diff options
| author | Karroffel <therzog@mail.de> | 2017-03-04 05:36:31 +0100 |
|---|---|---|
| committer | Karroffel <therzog@mail.de> | 2017-03-04 05:36:31 +0100 |
| commit | 5762c2f53fb32d47b540981a981e9b9e3a57dc6a (patch) | |
| tree | 1a738f326fa437238a67f2030c72bcb3a1362c16 /include/godot_cpp | |
| parent | 8cbebc3e5d091f1be07e3b4904751e4f578adff0 (diff) | |
| download | redot-cpp-5762c2f53fb32d47b540981a981e9b9e3a57dc6a.tar.gz | |
Added binding generator
Diffstat (limited to 'include/godot_cpp')
| -rw-r--r-- | include/godot_cpp/core/Array.h | 201 | ||||
| -rw-r--r-- | include/godot_cpp/core/Basis.h | 703 | ||||
| -rw-r--r-- | include/godot_cpp/core/Color.h | 467 | ||||
| -rw-r--r-- | include/godot_cpp/core/CoreTypes.h | 53 | ||||
| -rw-r--r-- | include/godot_cpp/core/Defs.h | 82 | ||||
| -rw-r--r-- | include/godot_cpp/core/Dictionary.h | 98 | ||||
| -rw-r--r-- | include/godot_cpp/core/Image.h | 194 | ||||
| -rw-r--r-- | include/godot_cpp/core/InputEvent.h | 536 | ||||
| -rw-r--r-- | include/godot_cpp/core/NodePath.h | 81 | ||||
| -rw-r--r-- | include/godot_cpp/core/Plane.h | 273 | ||||
| -rw-r--r-- | include/godot_cpp/core/PoolArrays.h | 529 | ||||
| -rw-r--r-- | include/godot_cpp/core/Quat.h | 323 | ||||
| -rw-r--r-- | include/godot_cpp/core/RID.h | 32 | ||||
| -rw-r--r-- | include/godot_cpp/core/Rect2.h | 408 | ||||
| -rw-r--r-- | include/godot_cpp/core/Rect3.h | 727 | ||||
| -rw-r--r-- | include/godot_cpp/core/String.h | 135 | ||||
| -rw-r--r-- | include/godot_cpp/core/Transform.h | 383 | ||||
| -rw-r--r-- | include/godot_cpp/core/Transform2D.h | 448 | ||||
| -rw-r--r-- | include/godot_cpp/core/Variant.h | 526 | ||||
| -rw-r--r-- | include/godot_cpp/core/Vector2.h | 300 | ||||
| -rw-r--r-- | include/godot_cpp/core/Vector3.h | 402 |
21 files changed, 6901 insertions, 0 deletions
diff --git a/include/godot_cpp/core/Array.h b/include/godot_cpp/core/Array.h new file mode 100644 index 0000000..c3a5d62 --- /dev/null +++ b/include/godot_cpp/core/Array.h @@ -0,0 +1,201 @@ +#ifndef ARRAY_H +#define ARRAY_H + +#include <godot/godot_array.h> + +#include "Variant.h" + +namespace godot { + +class Array { + godot_array _godot_array; +public: + Array() + { + godot_array_new(&_godot_array); + } + + Array(const PoolByteArray& a) + { + godot_array_new_pool_byte_array(&_godot_array, (godot_pool_byte_array *) &a); + } + + Array(const PoolIntArray& a) + { + godot_array_new_pool_int_array(&_godot_array, (godot_pool_int_array *) &a); + } + + Array(const PoolRealArray& a) + { + godot_array_new_pool_real_array(&_godot_array, (godot_pool_real_array *) &a); + } + + Array(const PoolStringArray& a) + { + godot_array_new_pool_string_array(&_godot_array, (godot_pool_string_array *) &a); + } + + Array(const PoolVector2Array& a) + { + godot_array_new_pool_vector2_array(&_godot_array, (godot_pool_vector2_array *) &a); + } + + Array(const PoolVector3Array& a) + { + godot_array_new_pool_vector3_array(&_godot_array, (godot_pool_vector3_array *) &a); + } + + Array(const PoolColorArray& a) + { + godot_array_new_pool_color_array(&_godot_array, (godot_pool_color_array *) &a); + } + + Variant& operator [](const int idx) + { + godot_variant *v = godot_array_get(&_godot_array, idx); + return *(Variant *) v; + } + + Variant operator [](const int idx) const + { + // Yes, I'm casting away the const... you can hate me now. + // since the result is + godot_variant *v = godot_array_get((godot_array *) &_godot_array, idx); + return *(Variant *) v; + } + + void append(const Variant& v) + { + godot_array_append(&_godot_array, (godot_variant *) &v); + } + + void clear() + { + godot_array_clear(&_godot_array); + } + + int count(const Variant& v) + { + return godot_array_count(&_godot_array, (godot_variant *) &v); + } + + bool empty() const + { + return godot_array_empty(&_godot_array); + } + + void erase(const Variant& v) + { + godot_array_erase(&_godot_array, (godot_variant *) &v); + } + + Variant front() const + { + godot_variant v = godot_array_front(&_godot_array); + return *(Variant *) &v; + } + + Variant back() const + { + godot_variant v = godot_array_back(&_godot_array); + return *(Variant *) &v; + } + + int find(const Variant& what, const int from = 0) + { + return godot_array_find(&_godot_array, (godot_variant *) &what, from); + } + + int find_last(const Variant& what) + { + return godot_array_find_last(&_godot_array, (godot_variant *) &what); + } + + bool has(const Variant& what) const + { + return godot_array_has(&_godot_array, (godot_variant *) &what); + } + + uint32_t hash() const + { + return godot_array_hash(&_godot_array); + } + + void insert(const int pos, const Variant& value) + { + godot_array_insert(&_godot_array, pos, (godot_variant *) &value); + } + + void invert() + { + godot_array_invert(&_godot_array); + } + + bool is_shared() const + { + return godot_array_is_shared(&_godot_array); + } + + Variant pop_back() + { + godot_variant v = godot_array_pop_back(&_godot_array); + return *(Variant *) &v; + } + + Variant pop_front() + { + godot_variant v = godot_array_pop_front(&_godot_array); + return *(Variant *) &v; + } + + void push_back(const Variant& v) + { + godot_array_push_back(&_godot_array, (godot_variant *) &v); + } + + void push_front(const Variant& v) + { + godot_array_push_front(&_godot_array, (godot_variant *) &v); + } + + void remove(const int idx) + { + godot_array_remove(&_godot_array, idx); + } + + int size() const + { + return godot_array_size(&_godot_array); + } + + void resize(const int size) + { + godot_array_resize(&_godot_array, size); + } + + int rfind(const Variant& what, const int from = -1) + { + return godot_array_rfind(&_godot_array, (godot_variant *) &what, from); + } + + void sort() + { + godot_array_sort(&_godot_array); + } + + void sort_custom(Object *obj, const String& func) + { + godot_array_sort_custom(&_godot_array, (godot_object *) obj, (godot_string *) &func); + } + + ~Array() + { + godot_array_destroy(&_godot_array); + } + + +}; + +} + +#endif // ARRAY_H diff --git a/include/godot_cpp/core/Basis.h b/include/godot_cpp/core/Basis.h new file mode 100644 index 0000000..2bffbdd --- /dev/null +++ b/include/godot_cpp/core/Basis.h @@ -0,0 +1,703 @@ +#ifndef BASIS_H +#define BASIS_H + +#include "Defs.h" + +#include "Vector3.h" + +#include <algorithm> + +typedef float real_t; // @Todo move this to a global Godot.h + + + +namespace godot { + +class Quat; + +class Basis { +public: + + Vector3 elements[3]; + + Basis(const Quat& p_quat); // euler + Basis(const Vector3& p_euler); // euler + Basis(const Vector3& p_axis, real_t p_phi); + + Basis(const Vector3& row0, const Vector3& row1, const Vector3& row2) + { + elements[0]=row0; + elements[1]=row1; + elements[2]=row2; + } + + Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) { + + set(xx, xy, xz, yx, yy, yz, zx, zy, zz); + } + + Basis() { + + elements[0][0]=1; + elements[0][1]=0; + elements[0][2]=0; + elements[1][0]=0; + elements[1][1]=1; + elements[1][2]=0; + elements[2][0]=0; + elements[2][1]=0; + elements[2][2]=1; + } + + + + + + const Vector3& operator[](int axis) const { + + return elements[axis]; + } + Vector3& operator[](int axis) { + + return elements[axis]; + } + +#define cofac(row1,col1, row2, col2)\ + (elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1]) + + void invert() + { + real_t co[3]={ + cofac(1, 1, 2, 2), cofac(1, 2, 2, 0), cofac(1, 0, 2, 1) + }; + real_t det = elements[0][0] * co[0]+ + elements[0][1] * co[1]+ + elements[0][2] * co[2]; + + if ( det != 0 ) { + // WTF + __builtin_trap(); // WTF WTF WTF + + // I shouldn't do this + // @Todo @Fixme @Todo @Todo + } + real_t s = 1.0/det; + + set( co[0]*s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s, + co[1]*s, cofac(0, 0, 2, 2) * s, cofac(0, 2, 1, 0) * s, + co[2]*s, cofac(0, 1, 2, 0) * s, cofac(0, 0, 1, 1) * s ); + } +#undef cofac + + bool isequal_approx(const Basis& a, const Basis& b) const { + + for (int i=0;i<3;i++) { + for (int j=0;j<3;j++) { + if ((::fabs(a.elements[i][j]-b.elements[i][j]) < CMP_EPSILON) == false) + return false; + } + } + + return true; + } + + + bool is_orthogonal() const + { + Basis id; + Basis m = (*this)*transposed(); + + return isequal_approx(id,m); + } + + bool is_rotation() const + { + return ::fabs(determinant()-1) < CMP_EPSILON && is_orthogonal(); + } + + void transpose() + { + std::swap(elements[0][1],elements[1][0]); + std::swap(elements[0][2],elements[2][0]); + std::swap(elements[1][2],elements[2][1]); + } + + Basis inverse() const + { + Basis b = *this; + b.invert(); + return b; + } + + Basis transposed() const + { + Basis b = *this; + b.transpose(); + return b; + } + + real_t determinant() const + { + return elements[0][0]*(elements[1][1]*elements[2][2] - elements[2][1]*elements[1][2]) - + elements[1][0]*(elements[0][1]*elements[2][2] - elements[2][1]*elements[0][2]) + + elements[2][0]*(elements[0][1]*elements[1][2] - elements[1][1]*elements[0][2]); + } + + Vector3 get_axis(int p_axis) const { + // get actual basis axis (elements is transposed for performance) + return Vector3( elements[0][p_axis], elements[1][p_axis], elements[2][p_axis] ); + } + void set_axis(int p_axis, const Vector3& p_value) { + // get actual basis axis (elements is transposed for performance) + elements[0][p_axis]=p_value.x; + elements[1][p_axis]=p_value.y; + elements[2][p_axis]=p_value.z; + } + + void rotate(const Vector3& p_axis, real_t p_phi) + { + *this = rotated(p_axis, p_phi); + } + + Basis rotated(const Vector3& p_axis, real_t p_phi) const + { + return Basis(p_axis, p_phi) * (*this); + } + + void scale( const Vector3& p_scale ) + { + elements[0][0]*=p_scale.x; + elements[0][1]*=p_scale.x; + elements[0][2]*=p_scale.x; + elements[1][0]*=p_scale.y; + elements[1][1]*=p_scale.y; + elements[1][2]*=p_scale.y; + elements[2][0]*=p_scale.z; + elements[2][1]*=p_scale.z; + elements[2][2]*=p_scale.z; + } + + Basis scaled( const Vector3& p_scale ) const + { + Basis b = *this; + b.scale(p_scale); + return b; + } + + Vector3 get_scale() const + { + // We are assuming M = R.S, and performing a polar decomposition to extract R and S. + // FIXME: We eventually need a proper polar decomposition. + // As a cheap workaround until then, to ensure that R is a proper rotation matrix with determinant +1 + // (such that it can be represented by a Quat or Euler angles), we absorb the sign flip into the scaling matrix. + // As such, it works in conjuction with get_rotation(). + real_t det_sign = determinant() > 0 ? 