/*************************************************************************/ /* math.hpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef GODOT_MATH_H #define GODOT_MATH_H #include #include #include namespace godot { namespace Math { // This epsilon should match the one used by Godot for consistency. // Using `f` when `real_t` is float. #define CMP_EPSILON 0.00001f #define CMP_EPSILON2 (CMP_EPSILON * CMP_EPSILON) // This epsilon is for values related to a unit size (scalar or vector len). #ifdef PRECISE_MATH_CHECKS #define UNIT_EPSILON 0.00001 #else // Tolerate some more floating point error normally. #define UNIT_EPSILON 0.001 #endif #define Math_SQRT12 0.7071067811865475244008443621048490 #define Math_SQRT2 1.4142135623730950488016887242 #define Math_LN2 0.6931471805599453094172321215 #define Math_PI 3.1415926535897932384626433833 #define Math_TAU 6.2831853071795864769252867666 #define Math_E 2.7182818284590452353602874714 #define Math_INF INFINITY #define Math_NAN NAN // Windows badly defines a lot of stuff we'll never use. Undefine it. #ifdef _WIN32 #undef MIN // override standard definition #undef MAX // override standard definition #undef CLAMP // override standard definition #endif // Generic ABS function, for math uses please use Math::abs. #ifndef ABS #define ABS(m_v) (((m_v) < 0) ? (-(m_v)) : (m_v)) #endif #ifndef SIGN #define SIGN(m_v) (((m_v) == 0) ? (0.0) : (((m_v) < 0) ? (-1.0) : (+1.0))) #endif #ifndef MIN #define MIN(m_a, m_b) (((m_a) < (m_b)) ? (m_a) : (m_b)) #endif #ifndef MAX #define MAX(m_a, m_b) (((m_a) > (m_b)) ? (m_a) : (m_b)) #endif #ifndef CLAMP #define CLAMP(m_a, m_min, m_max) (((m_a) < (m_min)) ? (m_min) : (((m_a) > (m_max)) ? m_max : m_a)) #endif // Functions reproduced as in Godot's source code `math_funcs.h`. // Some are overloads to automatically support changing real_t into either double or float in the way Godot does. inline double fmod(double p_x, double p_y) { return ::fmod(p_x, p_y); } inline float fmod(float p_x, float p_y) { return ::fmodf(p_x, p_y); } inline double fposmod(double p_x, double p_y) { double value = Math::fmod(p_x, p_y); if ((value < 0 && p_y > 0) || (value > 0 && p_y < 0)) { value += p_y; } value += 0.0; return value; } inline float fposmod(float p_x, float p_y) { float value = Math::fmod(p_x, p_y); if ((value < 0 && p_y > 0) || (value > 0 && p_y < 0)) { value += p_y; } value += 0.0; return value; } inline float fposmodp(float p_x, float p_y) { float value = Math::fmod(p_x, p_y); if (value < 0) { value += p_y; } value += 0.0; return value; } inline double fposmodp(double p_x, double p_y) { double value = Math::fmod(p_x, p_y); if (value < 0) { value += p_y; } value += 0.0; return value; } inline double floor(double p_x) { return ::floor(p_x); } inline float floor(float p_x) { return ::floorf(p_x); } inline double ceil(double p_x) { return ::ceil(p_x); } inline float ceil(float p_x) { return ::ceilf(p_x); } inline double exp(double p_x) { return ::exp(p_x); } inline float exp(float p_x) { return ::expf(p_x); } inline double sin(double p_x) { return ::sin(p_x); } inline float sin(float p_x) { return ::sinf(p_x); } inline double cos(double p_x) { return ::cos(p_x); } inline float cos(float p_x) { return ::cosf(p_x); } inline double tan(double p_x) { return ::tan(p_x); } inline float tan(float p_x) { return ::tanf(p_x); } inline double sinh(double p_x) { return ::sinh(p_x); } inline float sinh(float p_x) { return ::sinhf(p_x); } inline float sinc(float p_x) { return p_x == 0 ? 1 : ::sin(p_x) / p_x; } inline double sinc(double p_x) { return p_x == 0 ? 1 : ::sin(p_x) / p_x; } inline float sincn(float p_x) { return (float)sinc(Math_PI * p_x); } inline double sincn(double p_x) { return sinc(Math_PI * p_x); } inline double cosh(double p_x) { return ::cosh(p_x); } inline float cosh(float p_x) { return ::coshf(p_x); } inline double tanh(double p_x) { return ::tanh(p_x); } inline float tanh(float p_x) { return ::tanhf(p_x); } inline double asin(double p_x) { return ::asin(p_x); } inline float asin(float p_x) { return ::asinf(p_x); } inline double acos(double p_x) { return ::acos(p_x); } inline float acos(float p_x) { return ::acosf(p_x); } inline double atan(double p_x) { return ::atan(p_x); } inline float atan(float p_x) { return ::atanf(p_x); } inline double atan2(double p_y, double p_x) { return ::atan2(p_y, p_x); } inline float atan2(float p_y, float p_x) { return ::atan2f(p_y, p_x); } inline double sqrt(double p_x) { return ::sqrt(p_x); } inline float sqrt(float p_x) { return ::sqrtf(p_x); } inline double pow(double p_x, double p_y) { return ::pow(p_x, p_y); } inline float pow(float p_x, float p_y) { return ::powf(p_x, p_y); } inline double log(double p_x) { return ::log(p_x); } inline float log(float p_x) { return ::logf(p_x); } inline float lerp(float minv, float maxv, float t) { return minv + t * (maxv - minv); } inline double lerp(double minv, double maxv, double t) { return minv + t * (maxv - minv); } inline double lerp_angle(double p_from, double p_to, double p_weight) { double difference = fmod(p_to - p_from, Math_TAU); double distance = fmod(2.0 * difference, Math_TAU) - difference; return p_from + distance * p_weight; } inline float lerp_angle(float p_from, float p_to, float