
Basis does look like if it was column-major while retaining a row-major
in-memory representation. This is achieved using a set of helper template
classes which allow accessing individual columns whose components are
non-continues in memory as if it was a Vector3 type. This ensures script
interface compatibility without needing to transpose the Basis every time
it is passed over the script-engine boundary.

Also made most of the Vector2 and Vector3 class interfaces inlined in the
process for increased performance.

While unrelated (but didn't want to file a separate PR for it), this change
adds the necessary flags to have debug symbol information under MSVC.

Fixes #241.
pull/260/head
Daniel Rakos 2019-04-07 16:03:20 +02:00
parent df04c4097f
commit abccf9a050
7 changed files with 616 additions and 466 deletions

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@ -98,7 +98,7 @@ elif env['platform'] == 'windows':
# MSVC
env.Append(LINKFLAGS=['/WX'])
if env['target'] == 'debug':
env.Append(CCFLAGS=['/EHsc', '/D_DEBUG', '/MDd'])
env.Append(CCFLAGS=['/Z7', '/Od', '/EHsc', '/D_DEBUG', '/MDd'])
elif env['target'] == 'release':
env.Append(CCFLAGS=['/O2', '/EHsc', '/DNDEBUG', '/MD'])
else:

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@ -1,6 +1,8 @@
#ifndef BASIS_H
#define BASIS_H
#include <gdnative/basis.h>
#include "Defs.hpp"
#include "Vector3.hpp"
@ -10,12 +12,291 @@ namespace godot {
class Quat;
class Basis {
private:
// This helper template is for mimicking the behavior difference between the engine
// and script interfaces that logically script sees matrices as column major, while
// the engine stores them in row major to efficiently take advantage of SIMD
// instructions in case of matrix-vector multiplications.
// With this helper template native scripts see the data as if it was column major
// without actually transposing the basis matrix at the script-engine boundary.
template <int column>
class ColumnVector3 {
private:
template <int column, int component>
class ColumnVectorComponent {
private:
Vector3 elements[3];
protected:
inline ColumnVectorComponent<column, component> &operator=(const ColumnVectorComponent<column, component> &p_value) {
return *this = real_t(p_value);
}
inline ColumnVectorComponent(const ColumnVectorComponent<column, component> &p_value) {
*this = real_t(p_value);
}
inline ColumnVectorComponent<column, component> &operator=(const real_t &p_value) {
element[component][column] = p_value;
return *this;
}
inline operator real_t() const {
return element[component][column];
}
};
public:
enum Axis {
AXIS_X,
AXIS_Y,
AXIS_Z,
};
union {
ColumnVectorComponent<column, 0> x;
ColumnVectorComponent<column, 1> y;
ColumnVectorComponent<column, 2> z;
Vector3 elements[3]; // Not for direct access, use [] operator instead
};
inline ColumnVector3<column> &operator=(const ColumnVector3<column> &p_value) {
return *this = Vector3(p_value);
}
inline ColumnVector3(const ColumnVector3<column> &p_value) {
*this = Vector3(p_value);
}
inline ColumnVector3<column> &operator=(const Vector3 &p_value) {
elements[0][column] = p_value.x;
elements[1][column] = p_value.y;
elements[2][column] = p_value.z;
return *this;
}
inline operator Vector3() const {
return Vector3(elements[0][column], elements[1][column], elements[2][column]);
}
// Unfortunately, we also need to replicate the other interfaces of Vector3 in
// order for being able to directly operate on these "meta-Vector3" objects without
// an explicit cast or an intermediate assignment to a real Vector3 object.