1 : -1; + return det_sign*Vector3( + Vector3(elements[0][0],elements[1][0],elements[2][0]).length(), + Vector3(elements[0][1],elements[1][1],elements[2][1]).length(), + Vector3(elements[0][2],elements[1][2],elements[2][2]).length() + ); + } + + Vector3 get_euler() const + { + // Euler angles in XYZ convention. + // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix + // + // rot = cy*cz -cy*sz sy + // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx + // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy + + Vector3 euler; + + if (is_rotation() == false) + return euler; + + euler.y = ::asin(elements[0][2]); + if ( euler.y < Math_PI*0.5) { + if ( euler.y > -Math_PI*0.5) { + euler.x = ::atan2(-elements[1][2],elements[2][2]); + euler.z = ::atan2(-elements[0][1],elements[0][0]); + + } else { + real_t r = ::atan2(elements[1][0],elements[1][1]); + euler.z = 0.0; + euler.x = euler.z - r; + + } + } else { + real_t r = ::atan2(elements[0][1],elements[1][1]); + euler.z = 0; + euler.x = r - euler.z; + } + + return euler; + } + + void set_euler(const Vector3& p_euler) + { + real_t c, s; + + c = ::cos(p_euler.x); + s = ::sin(p_euler.x); + Basis xmat(1.0,0.0,0.0,0.0,c,-s,0.0,s,c); + + c = ::cos(p_euler.y); + s = ::sin(p_euler.y); + Basis ymat(c,0.0,s,0.0,1.0,0.0,-s,0.0,c); + + c = ::cos(p_euler.z); + s = ::sin(p_euler.z); + Basis zmat(c,-s,0.0,s,c,0.0,0.0,0.0,1.0); + + //optimizer will optimize away all this anyway + *this = xmat*(ymat*zmat); + } + + // transposed dot products + real_t tdotx(const Vector3& v) const { + return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2]; + } + real_t tdoty(const Vector3& v) const { + return elements[0][1] * v[0] + elements[1][1] * v[1] + elements[2][1] * v[2]; + } + real_t tdotz(const Vector3& v) const { + return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2]; + } + + bool operator==(const Basis& p_matrix) const + { + for (int i=0;i<3;i++) { + for (int j=0;j<3;j++) { + if (elements[i][j] != p_matrix.elements[i][j]) + return false; + } + } + + return true; + } + + bool operator!=(const Basis& p_matrix) const + { + return (!(*this==p_matrix)); + } + + Vector3 xform(const Vector3& p_vector) const { + + return Vector3( + elements[0].dot(p_vector), + elements[1].dot(p_vector), + elements[2].dot(p_vector) + ); + } + + Vector3 xform_inv(const Vector3& p_vector) const { + + return Vector3( + (elements[0][0]*p_vector.x ) + ( elements[1][0]*p_vector.y ) + ( elements[2][0]*p_vector.z ), + (elements[0][1]*p_vector.x ) + ( elements[1][1]*p_vector.y ) + ( elements[2][1]*p_vector.z ), + (elements[0][2]*p_vector.x ) + ( elements[1][2]*p_vector.y ) + ( elements[2][2]*p_vector.z ) + ); + } + void operator*=(const Basis& p_matrix) + { + set( + p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]), + p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]), + p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2])); + + } + + Basis operator*(const Basis& p_matrix) const + { + return Basis( + p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]), + p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]), + p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]) ); + + } + + + void operator+=(const Basis& p_matrix) { + + elements[0] += p_matrix.elements[0]; + elements[1] += p_matrix.elements[1]; + elements[2] += p_matrix.elements[2]; + } + + Basis operator+(const Basis& p_matrix) const { + + Basis ret(*this); + ret += p_matrix; + return ret; + } + + void operator-=(const Basis& p_matrix) { + + elements[0] -= p_matrix.elements[0]; + elements[1] -= p_matrix.elements[1]; + elements[2] -= p_matrix.elements[2]; + } + + Basis operator-(const Basis& p_matrix) const { + + Basis ret(*this); + ret -= p_matrix; + return ret; + } + + void operator*=(real_t p_val) { + + elements[0]*=p_val; + elements[1]*=p_val; + elements[2]*=p_val; + } + + Basis operator*(real_t p_val) const { + + Basis ret(*this); + ret *= p_val; + return ret; + } + + int get_orthogonal_index() const; // down below + + void set_orthogonal_index(int p_index); // down below + + + operator String() const + { + String s; + // @Todo + return s; + } + + void get_axis_and_angle(Vector3 &r_axis,real_t& r_angle) const; + + /* create / set */ + + + void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) { + + elements[0][0]=xx; + elements[0][1]=xy; + elements[0][2]=xz; + elements[1][0]=yx; + elements[1][1]=yy; + elements[1][2]=yz; + elements[2][0]=zx; + elements[2][1]=zy; + elements[2][2]=zz; + } + Vector3 get_column(int i) const { + + return Vector3(elements[0][i],elements[1][i],elements[2][i]); + } + + Vector3 get_row(int i) const { + + return Vector3(elements[i][0],elements[i][1],elements[i][2]); + } + Vector3 get_main_diagonal() const { + return Vector3(elements[0][0],elements[1][1],elements[2][2]); + } + + void set_row(int i, const Vector3& p_row) { + elements[i][0]=p_row.x; + elements[i][1]=p_row.y; + elements[i][2]=p_row.z; + } + + Basis transpose_xform(const Basis& m) const + { + return Basis( + elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x, + elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y, + elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z, + elements[0].y * m[0].x + elements[1].y * m[1].x + elements[2].y * m[2].x, + elements[0].y * m[0].y + elements[1].y * m[1].y + elements[2].y * m[2].y, + elements[0].y * m[0].z + elements[1].y * m[1].z + elements[2].y * m[2].z, + elements[0].z * m[0].x + elements[1].z * m[1].x + elements[2].z * m[2].x, + elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y, + elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z); + } + + void orthonormalize() + { + if (determinant() != 0) { + // not this crap again + __builtin_trap(); // WTF WTF WTF + // somebody please complain some day + // so I can fix this + + // need propert error reporting here. + } + + // Gram-Schmidt Process + + Vector3 x=get_axis(0); + Vector3 y=get_axis(1); + Vector3 z=get_axis(2); + + x.normalize(); + y = (y-x*(x.dot(y))); + y.normalize(); + z = (z-x*(x.dot(z))-y*(y.dot(z))); + z.normalize(); + + set_axis(0,x); + set_axis(1,y); + set_axis(2,z); + } + + Basis orthonormalized() const + { + Basis b = *this; + b.orthonormalize(); + return b; + } + + bool is_symmetric() const + { + if (::fabs(elements[0][1] - elements[1][0]) > CMP_EPSILON) + return false; + if (::fabs(elements[0][2] - elements[2][0]) > CMP_EPSILON) + return false; + if (::fabs(elements[1][2] - elements[2][1]) > CMP_EPSILON) + return false; + + return true; + } + + Basis diagonalize() + { + // I love copy paste + + if (!is_symmetric()) + return Basis(); + + const int ite_max = 1024; + + real_t off_matrix_norm_2 = elements[0][1] * elements[0][1] + elements[0][2] * elements[0][2] + elements[1][2] * elements[1][2]; + + int ite = 0; + Basis acc_rot; + while (off_matrix_norm_2 > CMP_EPSILON2 && ite++ < ite_max ) { + real_t el01_2 = elements[0][1] * elements[0][1]; + real_t el02_2 = elements[0][2] * elements[0][2]; + real_t el12_2 = elements[1][2] * elements[1][2]; + // Find the pivot element + int i, j; + if (el01_2 > el02_2) { + if (el12_2 > el01_2) { + i = 1; + j = 2; + } else { + i = 0; + j = 1; + } + } else { + if (el12_2 > el02_2) { + i = 1; + j = 2; + } else { + i = 0; + j = 2; + } + } + + // Compute the rotation angle + real_t angle; + if (::fabs(elements[j][j] - elements[i][i]) < CMP_EPSILON) { + angle = Math_PI / 4; + } else { + angle = 0.5 * ::atan(2 * elements[i][j] / (elements[j][j] - elements[i][i])); + } + + // Compute the rotation matrix + Basis rot; + rot.elements[i][i] = rot.elements[j][j] = ::cos(angle); + rot.elements[i][j] = - (rot.elements[j][i] = ::sin(angle)); + + // Update the off matrix norm + off_matrix_norm_2 -= elements[i][j] * elements[i][j]; + + // Apply the rotation + *this = rot * *this * rot.transposed(); + acc_rot = rot * acc_rot; + } + + return acc_rot; + } + + operator Quat() const; + + +}; + +static const Basis _ortho_bases[24]={ + Basis(1, 0, 0, 0, 1, 0, 0, 0, 1), + Basis(0, -1, 0, 1, 0, 0, 0, 0, 1), + Basis(-1, 0, 0, 0, -1, 0, 0, 0, 1), + Basis(0, 1, 0, -1, 0, 0, 0, 0, 1), + Basis(1, 0, 0, 0, 0, -1, 0, 1, 0), + Basis(0, 0, 1, 1, 0, 0, 0, 1, 0), + Basis(-1, 0, 0, 0, 0, 1, 0, 1, 0), + Basis(0, 0, -1, -1, 0, 0, 0, 1, 0), + Basis(1, 0, 0, 0, -1, 0, 0, 0, -1), + Basis(0, 1, 0, 1, 0, 0, 0, 0, -1), + Basis(-1, 0, 0, 0, 1, 0, 0, 0, -1), + Basis(0, -1, 0, -1, 0, 0, 0, 0, -1), + Basis(1, 0, 0, 0, 0, 1, 0, -1, 0), + Basis(0, 0, -1, 1, 0, 0, 0, -1, 0), + Basis(-1, 0, 0, 0, 0, -1, 0, -1, 0), + Basis(0, 0, 1, -1, 0, 0, 0, -1, 0), + Basis(0, 0, 1, 0, 1, 0, -1, 0, 0), + Basis(0, -1, 0, 0, 0, 1, -1, 