p_weight) { float difference = fmod(p_to - p_from, (float)Math_TAU); float distance = fmod(2.0f * difference, (float)Math_TAU) - difference; return p_from + distance * p_weight; } template inline T clamp(T x, T minv, T maxv) { if (x < minv) { return minv; } if (x > maxv) { return maxv; } return x; } template inline T min(T a, T b) { return a < b ? a : b; } template inline T max(T a, T b) { return a > b ? a : b; } template inline T sign(T x) { return static_cast(x < 0 ? -1 : 1); } template inline T abs(T x) { return std::abs(x); } inline double deg2rad(double p_y) { return p_y * Math_PI / 180.0; } inline float deg2rad(float p_y) { return p_y * static_cast(Math_PI) / 180.f; } inline double rad2deg(double p_y) { return p_y * 180.0 / Math_PI; } inline float rad2deg(float p_y) { return p_y * 180.f / static_cast(Math_PI); } inline double inverse_lerp(double p_from, double p_to, double p_value) { return (p_value - p_from) / (p_to - p_from); } inline float inverse_lerp(float p_from, float p_to, float p_value) { return (p_value - p_from) / (p_to - p_from); } inline double range_lerp(double p_value, double p_istart, double p_istop, double p_ostart, double p_ostop) { return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value)); } inline float range_lerp(float p_value, float p_istart, float p_istop, float p_ostart, float p_ostop) { return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value)); } inline bool is_equal_approx(real_t a, real_t b) { // Check for exact equality first, required to handle "infinity" values. if (a == b) { return true; } // Then check for approximate equality. real_t tolerance = CMP_EPSILON * std::abs(a); if (tolerance < CMP_EPSILON) { tolerance = CMP_EPSILON; } return std::abs(a - b) < tolerance; } inline bool is_equal_approx(real_t a, real_t b, real_t tolerance) { // Check for exact equality first, required to handle "infinity" values. if (a == b) { return true; } // Then check for approximate equality. return std::abs(a - b) < tolerance; } inline bool is_zero_approx(real_t s) { return std::abs(s) < CMP_EPSILON; } inline double smoothstep(double p_from, double p_to, double p_weight) { if (is_equal_approx(static_cast(p_from), static_cast(p_to))) { return p_from; } double x = clamp((p_weight - p_from) / (p_to - p_from), 0.0, 1.0); return x * x * (3.0 - 2.0 * x); } inline float smoothstep(float p_from, float p_to, float p_weight) { if (is_equal_approx(p_from, p_to)) { return p_from; } float x = clamp((p_weight - p_from) / (p_to - p_from), 0.0f, 1.0f); return x * x * (3.0f - 2.0f * x); } inline double move_toward(double p_from, double p_to, double p_delta) { return std::abs(p_to - p_from) <= p_delta ? p_to : p_from + sign(p_to - p_from) * p_delta; } inline float move_toward(float p_from, float p_to, float p_delta) { return std::abs(p_to - p_from) <= p_delta ? p_to : p_from + sign(p_to - p_from) * p_delta; } inline double linear2db(double p_linear) { return log(p_linear) * 8.6858896380650365530225783783321; } inline float linear2db(float p_linear) { return log(p_linear) * 8.6858896380650365530225783783321f; } inline double db2linear(double p_db) { return exp(p_db * 0.11512925464970228420089957273422); } inline float db2linear(float p_db) { return exp(p_db * 0.11512925464970228420089957273422f); } inline double round(double p_val) { return (p_val >= 0) ? floor(p_val + 0.5) : -floor(-p_val + 0.5); } inline float round(float p_val) { return (p_val >= 0) ? floor(p_val + 0.5f) : -floor(-p_val + 0.5f); } inline int64_t wrapi(int64_t value, int64_t min, int64_t max) { int64_t range = max - min; return range == 0 ? min : min + ((((value - min) % range) + range) % range); } inline float wrapf(real_t value, real_t min, real_t max) { const real_t range = max - min; return is_zero_approx(range) ? min : value - (range * floor((value - min) / range)); } inline float stepify(float p_value, float p_step) { if (p_step != 0) { p_value = floor(p_value / p_step + 0.5f) * p_step; } return p_value; } inline double stepify(double p_value, double p_step) { if (p_step != 0) { p_value = floor(p_value / p_step + 0.5) * p_step; } return p_value; } inline unsigned int next_power_of_2(unsigned int x) { if (x == 0) return 0; --x; x |= x >> 1; x |= x >> 2; x |= x >> 4; x |= x >> 8; x |= x >> 16; return ++x; } // This function should be as fast as possible and rounding mode should not matter. inline int fast_ftoi(float a) { static int b; #if (defined(_WIN32_WINNT) && _WIN32_WINNT >= 0x0603) || WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP // windows 8 phone? b = (int)((a > 0.0) ? (a + 0.5) : (a - 0.5)); #elif defined(_MSC_VER) && _MSC_VER < 1800 __asm fld a __asm fistp b /*#elif defined( __GNUC__ ) && ( defined( __i386__ ) || defined( __x86_64__ ) ) // use AT&T inline assembly style, document that // we use memory as output (=m) and input (m) __asm__ __volatile__ ( "flds %1 \n\t" "fistpl %0 \n\t" : "=m" (b) : "m" (a));*/ #else b = lrintf(a); // assuming everything but msvc 2012 or earlier has lrint #endif return b; } inline double snapped(double p_value, double p_step) { if (p_step != 0) { p_value = Math::floor(p_value / p_step + 0.5) * p_step; } return p_value; } } // namespace Math } // namespace godot #endif // GODOT_MATH_H