inline const real_t &operator[](int p_axis) const {
return elements[p_axis][column];
}
inline real_t &operator[](int p_axis) {
return elements[p_axis][column];
}
inline ColumnVector3<column> &operator+=(const Vector3 &p_v) {
return *this = *this + p_v;
}
inline Vector3 operator+(const Vector3 &p_v) const {
return Vector3(*this) + p_v;
}
inline ColumnVector3<column> &operator-=(const Vector3 &p_v) {
return *this = *this - p_v;
}
inline Vector3 operator-(const Vector3 &p_v) const {
return Vector3(*this) - p_v;
}
inline ColumnVector3<column> &operator*=(const Vector3 &p_v) {
return *this = *this * p_v;
}
inline Vector3 operator*(const Vector3 &p_v) const {
return Vector3(*this) * p_v;
}
inline ColumnVector3<column> &operator/=(const Vector3 &p_v) {
return *this = *this / p_v;
}
inline Vector3 operator/(const Vector3 &p_v) const {
return Vector3(*this) / p_v;
}
inline ColumnVector3<column> &operator*=(real_t p_scalar) {
return *this = *this * p_scalar;
}
inline Vector3 operator*(real_t p_scalar) const {
return Vector3(*this) * p_scalar;
}
inline ColumnVector3<column> &operator/=(real_t p_scalar) {
return *this = *this / p_scalar;
}
inline Vector3 operator/(real_t p_scalar) const {
return Vector3(*this) / p_scalar;
}
inline Vector3 operator-() const {
return -Vector3(*this);
}
inline bool operator==(const Vector3 &p_v) const {
return Vector3(*this) == p_v;
}
inline bool operator!=(const Vector3 &p_v) const {
return Vector3(*this) != p_v;
}
inline bool operator<(const Vector3 &p_v) const {
return Vector3(*this) < p_v;
}
inline bool operator<=(const Vector3 &p_v) const {
return Vector3(*this) <= p_v;
}
inline Vector3 abs() const {
return Vector3(*this).abs();
}
inline Vector3 ceil() const {
return Vector3(*this).ceil();
}
inline Vector3 cross(const Vector3 &b) const {
return Vector3(*this).cross(b);
}
inline Vector3 linear_interpolate(const Vector3 &p_b, real_t p_t) const {
return Vector3(*this).linear_interpolate(p_b, p_t);
}
inline Vector3 cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const {
return Vector3(*this).cubic_interpolate(b, pre_a, post_b, t);
}
inline Vector3 bounce(const Vector3 &p_normal) const {
return Vector3(*this).bounce(p_normal);
}
inline real_t length() const {
return Vector3(*this).length();
}
inline real_t length_squared() const {
return Vector3(*this).length_squared();
}
inline real_t distance_squared_to(const Vector3 &b) const {
return Vector3(*this).distance_squared_to(b);
}
inline real_t distance_to(const Vector3 &b) const {
return Vector3(*this).distance_to(b);
}
inline real_t dot(const Vector3 &b) const {
return Vector3(*this).dot(b);
}
inline real_t angle_to(const Vector3 &b) const {
return Vector3(*this).angle_to(b);
}
inline Vector3 floor() const {
return Vector3(*this).floor();
}
inline Vector3 inverse() const {
return Vector3(*this).inverse();
}
inline bool is_normalized() const {
return Vector3(*this).is_normalized();
}
inline Basis outer(const Vector3 &b) const {
return Vector3(*this).outer(b);
}
inline int max_axis() const {
return Vector3(*this).max_axis();
}
inline int min_axis() const {
return Vector3(*this).min_axis();
}
inline void normalize() {
Vector3 v = *this;
v.normalize();
*this = v;
}
inline Vector3 normalized() const {
return Vector3(*this).normalized();
}
inline Vector3 reflect(const Vector3 &by) const {
return Vector3(*this).reflect(by);
}
inline Vector3 rotated(const Vector3 &axis, const real_t phi) const {
return Vector3(*this).rotated(axis, phi);
}
inline void rotate(const Vector3 &p_axis, real_t p_phi) {
Vector3 v = *this;
v.rotate(p_axis, p_phi);
*this = v;
}
inline Vector3 slide(const Vector3 &by) const {
return Vector3(*this).slide(by);
}
inline void snap(real_t p_val) {
Vector3 v = *this;
v.snap(p_val);
*this = v;
}
inline Vector3 snapped(const float by) {
return Vector3(*this).snapped(by);
}
inline operator String() const {
return String(Vector3(*this))
}
};
public:
union {
Vector3 elements[3];
Vector3 x, y, z;
ColumnVector3<0> x;
ColumnVector3<1> y;
ColumnVector3<2> z;
Vector3 elements[3]; // Not for direct access, use [] operator instead
};
inline Basis(const Basis &p_basis) {
elements[0] = p_basis.elements[0];
elements[1] = p_basis.elements[1];
elements[2] = p_basis.elements[2];
}
inline Basis &operator=(const Basis &p_basis) {
elements[0] = p_basis.elements[0];
elements[1] = p_basis.elements[1];
elements[2] = p_basis.elements[2];
return *this;
}
Basis(const Quat &p_quat); // euler
Basis(const Vector3 &p_euler); // euler
Basis(const Vector3 &p_axis, real_t p_phi);
@ -26,8 +307,16 @@ public:
Basis();
const Vector3 &operator[](int axis) const;
Vector3 &operator[](int axis);
const Vector3 &operator[](int axis) const {
return get_axis(axis);
}
ColumnVector3<0> &operator[](int axis) {
// We need to do a little pointer magic to get this to work, because the
// ColumnVector3 template takes the axis as a template parameter.
