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authorDaniel Rakos <daniel.rakos@rastergrid.com>2019-04-07 16:03:20 +0200
committerDaniel Rakos <daniel.rakos@rastergrid.com>2019-04-08 16:28:41 +0200
commitabccf9a0501edef76bcbde3f98e6b6f52156ffd1 (patch)
tree8a568c083ad6c2c263566947b5e8e7182f7b7890 /include/core/Vector2.hpp
parentdf04c4097fe09204e1906ae76996b80376d84d34 (diff)
downloadredot-cpp-abccf9a0501edef76bcbde3f98e6b6f52156ffd1.tar.gz
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.
Diffstat (limited to 'include/core/Vector2.hpp')
-rw-r--r--include/core/Vector2.hpp184
1 files changed, 141 insertions, 43 deletions
diff --git a/include/core/Vector2.hpp b/include/core/Vector2.hpp
index 190217d..26e9b63 100644
--- a/include/core/Vector2.hpp
+++ b/include/core/Vector2.hpp
@@ -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);
+ }
+
+ inline Vector2 reflect(const Vector2 &p_vec) const {
+ return p_vec - *this * this->dot(p_vec) * 2.0;
+ }
+
+ inline real_t angle() const {
+ return atan2(y, x);
+ }
- Vector2 reflect(const Vector2 &p_vec) const;
+ inline void set_rotation(real_t p_radians) {
+ x = cosf(p_radians);
+ y = sinf(p_radians);
+ }
- real_t angle() const;
+ inline Vector2 abs() const {
+ return Vector2(fabs(x), fabs(y));
+ }
- void set_rotation(real_t p_radians);
+ inline Vector2 rotated(real_t p_by) const {
+ Vector2 v;
+ v.set_rotation(angle() + p_by);
+ v *= length();
+ return v;
+ }
- Vector2 abs() const;
- Vector2 rotated(real_t p_by) const;
+ inline Vector2 tangent() const {
+ return Vector2(y, -x);
+ }
- Vector2 tangent() const;
+ inline Vector2 floor() const {
+ return Vector2(::floor(x), ::floor(y));
+ }
- Vector2 floor() const;
+ 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) {