0, 0), + Basis(0, 0, -1, 0, -1, 0, -1, 0, 0), + Basis(0, 1, 0, 0, 0, -1, -1, 0, 0), + Basis(0, 0, 1, 0, -1, 0, 1, 0, 0), + Basis(0, 1, 0, 0, 0, 1, 1, 0, 0), + Basis(0, 0, -1, 0, 1, 0, 1, 0, 0), + Basis(0, -1, 0, 0, 0, -1, 1, 0, 0) +}; + + +int Basis::get_orthogonal_index() const +{ + //could be sped up if i come up with a way + Basis orth=*this; + for(int i=0;i<3;i++) { + for(int j=0;j<3;j++) { + + real_t v = orth[i][j]; + if (v>0.5) + v=1.0; + else if (v<-0.5) + v=-1.0; + else + v=0; + + orth[i][j]=v; + } + } + + for(int i=0;i<24;i++) { + + if (_ortho_bases[i]==orth) + return i; + + + } + + return 0; +} + + +void Basis::set_orthogonal_index(int p_index){ + + //there only exist 24 orthogonal bases in r3 + if (p_index >= 24) { + __builtin_trap(); // kiiiiill me + // I don't want to do shady stuff like that + // @Todo WTF WTF + } + + + *this=_ortho_bases[p_index]; + +} + + + +Basis::Basis(const Vector3& p_euler) { + + set_euler( p_euler ); + +} + +} + +#include "Quat.h" + +namespace godot { + +Basis::Basis(const Quat& p_quat) { + + real_t d = p_quat.length_squared(); + real_t s = 2.0 / d; + real_t xs = p_quat.x * s, ys = p_quat.y * s, zs = p_quat.z * s; + real_t wx = p_quat.w * xs, wy = p_quat.w * ys, wz = p_quat.w * zs; + real_t xx = p_quat.x * xs, xy = p_quat.x * ys, xz = p_quat.x * zs; + real_t yy = p_quat.y * ys, yz = p_quat.y * zs, zz = p_quat.z * zs; + set( 1.0 - (yy + zz), xy - wz, xz + wy, + xy + wz, 1.0 - (xx + zz), yz - wx, + xz - wy, yz + wx, 1.0 - (xx + yy)) ; + +} + +Basis::Basis(const Vector3& p_axis, real_t p_phi) { + // Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle + + Vector3 axis_sq(p_axis.x*p_axis.x,p_axis.y*p_axis.y,p_axis.z*p_axis.z); + + real_t cosine= ::cos(p_phi); + real_t sine= ::sin(p_phi); + + elements[0][0] = axis_sq.x + cosine * ( 1.0 - axis_sq.x ); + elements[0][1] = p_axis.x * p_axis.y * ( 1.0 - cosine ) - p_axis.z * sine; + elements[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine; + + elements[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine; + elements[1][1] = axis_sq.y + cosine * ( 1.0 - axis_sq.y ); + elements[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine; + + elements[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine; + elements[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine; + elements[2][2] = axis_sq.z + cosine * ( 1.0 - axis_sq.z ); + +} + +Basis::operator Quat() const { + ERR_FAIL_COND_V(is_rotation() == false, Quat()); + + real_t trace = elements[0][0] + elements[1][1] + elements[2][2]; + real_t temp[4]; + + if (trace > 0.0) + { + real_t s = ::sqrt(trace + 1.0); + temp[3]=(s * 0.5); + s = 0.5 / s; + + temp[0]=((elements[2][1] - elements[1][2]) * s); + temp[1]=((elements[0][2] - elements[2][0]) * s); + temp[2]=((elements[1][0] - elements[0][1]) * s); + } + else + { + int i = elements[0][0] < elements[1][1] ? + (elements[1][1] < elements[2][2] ? 2 : 1) : + (elements[0][0] < elements[2][2] ? 2 : 0); + int j = (i + 1) % 3; + int k = (i + 2) % 3; + + real_t s = ::sqrt(elements[i][i] - elements[j][j] - elements[k][k] + 1.0); + temp[i] = s * 0.5; + s = 0.5 / s; + + temp[3] = (elements[k][j] - elements[j][k]) * s; + temp[j] = (elements[j][i] + elements[i][j]) * s; + temp[k] = (elements[k][i] + elements[i][k]) * s; + } + + return Quat(temp[0],temp[1],temp[2],temp[3]); + +} + + + + +} + +#endif // BASIS_H diff --git a/include/godot_cpp/core/Color.h b/include/godot_cpp/core/Color.h new file mode 100644 index 0000000..d74c227 --- /dev/null +++ b/include/godot_cpp/core/Color.h @@ -0,0 +1,467 @@ +#ifndef COLOR_H +#define COLOR_H + +#include <godot/godot_color.h> + +#include <cmath> + +#include "String.h" + +namespace godot { + +// @Todo move these to a more global file. + +// or should I? 🤔 +#define MIN(a, b) (a < b ? a : b) +#define MAX(a, b) (a > b ? a : b) + +struct Color { + + +private: + static float _parse_col(const String& p_str, int p_ofs) { + + int ig=0; + + for(int i=0;i<2;i++) { + + int c= (int) (wchar_t) p_str[i+p_ofs]; + int v=0; + + if (c>='0' && c<='9') { + v=c-'0'; + } else if (c>='a' && c<='f') { + v=c-'a'; + v+=10; + } else if (c>='A' && c<='F') { + v=c-'A'; + v+=10; + } else { + return -1; + } + + if (i==0) + ig+=v*16; + else + ig+=v; + + } + + return ig; + + } +public: + + union { + + struct { + float r; + float g; + float b; + float a; + }; + float components[4]; + }; + + bool operator==(const Color &p_color) const { return (r==p_color.r && g==p_color.g && b==p_color.b && a==p_color.a ); } + bool operator!=(const Color &p_color) const { return (r!=p_color.r || g!=p_color.g || b!=p_color.b || a!=p_color.a ); } + + uint32_t to_32() const + { + + uint32_t c=(uint8_t)(a*255); + c<<=8; + c|=(uint8_t)(r*255); + c<<=8; + c|=(uint8_t)(g*255); + c<<=8; + c|=(uint8_t)(b*255); + + return c; + } + + uint32_t to_ARGB32() const + { + uint32_t c=(uint8_t)(a*255); + c<<=8; + c|=(uint8_t)(r*255); + c<<=8; + c|=(uint8_t)(g*255); + c<<=8; + c|=(uint8_t)(b*255); + + return c; + } + + float gray() const + { + return (r+g+b)/3.0; + } + + float get_h() const + { + + float min = MIN( r, g ); + min = MIN( min, b ); + float max = MAX( r, g ); + max = MAX( max, b ); + + float delta = max - min; + + if( delta == 0 ) + return 0; + + float h; + if( r == max ) + h = ( g - b ) / delta; // between yellow & magenta + else if( g == max ) + h = 2 + ( b - r ) / delta; // between cyan & yellow + else + h = 4 + ( r - g ) / delta; // between magenta & cyan + + h/=6.0; + if (h<0) + h+=1.0; + + return h; + } + + float get_s() const + { + float min = MIN( r, g ); + min = MIN( min, b ); + float max = MAX( r, g ); + max = MAX( max, b ); + float delta = max - min; + return (max!=0) ? (delta / max) : 0; + + } + + float get_v() const + { + float max = MAX( r, g ); + max = MAX( max, b ); + return max; + } + + void set_hsv(float p_h, float p_s, float p_v, float p_alpha=1.0) + { + int i; + float f, p, q, t; + a=p_alpha; + + if( p_s == 0 ) { + // acp_hromatic (grey) + r = g = b = p_v; + return; + } + + p_h *=6.0; + p_h = ::fmod(p_h,6); + i = ::floor( p_h ); + + f = p_h - i; + p = p_v * ( 1 - p_s ); + q = p_v * ( 1 - p_s * f ); + t = p_v * ( 1 - p_s * ( 1 - f ) ); + + switch( i ) { + case 0: // Red is the dominant color + r = p_v; + g = t; + b = p; + break; + case 1: // Green is the dominant color + r = q; + g = p_v; + b = p; + break; + case 2: + r = p; + g = p_v; + b = t; + break; + case 3: // Blue is the dominant color + r = p; + g = q; + b = p_v; + break; + case 4: + r = t; + g = p; + b = p_v; + break; + default: // (5) Red is the dominant color + r = p_v; + g = p; + b = q; + break; + } + } + + float& operator[](int idx) { + return components[idx]; + } + const float& operator[](int idx) const { + return components[idx]; + } + + void invert() + { + r=1.0-r; + g=1.0-g; + b=1.0-b; + } + + void contrast() + { + r=::fmod(r+0.5,1.0); + g=::fmod(g+0.5,1.0); + b=::fmod(b+0.5,1.0); + } + Color inverted() const + { + Color c=*this; + c.invert(); + return c; + } + Color contrasted() const + { + Color c=*this; + c.contrast(); + return c; + } + + Color linear_interpolate(const Color& p_b, float p_t) const { + + Color res=*this; + + res.r+= (p_t * (p_b.r-r)); + res.g+= (p_t * (p_b.g-g)); + res.b+= (p_t * (p_b.b-b)); + res.a+= (p_t * (p_b.a-a)); + + return res; + } + + Color blend(const Color& p_over) const { + + + Color res; + float sa = 1.0 - p_over.a; + res.a = a*sa+p_over.a; + if (res.a==0) { + return Color(0,0,0,0); + } else { + res.r = (r*a*sa + p_over.r * p_over.a)/res.a; + res.g = (g*a*sa + p_over.g * p_over.a)/res.a; + res.b = (b*a*sa + p_over.b * p_over.a)/res.a; + } + return res; + } + + Color to_linear() const { + + return Color( + r<0.04045 ? r * (1.0 / 12.92) : ::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4), + g<0.04045 ? g * (1.0 / 12.92) : ::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4), + b<0.04045 ? b * (1.0 / 12.92) : ::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4), + a + ); + } + + static Color hex(uint32_t p_hex) + { + float a = (p_hex&0xFF)/255.0; + p_hex>>=8; + float b = (p_hex&0xFF)/255.0; + p_hex>>=8; + float g = (p_hex&0xFF)/255.0; + p_hex>>=8; + float r = (p_hex&0xFF)/255.0; + + return Color(r,g,b,a); + } + + static Color html(const String& p_color) + { + String color = p_color; + if (color.length()==0) + return Color(); + if (color[0]=='#') + color=color.substr(1,color.length()-1); + + bool alpha=false; + + if (color.length()==8) { + alpha=true; + } else if (color.length()==6) { + alpha=false; + } else { + // @Todo error reporting + // ERR_EXPLAIN("Invalid Color Code: "+p_color); + // ERR_FAIL_V(Color()); + return Color(); + } + + int a=255; + if (alpha) { + a=_parse_col(color,0); + if (a<0) { + // @Todo error reporting + // ERR_EXPLAIN("Invalid Color Code: "+p_color); + // ERR_FAIL_V(Color()); + return Color(); + } + } + + int from=alpha?2:0; + + int r=_parse_col(color,from+0); + if (r<0) { + // @Todo error reporting + // ERR_EXPLAIN("Invalid Color Code: "+p_color); + // ERR_FAIL_V(Color()); + return Color(); + } + int g=_parse_col(color,from+2); + if (g<0) { + // @Todo error reporting + // ERR_EXPLAIN("Invalid Color Code: "+p_color); + // ERR_FAIL_V(Color()); + return Color(); + } + int b=_parse_col(color,from+4); + if (b<0) { + // @Todo error reporting + // ERR_EXPLAIN("Invalid Color Code: "+p_color); + // ERR_FAIL_V(Color()); + return Color(); + } + + return Color(r/255.0,g/255.0,b/255.0,a/255.0); + } + + static bool html_is_valid(const String& p_color) + { + String color = p_color; + + if (color.length()==0) + return