// Don't touch this unless you're sure what you're doing!
return (reinterpret_cast<Basis *>(reinterpret_cast<real_t *>(this) + axis))->x;
}
void invert();

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@ -5,6 +5,8 @@
#include "Defs.hpp"
#include <cmath>
namespace godot {
class String;
@ -20,36 +22,75 @@ struct Vector2 {
real_t height;
};
inline Vector2(real_t p_x, real_t p_y) {
x = p_x;
y = p_y;
}
inline Vector2() {
x = 0;
y = 0;
}
inline real_t &operator[](int p_idx) {
return p_idx ? y : x;
}
inline const real_t &operator[](int p_idx) const {
return p_idx ? y : x;
}
Vector2 operator+(const Vector2 &p_v) const;
inline Vector2 operator+(const Vector2 &p_v) const {
return Vector2(x + p_v.x, y + p_v.y);
}
void operator+=(const Vector2 &p_v);
inline void operator+=(const Vector2 &p_v) {
x += p_v.x;
y += p_v.y;
}
Vector2 operator-(const Vector2 &p_v) const;
inline Vector2 operator-(const Vector2 &p_v) const {
return Vector2(x - p_v.x, y - p_v.y);
}
void operator-=(const Vector2 &p_v);
inline void operator-=(const Vector2 &p_v) {
x -= p_v.x;
y -= p_v.y;
}
Vector2 operator*(const Vector2 &p_v1) const;
inline Vector2 operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
}
Vector2 operator*(const real_t &rvalue) const;
inline Vector2 operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
}
void operator*=(const real_t &rvalue);
inline void operator*=(const real_t &rvalue) {
x *= rvalue;
y *= rvalue;
}
inline void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
inline void operator*=(const Vector2 &rvalue) {
*this = *this * rvalue;
}
Vector2 operator/(const Vector2 &p_v1) const;
inline Vector2 operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
}
Vector2 operator/(const real_t &rvalue) const;
inline Vector2 operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
}
void operator/=(const real_t &rvalue);
inline void operator/=(const real_t &rvalue) {
x /= rvalue;
y /= rvalue;
}
Vector2 operator-() const;
inline Vector2 operator-() const {
return Vector2(-x, -y);
}
bool operator==(const Vector2 &p_vec2) const;
@ -58,23 +99,56 @@ struct Vector2 {
inline bool operator<(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
inline bool operator<=(const Vector2 &p_vec2) const { return (x == p_vec2.x) ? (y <= p_vec2.y) : (x <= p_vec2.x); }
void normalize();
inline void normalize() {
real_t l = x * x + y * y;
if (l != 0) {
l = sqrt(l);
x /= l;
y /= l;
}
}
Vector2 normalized() const;
inline Vector2 normalized() const {
Vector2 v = *this;
v.normalize();
return v;
}
real_t length() const;
real_t length_squared() const;
inline real_t length() const {
return sqrt(x * x + y * y);
}
real_t distance_to(const Vector2 &p_vector2) const;
real_t distance_squared_to(const Vector2 &p_vector2) const;
inline real_t length_squared() const {
return x * x + y * y;
}
real_t angle_to(const Vector2 &p_vector2) const;
real_t angle_to_point(const Vector2 &p_vector2) const;
inline real_t distance_to(const Vector2 &p_vector2) const {
return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
}
real_t dot(const Vector2 &p_other) const;
inline real_t distance_squared_to(const Vector2 &p_vector2) const {
return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
}
real_t cross(const Vector2 &p_other) const;
Vector2 cross(real_t p_other) const;
inline real_t angle_to(const Vector2 &p_vector2) const {
return atan2(cross(p_vector2), dot(p_vector2));
}