false; + if (color[0]=='#') + color=color.substr(1,color.length()-1); + + bool alpha=false; + + if (color.length()==8) { + alpha=true; + } else if (color.length()==6) { + alpha=false; + } else { + return false; + } + + int a=255; + if (alpha) { + a=_parse_col(color,0); + if (a<0) { + return false; + } + } + + int from=alpha?2:0; + + int r=_parse_col(color,from+0); + if (r<0) { + return false; + } + int g=_parse_col(color,from+2); + if (g<0) { + return false; + } + int b=_parse_col(color,from+4); + if (b<0) { + return false; + } + + return true; + } + +private: +#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 + static String _to_hex(float p_val) { + + int v = p_val * 255; + v = CLAMP(v,0,255); + String ret; + + for(int i=0;i<2;i++) { + + wchar_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 wchar_t*)c; + ret = cs + ret; + } + + return ret; + + } + +public: + + String to_html(bool p_alpha=true) const + { + String txt; + txt+=_to_hex(r); + txt+=_to_hex(g); + txt+=_to_hex(b); + if (p_alpha) + txt=_to_hex(a)+txt; + return txt; + } + + bool operator<(const Color& p_color) const; //used in set keys + operator String() const + { + return String(); // @Todo + } + + /** + * No construct parameters, r=0, g=0, b=0. a=255 + */ + Color() { + r=0; g=0; b=0; a=1.0; + } + + /** + * RGB / RGBA construct parameters. Alpha is optional, but defaults to 1.0 + */ + Color(float p_r,float p_g,float p_b,float p_a=1.0) { r=p_r; g=p_g; b=p_b; a=p_a; } +}; + +bool Color::operator<(const Color& p_color) const { + + if (r==p_color.r) { + if (g==p_color.g) { + if(b==p_color.b) { + return (a<p_color.a); + } else + return (b<p_color.b); + } else + return g<p_color.g; + } else + return r<p_color.r; + +} + +} + +#endif // COLOR_H diff --git a/include/godot_cpp/core/CoreTypes.h b/include/godot_cpp/core/CoreTypes.h new file mode 100644 index 0000000..9d5f627 --- /dev/null +++ b/include/godot_cpp/core/CoreTypes.h @@ -0,0 +1,53 @@ +#ifndef CORETYPES_H +#define CORETYPES_H + +#include "Defs.h" + +#include "Array.h" +#include "Basis.h" +#include "Color.h" +#include "Dictionary.h" +#include "Image.h" +#include "InputEvent.h" +#include "NodePath.h" +#include "Plane.h" +#include "PoolArrays.h" +#include "Quat.h" +#include "Rect2.h" +#include "Rect3.h" +#include "RID.h" +#include "String.h" +#include "Transform.h" +#include "Transform2D.h" +#include "Variant.h" +#include "Vector2.h" +#include "Vector3.h" + + +// This is ugly, sorry +// but those two casts need to be the last thing EVEEEEER +// +// if you can make it prettier feel free to open a Pull Request on +// https://github.com/GodotNativeTools/cpp_bindings +// or message someone on the IRC freenode #godotengine-devel +namespace godot { + + +Variant::operator Dictionary() const +{ + godot_dictionary d = godot_variant_as_dictionary(&_godot_variant); + return *(Dictionary *) &d; +} + + + +Variant::operator Array() const +{ + godot_array s = godot_variant_as_array(&_godot_variant); + return *(Array *) &s; +} + +} + + +#endif // CORETYPES_H diff --git a/include/godot_cpp/core/Defs.h b/include/godot_cpp/core/Defs.h new file mode 100644 index 0000000..16c1b2d --- /dev/null +++ b/include/godot_cpp/core/Defs.h @@ -0,0 +1,82 @@ +#ifndef DEFS_H +#define DEFS_H + + +namespace godot { + +enum Error { + OK, + FAILED, ///< Generic fail error + ERR_UNAVAILABLE, ///< What is requested is unsupported/unavailable + ERR_UNCONFIGURED, ///< The object being used hasnt been properly set up yet + ERR_UNAUTHORIZED, ///< Missing credentials for requested resource + ERR_PARAMETER_RANGE_ERROR, ///< Parameter given out of range (5) + ERR_OUT_OF_MEMORY, ///< Out of memory + ERR_FILE_NOT_FOUND, + ERR_FILE_BAD_DRIVE, + ERR_FILE_BAD_PATH, + ERR_FILE_NO_PERMISSION, // (10) + ERR_FILE_ALREADY_IN_USE, + ERR_FILE_CANT_OPEN, + ERR_FILE_CANT_WRITE, + ERR_FILE_CANT_READ, + ERR_FILE_UNRECOGNIZED, // (15) + ERR_FILE_CORRUPT, + ERR_FILE_MISSING_DEPENDENCIES, + ERR_FILE_EOF, + ERR_CANT_OPEN, ///< Can't open a resource/socket/file + ERR_CANT_CREATE, // (20) + ERR_QUERY_FAILED, + ERR_ALREADY_IN_USE, + ERR_LOCKED, ///< resource is locked + ERR_TIMEOUT, + ERR_CANT_CONNECT, // (25) + ERR_CANT_RESOLVE, + ERR_CONNECTION_ERROR, + ERR_CANT_AQUIRE_RESOURCE, + ERR_CANT_FORK, + ERR_INVALID_DATA, ///< Data passed is invalid (30) + ERR_INVALID_PARAMETER, ///< Parameter passed is invalid + ERR_ALREADY_EXISTS, ///< When adding, item already exists + ERR_DOES_NOT_EXIST, ///< When retrieving/erasing, it item does not exist + ERR_DATABASE_CANT_READ, ///< database is full + ERR_DATABASE_CANT_WRITE, ///< database is full (35) + ERR_COMPILATION_FAILED, + ERR_METHOD_NOT_FOUND, + ERR_LINK_FAILED, + ERR_SCRIPT_FAILED, + ERR_CYCLIC_LINK, // (40) + ERR_INVALID_DECLARATION, + ERR_DUPLICATE_SYMBOL, + ERR_PARSE_ERROR, + ERR_BUSY, + ERR_SKIP, // (45) + ERR_HELP, ///< user requested help!! + ERR_BUG, ///< a bug in the software certainly happened, due to a double check failing or unexpected behavior. + ERR_PRINTER_ON_FIRE, /// the parallel port printer is engulfed in flames + ERR_OMFG_THIS_IS_VERY_VERY_BAD, ///< shit happens, has never been used, though + ERR_WTF = ERR_OMFG_THIS_IS_VERY_VERY_BAD ///< short version of the above +}; + +} + +// @Todo error handling stuff here plz +// @Todo as well as real_t + + +#define CMP_EPSILON 0.00001 // @Todo move this somewhere more global +#define CMP_EPSILON2 (CMP_EPSILON*CMP_EPSILON) // @Todo same as above +#define Math_PI 3.14159265358979323846 // I feel like I'm talking to myself + + +#ifndef ERR_FAIL_COND_V +#define ERR_FAIL_COND_V(cond, ret) do { if (cond) { return ret; } } while(0) +#endif + + +#ifndef ERR_PRINT +#define ERR_PRINT(msg) +#endif + + +#endif // DEFS_H diff --git a/include/godot_cpp/core/Dictionary.h b/include/godot_cpp/core/Dictionary.h new file mode 100644 index 0000000..1e8d843 --- /dev/null +++ b/include/godot_cpp/core/Dictionary.h @@ -0,0 +1,98 @@ +#ifndef DICTIONARY_H +#define DICTIONARY_H + +#include "Variant.h" + +#include "Array.h" + +#include <godot/godot_dictionary.h> + +namespace godot { + +class Dictionary { + godot_dictionary _godot_dictionary; +public: + Dictionary() + { + godot_dictionary_new(&_godot_dictionary); + } + + void clear() + { + godot_dictionary_clear(&_godot_dictionary); + } + + bool empty() const + { + return godot_dictionary_empty(&_godot_dictionary); + } + + void erase(const Variant& key) + { + godot_dictionary_erase(&_godot_dictionary, (godot_variant *) &key); + } + + bool has(const Variant& key) const + { + return godot_dictionary_has(&_godot_dictionary, (godot_variant *) &key); + } + + bool has_all(const Array& keys) const + { + return godot_dictionary_has_all(&_godot_dictionary, (godot_array *) &keys); + } + + uint32_t hash() const + { + return godot_dictionary_hash(&_godot_dictionary); + } + + Array keys() const + { + godot_array a = godot_dictionary_keys(&_godot_dictionary); + return *(Array *) &a; + } + + int parse_json(const String& json) + { + return godot_dictionary_parse_json(&_godot_dictionary, (godot_string *) &json); + } + + Variant &operator [](const Variant& key) + { + return *(Variant *) godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *) &key); + } + + const Variant &operator [](const Variant& key) const + { + // oops I did it again + return *(Variant *) godot_dictionary_operator_index((godot_dictionary *) &_godot_dictionary, (godot_variant *) &key); + } + + int size() const + { + return godot_dictionary_size(&_godot_dictionary); + } + + String to_json() const + { + godot_string s = godot_dictionary_to_json(&_godot_dictionary); + return *(String *) &s; + } + + Array values() const + { + godot_array a = godot_dictionary_values(&_godot_dictionary); + return *(Array *) &a; + } + + ~Dictionary() + { + godot_dictionary_destroy(&_godot_dictionary); + } + +}; + +} + +#endif // DICTIONARY_H diff --git a/include/godot_cpp/core/Image.h b/include/godot_cpp/core/Image.h new file mode 100644 index 0000000..cd0df64 --- /dev/null +++ b/include/godot_cpp/core/Image.h @@ -0,0 +1,194 @@ +#ifndef IMAGE_H +#define IMAGE_H + +#include "Defs.h" + +#include "Vector2.h" +#include "Rect2.h" +#include "Color.h" +#include "String.h" + +#include <godot/godot_image.h> + +namespace godot { + +class Image { + godot_image _godot_image; +public: + + enum Format { + + FORMAT_L8, //luminance + FORMAT_LA8, //luminance-alpha + FORMAT_R8, + FORMAT_RG8, + FORMAT_RGB8, + FORMAT_RGBA8, + FORMAT_RGB565, //16 bit + FORMAT_RGBA4444, + FORMAT_RGBA5551, + FORMAT_RF, //float + FORMAT_RGF, + FORMAT_RGBF, + FORMAT_RGBAF, + FORMAT_RH, //half float + FORMAT_RGH, + FORMAT_RGBH, + FORMAT_RGBAH, + FORMAT_DXT1, //s3tc bc1 + FORMAT_DXT3, //bc2 + FORMAT_DXT5, //bc3 + FORMAT_ATI1, //bc4 + FORMAT_ATI2, //bc5 + FORMAT_BPTC_RGBA, //btpc bc6h + FORMAT_BPTC_RGBF, //float / + FORMAT_BPTC_RGBFU, //unsigned float + FORMAT_PVRTC2, //pvrtc + FORMAT_PVRTC2A, + FORMAT_PVRTC4, + FORMAT_PVRTC4A, + FORMAT_ETC, //etc1 + FORMAT_ETC2_R11, //etc2 + FORMAT_ETC2_R11S, //signed, NOT srgb. + FORMAT_ETC2_RG11, + FORMAT_ETC2_RG11S, + FORMAT_ETC2_RGB8, + FORMAT_ETC2_RGBA8, + FORMAT_ETC2_RGB8A1, + FORMAT_MAX + }; + + enum Interpolation { + + INTERPOLATE_NEAREST, + INTERPOLATE_BILINEAR, + INTERPOLATE_CUBIC, + /* INTERPOLATE GAUSS */ + }; + + enum CompressMode { + COMPRESS_16BIT, + COMPRESS_S3TC, + COMPRESS_PVRTC2, + COMPRESS_PVRTC4, + COMPRESS_ETC, + COMPRESS_ETC2 + }; + + + Image() + { + godot_image_new(&_godot_image); + } + + Image(const int width, const int height, const bool mipmaps, const Format format) + { + godot_image_new_with_size_format(&_godot_image, width, height, mipmaps, (godot_image_format) format); + } + + void blit_rect(const Image& src, const Rect2& src_rect, const Vector2& dest = Vector2(0, 0)) + { + // @DLScript @Todo + } + + void brush_transfer(const Image& src, const Image& brush, const Vector2& pos = Vector2(0, 0)) + { + // @DLScript @Todo + } + + Image brushed(const Image& src, const Image& brush, const Vector2& pos = Vector2(0, 0)) + { + return *this; // @DLScript @Todo + } + + Image compressed(const Format format) + { + return *this; // @DLScript @Todo + } + + Image converted(const Format format) + { + return *this; // @DLScript @Todo + } + + Image decompressed() + { + return *this; // @DLScript @Todo + } + + bool empty() const + { + return true; // @DLScript @Todo + } + + void fix_alpha_edges() + { + // @DLScript @Todo + } + + /* + PoolByteArray get_data() + { + // @Todo + } + */ + + Format get_format() const + { + return Format::FORMAT_RGBAH; // @DLScript @Todo + } + + int get_height() const + { + return godot_image_get_height(&_godot_image); + } + + Color get_pixel(const int x, const int y, const int mipmap_level = 0) + { + return Color(); // @DLScript @Todo + } + + Image get_rect(const Rect2& area = Rect2()) + { + return *this; // @DLScript @Todo + } + + Rect2 get_used_rect() const + { + return Rect2(); // @DLScript @Todo + } + + int get_width() const + { + return godot_image_get_width(&_godot_image); + } + + Error load(const String& path) + { + return (Error) godot_image_load(&_godot_image, (godot_string *) &path); + } + + void put_pixel(const int x, const int y, const Color& color, int mipmap_level = 0) + { + // @DLScript @Todo + } + + Image resized(const int x, const int y, const Interpolation interpolation = INTERPOLATE_NEAREST) + { + return *this; // @DLScript @Todo + } + + Error save_png(const String& path) + { + return (Error) godot_image_save_png(&_godot_image, (godot_string *) &path); // @Todo Error enum + } + + ~Image() + { + godot_image_destroy(&_godot_image); + } +}; + +} + +#endif // IMAGE_H diff --git a/include/godot_cpp/core/InputEvent.h b/include/godot_cpp/core/InputEvent.h new file mode 100644 index 0000000..528c01e --- /dev/null +++ b/include/godot_cpp/core/InputEvent.h @@ -0,0 +1,536 @@ +#ifndef INPUTEVENT_H +#define INPUTEVENT_H + +#include <cstdint> +#include <memory.h> + +#include "String.h" + +namespace godot { + + +enum { + BUTTON_LEFT=1, + BUTTON_RIGHT=2, + BUTTON_MIDDLE=3, + BUTTON_WHEEL_UP=4, + BUTTON_WHEEL_DOWN=5, + BUTTON_WHEEL_LEFT=6, + BUTTON_WHEEL_RIGHT=7, + BUTTON_MASK_LEFT=(1<<(BUTTON_LEFT-1)), + BUTTON_MASK_RIGHT=(1<<(BUTTON_RIGHT-1)), + BUTTON_MASK_MIDDLE=(1<<(BUTTON_MIDDLE-1)), + +}; + +enum { + + JOY_BUTTON_0 = 0, + JOY_BUTTON_1 = 1, + JOY_BUTTON_2 = 2, + JOY_BUTTON_3 = 3, + JOY_BUTTON_4 = 4, + JOY_BUTTON_5 = 5, + JOY_BUTTON_6 = 6, + JOY_BUTTON_7 = 7, + JOY_BUTTON_8 = 8, + JOY_BUTTON_9 = 9, + JOY_BUTTON_10 = 10, + JOY_BUTTON_11 = 11, + JOY_BUTTON_12 = 12, + JOY_BUTTON_13 = 13, + JOY_BUTTON_14 = 14, + JOY_BUTTON_15 = 15, + JOY_BUTTON_MAX = 16, + + JOY_L = JOY_BUTTON_4, + JOY_R = JOY_BUTTON_5, + JOY_L2 = JOY_BUTTON_6, + JOY_R2 = JOY_BUTTON_7, + JOY_L3 = JOY_BUTTON_8, + JOY_R3 = JOY_BUTTON_9, + JOY_SELECT = JOY_BUTTON_10, + JOY_START = JOY_BUTTON_11, + JOY_DPAD_UP = JOY_BUTTON_12, + JOY_DPAD_DOWN = JOY_BUTTON_13, + JOY_DPAD_LEFT = JOY_BUTTON_14, + JOY_DPAD_RIGHT = JOY_BUTTON_15, + + // a little history about game controllers (who copied who) + + JOY_SNES_B = JOY_BUTTON_0, + JOY_SNES_A = JOY_BUTTON_1, + JOY_SNES_Y = JOY_BUTTON_2, + JOY_SNES_X = JOY_BUTTON_3, + + JOY_SONY_CIRCLE=JOY_SNES_A, + JOY_SONY_X=JOY_SNES_B, + JOY_SONY_SQUARE=JOY_SNES_Y, + JOY_SONY_TRIANGLE=JOY_SNES_X, + + JOY_SEGA_B=JOY_SNES_A, + JOY_SEGA_A=JOY_SNES_B, + JOY_SEGA_X=JOY_SNES_Y, + JOY_SEGA_Y=JOY_SNES_X, + + JOY_XBOX_B=JOY_SEGA_B, + JOY_XBOX_A=JOY_SEGA_A, + JOY_XBOX_X=JOY_SEGA_X, + JOY_XBOX_Y=JOY_SEGA_Y, + + JOY_DS_A = JOY_SNES_A, + JOY_DS_B = JOY_SNES_B, + JOY_DS_X = JOY_SNES_X, + JOY_DS_Y = JOY_SNES_Y, + + JOY_WII_C = JOY_BUTTON_5, + JOY_WII_Z = JOY_BUTTON_6, + + JOY_WII_MINUS = JOY_BUTTON_9, + JOY_WII_PLUS = JOY_BUTTON_10, + + // end of history + + JOY_AXIS_0=0, + JOY_AXIS_1=1, + JOY_AXIS_2=2, + JOY_AXIS_3=3, + JOY_AXIS_4=4, + JOY_AXIS_5=5, + JOY_AXIS_6=6, + JOY_AXIS_7=7, + JOY_AXIS_MAX=8, + + JOY_ANALOG_0_X = JOY_AXIS_0, + JOY_ANALOG_0_Y = JOY_AXIS_1, + + JOY_ANALOG_1_X = JOY_AXIS_2, + JOY_ANALOG_1_Y = JOY_AXIS_3, + + JOY_ANALOG_2_X = JOY_AXIS_4, + JOY_ANALOG_2_Y = JOY_AXIS_5, + + JOY_ANALOG_L2 = JOY_AXIS_6, + JOY_ANALOG_R2 = JOY_AXIS_7, +}; + + +/** + * Input Modifier Status + * for keyboard/mouse events. + */ +struct InputModifierState { + + bool shift; + bool alt; +#ifdef APPLE_STYLE_KEYS + union { + bool command; + bool meta; //< windows/mac key + }; + + bool control; +#else + union { + bool command; //< windows/mac key + bool control; + }; + bool meta; //< windows/mac key + +#endif + + bool operator==(const InputModifierState& rvalue) const { + + return ( (shift==rvalue.shift) && (alt==rvalue.alt) && (control==rvalue.control) && (meta==rvalue.meta)); + } +}; + + + + + + +struct InputEventKey { + + InputModifierState mod; + + bool pressed; /// otherwise release + + uint32_t scancode; ///< check keyboard.h , KeyCode enum, without modifier masks + uint32_t unicode; ///unicode + + bool echo; /// true if this is an echo key +}; + + +struct InputEventMouse { + + InputModifierState mod; + int button_mask; + float x,y; + float global_x,global_y; + int pointer_index; +}; + +struct InputEventMouseButton : public InputEventMouse { + + + int button_index; + bool pressed; //otherwise released + bool doubleclick; //last even less than doubleclick time + +}; + +struct InputEventMouseMotion : public InputEventMouse { + + float relative_x,relative_y; + float speed_x,speed_y; +}; + +struct InputEventJoypadMotion { + + int axis; ///< Joypad axis + float axis_value; ///< -1 to 1 +}; + +struct InputEventJoypadButton { + + int button_index; + bool pressed; + float pressure; //0 to 1 +}; + +struct InputEventScreenTouch { + + int index; + float x,y; + bool pressed; +}; +struct InputEventScreenDrag { + + int index; + float x,y; + float relative_x,relative_y; + float speed_x,speed_y; +}; + +struct InputEventAction { + + int action; + bool pressed; +}; + + + +struct InputEvent { + + enum Type { + NONE, + KEY, + MOUSE_MOTION, + MOUSE_BUTTON, + JOYPAD_MOTION, + JOYPAD_BUTTON, + SCREEN_TOUCH, + SCREEN_DRAG, + ACTION, + TYPE_MAX + }; + + uint32_t ID; + int type; + int device; + + union { + InputEventMouseMotion mouse_motion; + InputEventMouseButton mouse_button; + InputEventJoypadMotion joy_motion; + InputEventJoypadButton joy_button; + InputEventKey key; + InputEventScreenTouch screen_touch; + InputEventScreenDrag screen_drag; + InputEventAction action; + }; + + bool is_pressed() const; + bool is_action(const String& p_action) const; + bool is_action_pressed(const String& p_action) const; + bool is_action_released(const String& p_action) const; + bool is_echo() const; + void set_as_action(const String& p_action, bool p_pressed); + + + InputEvent xform_by(const Transform2D& p_xform) const; + bool operator==(const InputEvent &p_event) const; + operator String() const; + InputEvent() { memset(this,0,sizeof(InputEvent)); } +}; + + + +bool InputEvent::operator==(const InputEvent &p_event) const { + if (type != p_event.type){ + return false; + } + + switch(type) { + /** Current clang-format style doesn't play well with the aligned return values of that switch. */ + /* clang-format off */ + case NONE: + return true; + case KEY: + return key.unicode == p_event.key.unicode + && key.scancode == p_event.key.scancode + && key.echo == p_event.key.echo + && key.pressed == p_event.key.pressed + && key.mod == p_event.key.mod; + case MOUSE_MOTION: + return mouse_motion.x == p_event.mouse_motion.x + && mouse_motion.y == p_event.mouse_motion.y + && mouse_motion.relative_x == p_event.mouse_motion.relative_x + && mouse_motion.relative_y == p_event.mouse_motion.relative_y + && mouse_motion.button_mask == p_event.mouse_motion.button_mask + && key.mod == p_event.key.mod; + case MOUSE_BUTTON: + return mouse_button.pressed == p_event.mouse_button.pressed + && mouse_button.x == p_event.mouse_button.x + && mouse_button.y == p_event.mouse_button.y + && mouse_button.button_index == p_event.mouse_button.button_index + && mouse_button.button_mask == p_event.mouse_button.button_mask + && key.mod == p_event.key.mod; + case JOYPAD_MOTION: + return joy_motion.axis == p_event.joy_motion.axis + && joy_motion.axis_value == p_event.joy_motion.axis_value; + case JOYPAD_BUTTON: + return joy_button.pressed == p_event.joy_button.pressed + && joy_button.button_index == p_event.joy_button.button_index + && joy_button.pressure == p_event.joy_button.pressure; + case SCREEN_TOUCH: + return screen_touch.pressed == p_event.screen_touch.pressed + && screen_touch.index == p_event.screen_touch.index + && screen_touch.x == p_event.screen_touch.x + && screen_touch.y == p_event.screen_touch.y; + case SCREEN_DRAG: + return screen_drag.index == p_event.screen_drag.index + && screen_drag.x == p_event.screen_drag.x + && screen_drag.y == p_event.screen_drag.y; + case ACTION: + return action.action == p_event.action.action + && action.pressed == p_event.action.pressed; + /* clang-format on */ + default: + ERR_PRINT("No logic to compare InputEvents of this type, this shouldn't happen."); + } + + return false; +} +InputEvent::operator String() const { + /* + String str ="Device "+itos(device)+" ID "+itos(ID)+" "; + + switch(type) { + + case NONE: { + + return "Event: None"; + } break; + case KEY: { + + str+= "Event: Key "; + str=str+"Unicode: "+String::chr(key.unicode)+" Scan: "+itos( key.scancode )+" Echo: "+String(key.echo?"True":"False")+" Pressed"+String(key.pressed?"True":"False")+" Mod: "; + if (key.mod.shift) + str+="S"; + if (key.mod.control) + str+="C"; + if (key.mod.alt) + str+="A"; + if (key.mod.meta) + str+="M"; + + return str; + } break; + case MOUSE_MOTION: { + + str+= "Event: Motion "; + str=str+" Pos: " +itos(mouse_motion.x)+","+itos(mouse_motion.y)+" Rel: "+itos(mouse_motion.relative_x)+","+itos(mouse_motion.relative_y)+" Mask: "; + for (int i=0;i<8;i++) { + + if ((1<<i)&mouse_motion.button_mask) + str+=itos(i+1); + } + str+=" Mod: "; + if (key.mod.shift) + str+="S"; + if (key.mod.control) + str+="C"; + if (key.mod.alt) + str+="A"; + if (key.mod.meta) + str+="M"; + + return str; + } break; + case MOUSE_BUTTON: { + str+= "Event: Button "; + str=str+"Pressed: "+itos(mouse_button.pressed)+" Pos: " +itos(mouse_button.x)+","+itos(mouse_button.y)+" Button: "+itos(mouse_button.button_index)+" Mask: "; + for (int i=0;i<8;i++) { + + if ((1<<i)&mouse_button.button_mask) + str+=itos(i+1); + } + str+=" Mod: "; + if (key.mod.shift) + str+="S"; + if (key.mod.control) + str+="C"; + if (key.mod.alt) + str+="A"; + if (key.mod.meta) + str+="M"; + + str+=String(" DoubleClick: ")+(mouse_button.doubleclick?"Yes":"No"); + + return str; + + } break; + case JOYPAD_MOTION: { + str+= "Event: JoypadMotion "; + str=str+"Axis: "+itos(joy_motion.axis)+" Value: " +rtos(joy_motion.axis_value); + return str; + + } break; + case JOYPAD_BUTTON: { + str+= "Event: JoypadButton "; + str=str+"Pressed: "+itos(joy_button.pressed)+" Index: " +itos(joy_button.button_index)+" pressure "+rtos(joy_button.pressure); + return str; + + } break; + case SCREEN_TOUCH: { + str+= "Event: ScreenTouch "; + str=str+"Pressed: "+itos(screen_touch.pressed)+" Index: " +itos(screen_touch.index)+" pos "+rtos(screen_touch.x)+","+rtos(screen_touch.y); + return str; + + } break; + case SCREEN_DRAG: { + str+= "Event: ScreenDrag "; + str=str+" Index: " +itos(screen_drag.index)+" pos "+rtos(screen_drag.x)+","+rtos(screen_drag.y); + return str; + + } break; + case ACTION: { + str+= "Event: Action: "+InputMap::get_singleton()->get_action_from_id(action.action)+" Pressed: "+itos(action.pressed); + return str; + + } break; + + } + */ + + return ""; +} + +void InputEvent::set_as_action(const String& p_action, bool p_pressed) { + + godot_input_event_set_as_action((godot_input_event *) this, (godot_string*) &p_action, p_pressed); +} + +bool InputEvent::is_pressed() const { + + switch(type) { + + case KEY: return key.pressed; + case MOUSE_BUTTON: return mouse_button.pressed; + case JOYPAD_BUTTON: return joy_button.pressed; + case SCREEN_TOUCH: return screen_touch.pressed; + case JOYPAD_MOTION: return ::fabs(joy_motion.axis_value) > 0.5; + case ACTION: return action.pressed; + default: {} + } + + return false; +} + +bool InputEvent::is_echo() const { + + return (type==KEY && key.echo); +} + +bool InputEvent::is_action(const String& p_action) const { + + return godot_input_event_is_action((godot_input_event *) this, (godot_string *) &p_action); +} + +bool InputEvent::is_action_pressed(const String& p_action) const { + + return is_action(p_action) && is_pressed() && !is_echo(); +} + +bool InputEvent::is_action_released(const String& p_action) const { + + return is_action(p_action) && !is_pressed(); +} + + +InputEvent InputEvent::xform_by(const Transform2D& p_xform) const { + + + InputEvent ev=*this; + + switch(ev.type) { + + case InputEvent::MOUSE_BUTTON: { + + Vector2 g = p_xform.xform(Vector2(ev.mouse_button.global_x,ev.mouse_button.global_y)); + Vector2 l = p_xform.xform(Vector2(ev.mouse_button.x,ev.mouse_button.y)); + ev.mouse_button.x=l.x; + ev.mouse_button.y=l.y; + ev.mouse_button.global_x=g.x; + ev.mouse_button.global_y=g.y; + + } break; + case InputEvent::MOUSE_MOTION: { + + Vector2 g = p_xform.xform(Vector2(ev.mouse_motion.global_x,ev.mouse_motion.global_y)); + Vector2 l = p_xform.xform(Vector2(ev.mouse_motion.x,ev.mouse_motion.y)); + Vector2 r = p_xform.basis_xform(Vector2(ev.mouse_motion.relative_x,ev.mouse_motion.relative_y)); + Vector2 s = p_xform.basis_xform(Vector2(ev.mouse_motion.speed_x,ev.mouse_motion.speed_y)); + ev.mouse_motion.x=l.x; + ev.mouse_motion.y=l.y; + ev.mouse_motion.global_x=g.x; + ev.mouse_motion.global_y=g.y; + ev.mouse_motion.relative_x=r.x; + ev.mouse_motion.relative_y=r.y; + ev.mouse_motion.speed_x=s.x; + ev.mouse_motion.speed_y=s.y; + + } break; + case InputEvent::SCREEN_TOUCH: { + + + Vector2 t = p_xform.xform(Vector2(ev.screen_touch.x,ev.screen_touch.y)); + ev.screen_touch.x=t.x; + ev.screen_touch.y=t.y; + + } break; + case InputEvent::SCREEN_DRAG: { + + + Vector2 t = p_xform.xform(Vector2(ev.screen_drag.x,ev.screen_drag.y)); + Vector2 r = p_xform.basis_xform(Vector2(ev.screen_drag.relative_x,ev.screen_drag.relative_y)); + Vector2 s = p_xform.basis_xform(Vector2(ev.screen_drag.speed_x,ev.screen_drag.speed_y)); + ev.screen_drag.x=t.x; + ev.screen_drag.y=t.y; + ev.screen_drag.relative_x=r.x; + ev.screen_drag.relative_y=r.y; + ev.screen_drag.speed_x=s.x; + ev.screen_drag.speed_y=s.y; + } break; + } + + return ev; +} + + +} + +#endif // INPUTEVENT_H diff --git a/include/godot_cpp/core/NodePath.h b/include/godot_cpp/core/NodePath.h new file mode 100644 index 0000000..8fa8909 --- /dev/null +++ b/include/godot_cpp/core/NodePath.h @@ -0,0 +1,81 @@ +#ifndef NODEPATH_H +#define NODEPATH_H + +#include "String.h" + +#include <godot/godot_node_path.h> + +namespace godot { + + +class NodePath +{ + godot_node_path _node_path; +public: + NodePath() + { + + } + + NodePath(const String &from) + { + godot_node_path_new(&_node_path, (godot_string *) &from); + } + + String get_name(const int idx) const + { + godot_string str = godot_node_path_get_name(&_node_path, idx); + + return *(String *) &str; + } + + int get_name_count() const + { + return godot_node_path_get_name_count(&_node_path); + } + + String get_property() const + { + godot_string str = godot_node_path_get_property(&_node_path); + return *(String *) &str; + } + + String get_subname(const int idx) const + { + godot_string str = godot_node_path_get_subname(&_node_path, idx); + return *(String *) &str; + } + + int get_subname_count() const + { + return godot_node_path_get_subname_count(&_node_path); + } + + bool is_absolute() const + { + return godot_node_path_is_absolute(&_node_path); + } + + bool is_empty() const + { + return godot_node_path_is_empty(&_node_path); + } + + operator String() const + { + godot_string str = godot_node_path_as_string(&_node_path); + + return *(String *) &str; + } + + ~NodePath() + { + godot_node_path_destroy(&_node_path); + } +}; + + + +} + +#endif // NODEPATH_H diff --git a/include/godot_cpp/core/Plane.h b/include/godot_cpp/core/Plane.h new file mode 100644 index 0000000..53ed755 --- /dev/null +++ b/include/godot_cpp/core/Plane.h @@ -0,0 +1,273 @@ +#ifndef PLANE_H +#define PLANE_H + +#include "Vector3.h" + +#include <cmath> + +typedef float real_t; // @Todo move this to a global Godot.h + +#define CMP_EPSILON 0.00001 + +namespace godot { + + + +#define _PLANE_EQ_DOT_EPSILON 0.999 +#define _PLANE_EQ_D_EPSILON 0.0001 + + + +enum ClockDirection { + + CLOCKWISE, + COUNTERCLOCKWISE +}; + +class Plane { +public: + Vector3 normal; + real_t d; + + void set_normal(const Vector3& p_normal) + { + this->normal = p_normal; + } + + Vector3 get_normal() const { return normal; } ///Point is coplanar, CMP_EPSILON for precision + + void normalize(); // down below + + Plane normalized() const; // down below + + /* Plane-Point operations */ + + Vector3 center() const { return normal*d; } + Vector3 get_any_point() const; + Vector3 get_any_perpendicular_normal() const; + + bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane + real_t distance_to(const Vector3 &p_point) const; + bool has_point(const Vector3 &p_point,real_t _epsilon=CMP_EPSILON) const; + + /* intersections */ + + bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result=0) const; + bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3* p_intersection) const; + bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3* p_intersection) const; + + Vector3 project(const Vector3& p_point) const { + + return p_point - normal * distance_to(p_point); + } + + /* misc */ + + Plane operator-() const { return Plane(-normal,-d); } + bool is_almost_like(const Plane& p_plane) const; + + bool operator==(const Plane& p_plane) const; + bool operator!