inline real_t angle_to_point(const Vector2 &p_vector2) const {
return atan2(y - p_vector2.y, x - p_vector2.x);
}
inline real_t dot(const Vector2 &p_other) const {
return x * p_other.x + y * p_other.y;
}
inline real_t cross(const Vector2 &p_other) const {
return x * p_other.y - y * p_other.x;
}
inline Vector2 cross(real_t p_other) const {
return Vector2(p_other * y, -p_other * x);
}
Vector2 project(const Vector2 &p_vec) const;
@ -82,39 +156,63 @@ struct Vector2 {
Vector2 clamped(real_t p_len) const;
static Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t);
static inline Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
Vector2 res = p_a;
res.x += (p_t * (p_b.x - p_a.x));
res.y += (p_t * (p_b.y - p_a.y));
return res;
}
inline Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const {
Vector2 res = *this;
res.x += (p_t * (p_b.x - x));
res.y += (p_t * (p_b.y - y));
return res;
}
Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const;
Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const;
Vector2 slide(const Vector2 &p_vec) const;
inline Vector2 slide(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec);
}
Vector2 reflect(const Vector2 &p_vec) const;
inline Vector2 reflect(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec) * 2.0;
}
real_t angle() const;
inline real_t angle() const {
return atan2(y, x);
}
void set_rotation(real_t p_radians);
inline void set_rotation(real_t p_radians) {
x = cosf(p_radians);
y = sinf(p_radians);
}
Vector2 abs() const;
Vector2 rotated(real_t p_by) const;
inline Vector2 abs() const {
return Vector2(fabs(x), fabs(y));
}
Vector2 tangent() const;
inline Vector2 rotated(real_t p_by) const {
Vector2 v;
v.set_rotation(angle() + p_by);
v *= length();
return v;
}
Vector2 floor() const;
inline Vector2 tangent() const {
return Vector2(y, -x);
}
inline Vector2 floor() const {
return Vector2(::floor(x), ::floor(y));
}
inline Vector2 snapped(const Vector2 &p_by) const;
Vector2 snapped(const Vector2 &p_by) const;
inline real_t aspect() const { return width / height; }
operator String() const;
inline Vector2(real_t p_x, real_t p_y) {
x = p_x;
y = p_y;
}
inline Vector2() {
x = 0;
y = 0;
}
};
inline Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {

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@ -1,10 +1,14 @@
#ifndef VECTOR3_H
#define VECTOR3_H
#include <gdnative/vector3.h>
#include "Defs.hpp"
#include "String.hpp"
#include <cmath>
namespace godot {
class Basis;
@ -24,80 +28,192 @@ struct Vector3 {
real_t z;
};
real_t coord[3];
real_t coord[3]; // Not for direct access, use [] operator instead
};
Vector3(real_t x, real_t y, real_t z);
inline Vector3(real_t x, real_t y, real_t z) {
this->x = x;
this->y = y;
this->z = z;
}
Vector3();
inline Vector3() {
this->x = 0;
this->y = 0;
this->z = 0;
}
const real_t &operator[](int p_axis) const;
inline const real_t &operator[](int p_axis) const {
return coord[p_axis];
}
real_t &operator[](int p_axis);
inline real_t &operator[](int p_axis) {
return coord[p_axis];
}
Vector3 &operator+=(const Vector3 &p_v);
inline Vector3 &operator+=(const Vector3 &p_v) {
x += p_v.x;
y += p_v.y;
z += p_v.z;
return *this;
}
Vector3 operator+(const Vector3 &p_v) const;
inline Vector3 operator+(const Vector3 &p_v) const {
Vector3 v = *this;
v += p_v;
return v;
}
Vector3 &operator-=(const Vector3 &p_v);
inline Vector3 &operator-=(const Vector3 &p_v) {
x -= p_v.x;
y -= p_v.y;
z -= p_v.z;
return *this;
}
Vector3 operator-(const Vector3 &p_v) const;
inline Vector3 operator-(const Vector3 &p_v) const {
Vector3 v = *this;
v -= p_v;
return v;
}
Vector3 &operator*=(const Vector3 &p_v);
inline Vector3 &operator*=(const Vector3 &p_v) {
x *= p_v.x;
y *= p_v.y;
z *= p_v.z;
return *this;
}
Vector3 operator*(const Vector3 &p_v) const;
inline Vector3 operator*(const Vector3 &p_v) const {
Vector3 v = *this;
v *= p_v;
return v;
}
Vector3 &operator/=(const Vector3 &p_v);
inline Vector3 &operator/=(const Vector3 &p_v) {
x /= p_v.x;
y /= p_v.y;
z /= p_v.z;
return *this;
}
Vector3 operator/(const Vector3 &p_v) const;
inline Vector3 operator/(const Vector3 &p_v) const {
Vector3 v = *this;
v /= p_v;
return v;
}
Vector3 &operator*=(real_t p_scalar);
inline Vector3 &operator*=(real_t p_scalar) {
*this *= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 operator*(real_t p_scalar) const;
inline Vector3 operator*(real_t p_scalar) const {
Vector3 v = *this;
v *= p_scalar;
return v;
}
Vector3 &operator/=(real_t p_scalar);
inline Vector3 &operator/=(real_t p_scalar) {
*this /= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 operator/(real_t p_scalar) const;
inline Vector3 operator/(real_t p_scalar) const {
Vector3 v = *this;
v /= p_scalar;
return v;
}
Vector3 operator-() const;
inline Vector3 operator-() const {
return Vector3(-x, -y, -z);
}
bool operator==(const Vector3 &p_v) const;
inline bool operator==(const Vector3 &p_v) const {
return (x == p_v.x && y == p_v.y && z == p_v.z);
}
bool operator!=(const Vector3 &p_v) const;
inline bool operator!=(const Vector3 &p_v) const {
return (x != p_v.x || y != p_v.y || z != p_v.z);
}
bool operator<(const Vector3 &p_v) const;
bool operator<=(const Vector3 &p_v) const;
Vector3 abs() const;
inline Vector3 abs() const {
return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
}
Vector3 ceil() const;
inline Vector3 ceil() const {
return Vector3(::ceil(x), ::ceil(y), ::ceil(z));
}
Vector3 cross(const Vector3 &b) const;
inline Vector3 cross(const Vector3 &b) const {
Vector3 ret(
(y * b.z) - (z * b.y),
(z * b.x) - (x * b.z),
(x * b.y) - (y * b.x));
Vector3 linear_interpolate(const Vector3 &p_b, real_t p_t) const;
return ret;
}
inline Vector3 linear_interpolate(const Vector3 &p_b, real_t p_t) const {
return Vector3(
x + (p_t * (p_b.x - x)),
y + (p_t * (p_b.y - y)),
z + (p_t * (p_b.z - z)));
}
Vector3 cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const;
Vector3 bounce(const Vector3 &p_normal) const;
Vector3 bounce(const Vector3 &p_normal) const {
return -reflect(p_normal);
}
real_t length() const;
inline real_t length() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
real_t length_squared() const;
return ::sqrt(x2 + y2 + z2);
}
real_t distance_squared_to(const Vector3 &b) const;
inline real_t length_squared() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
real_t distance_to(const Vector3 &b) const;
return x2 + y2 + z2;
}
real_t dot(const Vector3 &b) const;
inline real_t distance_squared_to(const Vector3 &b) const {
return (b - *this).length_squared();
}
real_t angle_to(const Vector3 &b) const;
inline real_t distance_to(const Vector3 &b) const {
return (b - *this).length();
}
Vector3 floor() const;
inline real_t dot(const Vector3 &b) const {
return x * b.x + y * b.y + z * b.z;
}
Vector3 inverse() const;
inline real_t angle_to(const Vector3 &b) const {
return std::atan2(cross(b).length(), dot(b));
}
bool is_normalized() const;