=(const Plane& p_plane) const; + operator String() const; + + Plane() { d=0; } + Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) : normal(p_a,p_b,p_c), d(p_d) { } + + Plane(const Vector3 &p_normal, real_t p_d); + Plane(const Vector3 &p_point, const Vector3& p_normal); + Plane(const Vector3 &p_point1, const Vector3 &p_point2,const Vector3 &p_point3,ClockDirection p_dir = CLOCKWISE); + +}; + +void Plane::normalize() { + + real_t l = normal.length(); + if (l==0) { + *this=Plane(0,0,0,0); + return; + } + normal/=l; + d/=l; +} + +Plane Plane::normalized() const { + + Plane p = *this; + p.normalize(); + return p; +} + +Vector3 Plane::get_any_point() const { + + return get_normal()*d; +} + +Vector3 Plane::get_any_perpendicular_normal() const { + + static const Vector3 p1 = Vector3(1,0,0); + static const Vector3 p2 = Vector3(0,1,0); + Vector3 p; + + if (::fabs(normal.dot(p1)) > 0.99) // if too similar to p1 + p=p2; // use p2 + else + p=p1; // use p1 + + p-=normal * normal.dot(p); + p.normalize(); + + return p; +} + + +/* intersections */ + +bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const { + + const Plane &p_plane0=*this; + Vector3 normal0=p_plane0.normal; + Vector3 normal1=p_plane1.normal; + Vector3 normal2=p_plane2.normal; + + real_t denom=vec3_cross(normal0,normal1).dot(normal2); + + if (::fabs(denom)<=CMP_EPSILON) + return false; + + if (r_result) { + *r_result = ( (vec3_cross(normal1, normal2) * p_plane0.d) + + (vec3_cross(normal2, normal0) * p_plane1.d) + + (vec3_cross(normal0, normal1) * p_plane2.d) )/denom; + } + + return true; +} + + +bool Plane::intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3* p_intersection) const { + + Vector3 segment=p_dir; + real_t den=normal.dot( segment ); + + //printf("den is %i\n",den); + if (::fabs(den)<=CMP_EPSILON) { + + return false; + } + + real_t dist=(normal.dot( p_from ) - d) / den; + //printf("dist is %i\n",dist); + + if (dist>CMP_EPSILON) { //this is a ray, before the emiting pos (p_from) doesnt exist + + return false; + } + + dist=-dist; + *p_intersection = p_from + segment * dist; + + return true; +} + +bool Plane::intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3* p_intersection) const { + + Vector3 segment= p_begin - p_end; + real_t den=normal.dot( segment ); + + //printf("den is %i\n",den); + if (::fabs(den)<=CMP_EPSILON) { + + return false; + } + + real_t dist=(normal.dot( p_begin ) - d) / den; + //printf("dist is %i\n",dist); + + if (dist<-CMP_EPSILON || dist > (1.0 +CMP_EPSILON)) { + + return false; + } + + dist=-dist; + *p_intersection = p_begin + segment * dist; + + return true; +} + +/* misc */ + +bool Plane::is_almost_like(const Plane& p_plane) const { + + return (normal.dot( p_plane.normal ) > _PLANE_EQ_DOT_EPSILON && ::fabs(d-p_plane.d) < _PLANE_EQ_D_EPSILON); +} + + +Plane::operator String() const { + + // return normal.operator String() + ", " + rtos(d); + return String(); // @Todo +} + + + +bool Plane::is_point_over(const Vector3 &p_point) const { + + return (normal.dot(p_point) > d); +} + +real_t Plane::distance_to(const Vector3 &p_point) const { + + return (normal.dot(p_point)-d); +} + +bool Plane::has_point(const Vector3 &p_point,real_t _epsilon) const { + + real_t dist=normal.dot(p_point) - d; + dist=::fabs(dist); + return ( dist <= _epsilon); + +} + +Plane::Plane(const Vector3 &p_normal, real_t p_d) { + + normal=p_normal; + d=p_d; +} + +Plane::Plane(const Vector3 &p_point, const Vector3& p_normal) { + + normal=p_normal; + d=p_normal.dot(p_point); +} + +Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3,ClockDirection p_dir) { + + if (p_dir == CLOCKWISE) + normal=(p_point1-p_point3).cross(p_point1-p_point2); + else + normal=(p_point1-p_point2).cross(p_point1-p_point3); + + + normal.normalize(); + d = normal.dot(p_point1); + + +} + +bool Plane::operator==(const Plane& p_plane) const { + + return normal==p_plane.normal && d == p_plane.d; +} + +bool Plane::operator!=(const Plane& p_plane) const { + + return normal!=p_plane.normal || d != p_plane.d; + +} + + + + +} + +#endif // PLANE_H diff --git a/include/godot_cpp/core/PoolArrays.h b/include/godot_cpp/core/PoolArrays.h new file mode 100644 index 0000000..7cd1734 --- /dev/null +++ b/include/godot_cpp/core/PoolArrays.h @@ -0,0 +1,529 @@ +#ifndef POOLARRAYS_H +#define POOLARRAYS_H + +#include "Defs.h" + +#include "String.h" +#include "Color.h" +#include "Vector2.h" +#include "Vector3.h" + +#include <godot/godot_pool_arrays.h> + +namespace godot { + +class Array; + +class PoolByteArray { + godot_pool_byte_array _godot_array; +public: + PoolByteArray() + { + godot_pool_byte_array_new(&_godot_array); + } + + PoolByteArray(const Array& array) + { + godot_pool_byte_array_new_with_array(&_godot_array, (godot_array *) &array); + } + + void append(const uint8_t data) + { + godot_pool_byte_array_append(&_godot_array, data); + } + + void append_array(const PoolByteArray& array) + { + godot_pool_byte_array_append_array(&_godot_array, &array._godot_array); + } + + int insert(const int idx, const uint8_t data) + { + return godot_pool_byte_array_insert(&_godot_array, idx, data); + } + + void invert() + { + godot_pool_byte_array_invert(&_godot_array); + } + + void push_back(const uint8_t data) + { + godot_pool_byte_array_push_back(&_godot_array, data); + } + + void remove(const int idx) + { + godot_pool_byte_array_remove(&_godot_array, idx); + } + + void resize(const int size) + { + godot_pool_byte_array_resize(&_godot_array, size); + } + + void set(const int idx, const uint8_t data) + { + godot_pool_byte_array_set(&_godot_array, idx, data); + } + + uint8_t operator [](const int idx) + { + return godot_pool_byte_array_get(&_godot_array, idx); + } + + int size() + { + return godot_pool_byte_array_size(&_godot_array); + } + + + ~PoolByteArray() + { + godot_pool_byte_array_destroy(&_godot_array); + } +}; + + +class PoolIntArray { + godot_pool_int_array _godot_array; +public: + PoolIntArray() + { + godot_pool_int_array_new(&_godot_array); + } + + PoolIntArray(const Array& array) + { + godot_pool_int_array_new_with_array(&_godot_array, (godot_array *) &array); + } + + void append(const int data) + { + godot_pool_int_array_append(&_godot_array, data); + } + + void append_array(const PoolIntArray& array) + { + godot_pool_int_array_append_array(&_godot_array, &array._godot_array); + } + + int insert(const int idx, const int data) + { + return godot_pool_int_array_insert(&_godot_array, idx, data); + } + + void invert() + { + godot_pool_int_array_invert(&_godot_array); + } + + void push_back(const int data) + { + godot_pool_int_array_push_back(&_godot_array, data); + } + + void remove(const int idx) + { + godot_pool_int_array_remove(&_godot_array, idx); + } + + void resize(const int size) + { + godot_pool_int_array_resize(&_godot_array, size); + } + + void set(const int idx, const int data) + { + godot_pool_int_array_set(&_godot_array, idx, data); + } + + int operator [](const int idx) + { + return godot_pool_int_array_get(&_godot_array, idx); + } + + int size() + { + return godot_pool_int_array_size(&_godot_array); + } + + + ~PoolIntArray() + { + godot_pool_int_array_destroy(&_godot_array); + } +}; + + +class PoolRealArray { + godot_pool_real_array _godot_array; +public: + PoolRealArray() + { + godot_pool_real_array_new(&_godot_array); + } + + PoolRealArray(const Array& array) + { + godot_pool_real_array_new_with_array(&_godot_array, (godot_array *) &array); + } + + void append(const real_t data) + { + godot_pool_real_array_append(&_godot_array, data); + } + + void append_array(const PoolRealArray& array) + { + godot_pool_real_array_append_array(&_godot_array, &array._godot_array); + } + + int insert(const int idx, const real_t data) + { + return godot_pool_real_array_insert(&_godot_array, idx, data); + } + + void invert() + { + godot_pool_real_array_invert(&_godot_array); + } + + void push_back(const real_t data) + { + godot_pool_real_array_push_back(&_godot_array, data); + } + + void remove(const int idx) + { + godot_pool_real_array_remove(&_godot_array, idx); + } + + void resize(const int size) + { + godot_pool_real_array_resize(&_godot_array, size); + } + + void set(const int idx, const real_t data) + { + godot_pool_real_array_set(&_godot_array, idx, data); + } + + real_t operator [](const int idx) + { + return godot_pool_real_array_get(&_godot_array, idx); + } + + int size() + { + return godot_pool_real_array_size(&_godot_array); + } + + + ~PoolRealArray() + { + godot_pool_real_array_destroy(&_godot_array); + } +}; + + +class PoolStringArray { + godot_pool_string_array _godot_array; +public: + PoolStringArray() + { + godot_pool_string_array_new(&_godot_array); + } + + PoolStringArray(const Array& array) + { + godot_pool_string_array_new_with_array(&_godot_array, (godot_array *) &array); + } + + void append(const String& data) + { + godot_pool_string_array_append(&_godot_array, (godot_string *) &data); + } + + void append_array(const PoolStringArray& array) + { + godot_pool_string_array_append_array(&_godot_array, &array._godot_array); + } + + int insert(const int idx, const String& data) + { + return godot_pool_string_array_insert(&_godot_array, idx, (godot_string *) &data); + } + + void invert() + { + godot_pool_string_array_invert(&_godot_array); + } + + void push_back(const String& data) + { + godot_pool_string_array_push_back(&_godot_array, (godot_string *) &data); + } + + void remove(const int idx) + { + godot_pool_string_array_remove(&_godot_array, idx); + } + + void resize(const int size) + { + godot_pool_string_array_resize(&_godot_array, size); + } + + void set(const int idx, const String& data) + { + godot_pool_string_array_set(&_godot_array, idx, (godot_string *) &data); + } + + String operator [](const int idx) + { + String s; + godot_string str = godot_pool_string_array_get(&_godot_array, idx); + godot_string_copy_string((godot_string *) &s, &str); + godot_string_destroy(&str); + return s; + } + + int size() + { + return godot_pool_string_array_size(&_godot_array); + } + + + ~PoolStringArray() + { + godot_pool_string_array_destroy(&_godot_array); + } +}; + + + +class PoolVector2Array { + godot_pool_vector2_array _godot_array; +public: + PoolVector2Array() + { + godot_pool_vector2_array_new(&_godot_array); + } + + PoolVector2Array(const Array& array) + { + godot_pool_vector2_array_new_with_array(&_godot_array, (godot_array *) &array); + } + + void append(const