inline Vector3 floor() const {
return Vector3(::floor(x), ::floor(y), ::floor(z));
}
inline Vector3 inverse() const {
return Vector3(1.f / x, 1.f / y, 1.f / z);
}
inline bool is_normalized() const {
return std::abs(length_squared() - 1.f) < 0.00001f;
}
Basis outer(const Vector3 &b) const;
@ -105,21 +221,46 @@ struct Vector3 {
int min_axis() const;
void normalize();
inline void normalize() {
real_t l = length();
if (l == 0) {
x = y = z = 0;
} else {
x /= l;
y /= l;
z /= l;
}
}
Vector3 normalized() const;
inline Vector3 normalized() const {
Vector3 v = *this;
v.normalize();
return v;
}
Vector3 reflect(const Vector3 &by) const;
inline Vector3 reflect(const Vector3 &by) const {
return by - *this * this->dot(by) * 2.f;
}
Vector3 rotated(const Vector3 &axis, const real_t phi) const;
inline Vector3 rotated(const Vector3 &axis, const real_t phi) const {
Vector3 v = *this;
v.rotate(axis, phi);
return v;
}
void rotate(const Vector3 &p_axis, real_t p_phi);
Vector3 slide(const Vector3 &by) const;
inline Vector3 slide(const Vector3 &by) const {
return by - *this * this->dot(by);
}
void snap(real_t p_val);
Vector3 snapped(const float by);
inline Vector3 snapped(const float by) {
Vector3 v = *this;
v.snap(by);
return v;
}
operator String() const;
};

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@ -31,15 +31,6 @@ Basis::Basis() {
elements[2][2] = 1;
}
const Vector3 &Basis::operator[](int axis) const {
return elements[axis];
}
Vector3 &Basis::operator[](int axis) {
return elements[axis];
}
#define cofac(row1, col1, row2, col2) \
(elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])

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@ -1,61 +1,11 @@
#include "Vector2.hpp"
#include <cmath>
#include <gdnative/vector2.h>
#include "String.hpp"
namespace godot {
Vector2 Vector2::operator+(const Vector2 &p_v) const {
return Vector2(x + p_v.x, y + p_v.y);
}
void Vector2::operator+=(const Vector2 &p_v) {
x += p_v.x;
y += p_v.y;
}
Vector2 Vector2::operator-(const Vector2 &p_v) const {
return Vector2(x - p_v.x, y - p_v.y);
}
void Vector2::operator-=(const Vector2 &p_v) {
x -= p_v.x;
y -= p_v.y;
}
Vector2 Vector2::operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
}
Vector2 Vector2::operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
}
void Vector2::operator*=(const real_t &rvalue) {
x *= rvalue;
y *= rvalue;
}
Vector2 Vector2::operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
}
Vector2 Vector2::operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
}
void Vector2::operator/=(const real_t &rvalue) {
x /= rvalue;
y /= rvalue;
}
Vector2 Vector2::operator-() const {
return Vector2(-x, -y);
}
bool Vector2::operator==(const Vector2 &p_vec2) const {
return x == p_vec2.x && y == p_vec2.y;
}
@ -64,56 +14,6 @@ bool Vector2::operator!=(const Vector2 &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}
void Vector2::normalize() {
real_t l = x * x + y * y;
if (l != 0) {
l = sqrt(l);
x /= l;
y /= l;
}
}
Vector2 Vector2::normalized() const {
Vector2 v = *this;
v.normalize();
return v;
}
real_t Vector2::length() const {
return sqrt(x * x + y * y);
}
real_t Vector2::length_squared() const {
return x * x + y * y;
}
real_t Vector2::distance_to(const Vector2 &p_vector2) const {
return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
}
real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
}
real_t Vector2::angle_to(const Vector2 &p_vector2) const {
return atan2(cross(p_vector2), dot(p_vector2));
}
real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
return atan2(y - p_vector2.y, x - p_vector2.x);
}
real_t Vector2::dot(const Vector2 &p_other) const {
return x * p_other.x + y * p_other.y;
}
real_t Vector2::cross(const Vector2 &p_other) const {
return x * p_other.y - y * p_other.x;
}
Vector2 Vector2::cross(real_t p_other) const {
return Vector2(p_other * y, -p_other * x);
}
Vector2 Vector2::project(const Vector2 &p_vec) const {
Vector2 v1 = p_vec;
Vector2 v2 = *this;
@ -134,19 +34,6 @@ Vector2 Vector2::clamped(real_t p_len) const {
return v;
}
Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
Vector2 res = p_a;
res.x += (p_t * (p_b.x - p_a.x));
res.y += (p_t * (p_b.y - p_a.y));
return res;
}
Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const {
Vector2 res = *this;
res.x += (p_t * (p_b.x - x));
res.y += (p_t * (p_b.y - y));
return res;
}
Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
Vector2 p0 = p_pre_a;
Vector2 p1 = *this;
@ -167,45 +54,6 @@ Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, c
return out;
}
Vector2 Vector2::slide(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec);
}
Vector2 Vector2::reflect(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec) * 2.0;
}
real_t Vector2::angle() const {
return atan2(y, x);
}
void Vector2::set_rotation(real_t p_radians) {
x = cosf(p_radians);
y = sinf(p_radians);
}
Vector2 Vector2::abs() const {
return Vector2(fabs(x), fabs(y));
}
Vector2 Vector2::rotated(real_t p_by) const {
Vector2 v;
v.set_rotation(angle() + p_by);
v *= length();
return v;
}
Vector2 Vector2::tangent() const {
return Vector2(y, -x);
}
Vector2 Vector2::floor() const {
return Vector2(::floor(x), ::floor(y));
}
Vector2 Vector2::snapped(const Vector2 &p_by) const {
return Vector2(
p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,

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@ -4,118 +4,10 @@
#include <stdlib.h>
#include <cmath>
#include "Basis.hpp"
namespace godot {
Vector3::Vector3(real_t x, real_t y, real_t z) {
this->x = x;
this->y = y;
this->z = z;
}
Vector3::Vector3() {
this->x = 0;
this->y = 0;
this->z = 0;
}
const real_t &Vector3::operator[](int p_axis) const {
return coord[p_axis];
}
real_t &Vector3::operator[](int p_axis) {
return coord[p_axis];
}
Vector3 &Vector3::operator+=(const Vector3 &p_v) {
x += p_v.x;
y += p_v.y;
z += p_v.z;
return *this;
}
Vector3 Vector3::operator+(const Vector3 &p_v) const {
Vector3 v = *this;
v += p_v;
return v;
}
Vector3 &Vector3::operator-=(const Vector3 &p_v) {
x -= p_v.x;
y -= p_v.y;
z -= p_v.z;
return *this;
}
Vector3 Vector3::operator-(const Vector3 &p_v) const {
Vector3 v = *this;
v -= p_v;
return v;
}
Vector3 &Vector3::operator*=(const Vector3 &p_v) {
x *= p_v.x;
y *= p_v.y;
z *= p_v.z;
return *this;
}
Vector3 Vector3::operator*(const Vector3 &p_v) const {
Vector3 v = *this;
v *= p_v;
return v;
}
Vector3 &Vector3::operator/=(const Vector3 &p_v) {
x /= p_v.x;
y /= p_v.y;
z /= p_v.z;
return *this;
}
Vector3 Vector3::operator/(const Vector3 &p_v) const {
Vector3 v = *this;
v /= p_v;
return v;
}
Vector3 &Vector3::operator*=(real_t p_scalar) {
*this *= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 Vector3::operator*(real_t p_scalar) const {
Vector3 v = *this;
v *= p_scalar;
return v;
}
Vector3 &Vector3::operator/=(real_t p_scalar) {
*this /= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 Vector3::operator/(real_t p_scalar) const {
Vector3 v = *this;
v /= p_scalar;
return v;
}
Vector3 Vector3::operator-() const {
return Vector3(-x, -y, -z);
}
bool Vector3::operator==(const Vector3 &p_v) const {
return (x == p_v.x && y == p_v.y && z == p_v.z);
}
bool Vector3::operator!=(const Vector3 &p_v) const {
return (x != p_v.x || y != p_v.y || z != p_v.z);
}
bool Vector3::operator<(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y)
@ -138,30 +30,6 @@ bool Vector3::operator<=(const Vector3 &p_v) const {
}
}
Vector3 Vector3::abs() const {
return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
}
Vector3 Vector3::ceil() const {
return Vector3(::ceil(x), ::ceil(y), ::ceil(z));
}
Vector3 Vector3::cross(const Vector3 &b) const {
Vector3 ret(
(y * b.z) - (z * b.y),
(z * b.x) - (x * b.z),
(x * b.y) - (y * b.x));
return ret;
}
Vector3 Vector3::linear_interpolate(const Vector3 &p_b, real_t p_t) const {
return Vector3(
x + (p_t * (p_b.x - x)),
y + (p_t * (p_b.y - y)),
z + (p_t * (p_b.z - z)));
}
Vector3 Vector3::cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const {
Vector3 p0 = pre_a;
Vector3 p1 = *this;
@ -180,54 +48,6 @@ Vector3 Vector3::cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const
return out;
}
Vector3 Vector3::bounce(const Vector3 &p_normal) const {
return -reflect(p_normal);
}
real_t Vector3::length() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
return ::sqrt(x2 + y2 + z2);
}
real_t Vector3::length_squared() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
return x2 + y2 + z2;
}
real_t Vector3::distance_squared_to(const Vector3 &b) const {
return (b - *this).length_squared();
}
real_t Vector3::distance_to(const Vector3 &b) const {
return (b - *this).length();
}
real_t Vector3::dot(const Vector3 &b) const {
return x * b.x + y * b.y + z * b.z;
}
real_t Vector3::angle_to(const Vector3 &b) const {
return std::atan2(cross(b).length(), dot(b));
}
Vector3 Vector3::floor() const {
return Vector3(::floor(x), ::floor(y), ::floor(z));
}
Vector3 Vector3::inverse() const {
return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
}
bool Vector3::is_normalized() const {
return std::abs(length_squared() - 1.0) < 0.00001;
}
Basis Vector3::outer(const Vector3 &b) const {
Vector3 row0(x * b.x, x * b.y, x * b.z);
Vector3 row1(y * b.x, y * b.y, y * b.z);
@ -243,41 +63,10 @@ int Vector3::min_axis() const {
return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
}
void Vector3::normalize() {
real_t l = length();
if (l == 0) {
x = y = z = 0;
} else {
x /= l;
y /= l;
z /= l;
}
}
Vector3 Vector3::normalized() const {
Vector3 v = *this;
v.normalize();
return v;
}
Vector3 Vector3::reflect(const Vector3 &by) const {
return by - *this * this->dot(by) * 2.0;
}
Vector3 Vector3::rotated(const Vector3 &axis, const real_t phi) const {
Vector3 v = *this;
v.rotate(axis, phi);
return v;
}
void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = Basis(p_axis, p_phi).xform(*this);
}
Vector3 Vector3::slide(const Vector3 &by) const {
return by - *this * this->dot(by);
}
// this is ugly as well, but hey, I'm a simple man
#define _ugly_stepify(val, step) (step != 0 ? ::floor(val / step + 0.5) * step : val)
@ -289,12 +78,6 @@ void Vector3::snap(real_t p_val) {
#undef _ugly_stepify
Vector3 Vector3::snapped(const float by) {
Vector3 v = *this;
v.snap(by);
return v;
}
Vector3::operator String() const {
return String::num(x) + ", " + String::num(y) + ", " + String::num(z);
}