Vector2& data) + { + godot_pool_vector2_array_append(&_godot_array, (godot_vector2 *) &data); + } + + void append_array(const PoolVector2Array& array) + { + godot_pool_vector2_array_append_array(&_godot_array, &array._godot_array); + } + + int insert(const int idx, const Vector2& data) + { + return godot_pool_vector2_array_insert(&_godot_array, idx, (godot_vector2 *) &data); + } + + void invert() + { + godot_pool_vector2_array_invert(&_godot_array); + } + + void push_back(const Vector2& data) + { + godot_pool_vector2_array_push_back(&_godot_array, (godot_vector2 *) &data); + } + + void remove(const int idx) + { + godot_pool_vector2_array_remove(&_godot_array, idx); + } + + void resize(const int size) + { + godot_pool_vector2_array_resize(&_godot_array, size); + } + + void set(const int idx, const Vector2& data) + { + godot_pool_vector2_array_set(&_godot_array, idx, (godot_vector2 *) &data); + } + + Vector2 operator [](const int idx) + { + Vector2 v; + *(godot_vector2 *) &v = godot_pool_vector2_array_get(&_godot_array, idx); + return v; + } + + int size() + { + return godot_pool_vector2_array_size(&_godot_array); + } + + + ~PoolVector2Array() + { + godot_pool_vector2_array_destroy(&_godot_array); + } +}; + + +class PoolVector3Array { + godot_pool_vector3_array _godot_array; +public: + PoolVector3Array() + { + godot_pool_vector3_array_new(&_godot_array); + } + + PoolVector3Array(const Array& array) + { + godot_pool_vector3_array_new_with_array(&_godot_array, (godot_array *) &array); + } + + void append(const Vector3& data) + { + godot_pool_vector3_array_append(&_godot_array, (godot_vector3 *) &data); + } + + void append_array(const PoolVector3Array& array) + { + godot_pool_vector3_array_append_array(&_godot_array, &array._godot_array); + } + + int insert(const int idx, const Vector3& data) + { + return godot_pool_vector3_array_insert(&_godot_array, idx, (godot_vector3 *) &data); + } + + void invert() + { + godot_pool_vector3_array_invert(&_godot_array); + } + + void push_back(const Vector3& data) + { + godot_pool_vector3_array_push_back(&_godot_array, (godot_vector3 *) &data); + } + + void remove(const int idx) + { + godot_pool_vector3_array_remove(&_godot_array, idx); + } + + void resize(const int size) + { + godot_pool_vector3_array_resize(&_godot_array, size); + } + + void set(const int idx, const Vector3& data) + { + godot_pool_vector3_array_set(&_godot_array, idx, (godot_vector3 *) &data); + } + + Vector3 operator [](const int idx) + { + Vector3 v; + *(godot_vector3 *) &v = godot_pool_vector3_array_get(&_godot_array, idx); + return v; + } + + int size() + { + return godot_pool_vector3_array_size(&_godot_array); + } + + + ~PoolVector3Array() + { + godot_pool_vector3_array_destroy(&_godot_array); + } +}; + + +class PoolColorArray { + godot_pool_color_array _godot_array; +public: + PoolColorArray() + { + godot_pool_color_array_new(&_godot_array); + } + + PoolColorArray(const Array& array) + { + godot_pool_color_array_new_with_array(&_godot_array, (godot_array *) &array); + } + + void append(const Color& data) + { + godot_pool_color_array_append(&_godot_array, (godot_color *) &data); + } + + void append_array(const PoolColorArray& array) + { + godot_pool_color_array_append_array(&_godot_array, &array._godot_array); + } + + int insert(const int idx, const Color& data) + { + return godot_pool_color_array_insert(&_godot_array, idx, (godot_color *) &data); + } + + void invert() + { + godot_pool_color_array_invert(&_godot_array); + } + + void push_back(const Color& data) + { + godot_pool_color_array_push_back(&_godot_array, (godot_color *) &data); + } + + void remove(const int idx) + { + godot_pool_color_array_remove(&_godot_array, idx); + } + + void resize(const int size) + { + godot_pool_color_array_resize(&_godot_array, size); + } + + void set(const int idx, const Color& data) + { + godot_pool_color_array_set(&_godot_array, idx, (godot_color *) &data); + } + + Color operator [](const int idx) + { + Color v; + *(godot_color *) &v = godot_pool_color_array_get(&_godot_array, idx); + return v; + } + + int size() + { + return godot_pool_color_array_size(&_godot_array); + } + + + ~PoolColorArray() + { + godot_pool_color_array_destroy(&_godot_array); + } +}; + + + + +} + +#endif // POOLARRAYS_H diff --git a/include/godot_cpp/core/Quat.h b/include/godot_cpp/core/Quat.h new file mode 100644 index 0000000..b2c452d --- /dev/null +++ b/include/godot_cpp/core/Quat.h @@ -0,0 +1,323 @@ +#ifndef QUAT_H +#define QUAT_H + +#include <cmath> + +#include "Vector3.h" + +// #include "Basis.h" + +namespace godot { + +#define CMP_EPSILON 0.00001 + +typedef float real_t; + +class Quat{ +public: + + real_t x,y,z,w; + + real_t length_squared() const; // down below + real_t length() const + { + return ::sqrt(length_squared()); + } + + void normalize() + { + *this /= length(); + } + + Quat normalized() const + { + return *this / length(); + } + + Quat inverse() const + { + return Quat( -x, -y, -z, w ); + } + + real_t dot(const Quat& q) const; // down below + void set_euler(const Vector3& p_euler) + { + real_t half_a1 = p_euler.x * 0.5; + real_t half_a2 = p_euler.y * 0.5; + real_t half_a3 = p_euler.z * 0.5; + + // R = X(a1).Y(a2).Z(a3) convention for Euler angles. + // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-2) + // a3 is the angle of the first rotation, following the notation in this reference. + + real_t cos_a1 = ::cos(half_a1); + real_t sin_a1 = ::sin(half_a1); + real_t cos_a2 = ::cos(half_a2); + real_t sin_a2 = ::sin(half_a2); + real_t cos_a3 = ::cos(half_a3); + real_t sin_a3 = ::sin(half_a3); + + set(sin_a1*cos_a2*cos_a3 + sin_a2*sin_a3*cos_a1, + -sin_a1*sin_a3*cos_a2 + sin_a2*cos_a1*cos_a3, + sin_a1*sin_a2*cos_a3 + sin_a3*cos_a1*cos_a2, + -sin_a1*sin_a2*sin_a3 + cos_a1*cos_a2*cos_a3); + } + + Vector3 get_euler() const; // down below + + Quat slerp(const Quat& q, const real_t& t) const { + + Quat to1; + real_t omega, cosom, sinom, scale0, scale1; + + + // calc cosine + cosom = dot(q); + + // adjust signs (if necessary) + if ( cosom <0.0 ) { + cosom = -cosom; + to1.x = - q.x; + to1.y = - q.y; + to1.z = - q.z; + to1.w = - q.w; + } else { + to1.x = q.x; + to1.y = q.y; + to1.z = q.z; + to1.w = q.w; + } + + + // calculate coefficients + + if ( (1.0 - cosom) > CMP_EPSILON ) { + // standard case (slerp) + omega = ::acos(cosom); + sinom = ::sin(omega); + scale0 = ::sin((1.0 - t) * omega) / sinom; + scale1 = ::sin(t * omega) / sinom; + } else { + // "from" and "to" quaternions are very close + // ... so we can do a linear interpolation + scale0 = 1.0 - t; + scale1 = t; + } + // calculate final values + return Quat( + scale0 * x + scale1 * to1.x, + scale0 * y + scale1 * to1.y, + scale0 * z + scale1 * to1.z, + scale0 * w + scale1 * to1.w + ); + } + + Quat slerpni(const Quat& q, const real_t& t) const { + + const Quat &from = *this; + + real_t dot = from.dot(q); + + if (::fabs(dot) > 0.9999) return from; + + real_t theta = ::acos(dot), + sinT = 1.0 / ::sin(theta), + newFactor = ::sin(t * theta) * sinT, + invFactor = ::sin((1.0 - t) * theta) * sinT; + + return Quat(invFactor * from.x + newFactor * q.x, + invFactor * from.y + newFactor * q.y, + invFactor * from.z + newFactor * q.z, + invFactor * from.w + newFactor * q.w); + } + + Quat cubic_slerp(const Quat& q, const Quat& prep, const Quat& postq,const real_t& t) const + { + //the only way to do slerp :| + real_t t2 = (1.0-t)*t*2; + Quat sp = this->slerp(q,t); + Quat sq = prep.slerpni(postq,t); + return sp.slerpni(sq,t2); + } + + void get_axis_and_angle(Vector3& r_axis, real_t &r_angle) const { + r_angle = 2 * ::acos(w); + r_axis.x = x / ::sqrt(1-w*w); + r_axis.y = y / ::sqrt(1-w*w); + r_axis.z = z / ::sqrt(1-w*w); + } + + void operator*=(const Quat& q); // down below + Quat operator*(const Quat& q) const; // down below + + + + Quat operator*(const Vector3& v) const + { + return Quat( w * v.x + y * v.z - z * v.y, + w * v.y + z * v.x - x * v.z, + w * v.z + x * v.y - y * v.x, + -x * v.x - y * v.y - z * v.z); + } + + Vector3 xform(const Vector3& v) const { + + Quat q = *this * v; + q *= this->inverse(); + return Vector3(q.x,q.y,q.z); + } + + // everything's down + void operator+=(const Quat& q); + void operator-=(const Quat& q); + void operator*=(const real_t& s); + void operator/=(const real_t& s); + Quat operator+(const Quat& q2) const; + Quat operator-(const Quat& q2) const; + Quat operator-() const; + Quat operator*(const real_t& s) const; + Quat operator/(const real_t& s) const; + + + bool operator==(const Quat& p_quat) const; + bool operator!=(const Quat& p_quat) const; + + operator String() const + { + return String(); // @Todo + } + + inline void set( real_t p_x, real_t p_y, real_t p_z, real_t p_w) { + x=p_x; y=p_y; z=p_z; w=p_w; + } + inline Quat(real_t p_x, real_t p_y, real_t p_z, real_t p_w) { + x=p_x; y=p_y; z=p_z; w=p_w; + } + Quat(const Vector3& axis, const real_t& angle) + { + real_t d = axis.length(); + if (d==0) + set(0,0,0,0); + else { + real_t sin_angle = ::sin(angle * 0.5); + real_t cos_angle = ::cos(angle * 0.5); + real_t s = sin_angle / d; + set(axis.x * s, axis.y * s, axis.z * s, + cos_angle); + } + } + + Quat(const Vector3& v0, const Vector3& v1) // shortest arc + { + Vector3 c = v0.cross(v1); + real_t d = v0.dot(v1); + + if (d < -1.0 + CMP_EPSILON) { + x=0; + y=1; + z=0; + w=0; + } else { + + real_t s = ::sqrt((1.0 + d) * 2.0); + real_t rs = 1.0 / s; + + x=c.x*rs; + y=c.y*rs; + z=c.z*rs; + w=s * 0.5; + } + } + + Quat() {x=y=z=0; w=1; } + + +}; + + +real_t Quat::dot(const Quat& q) const { + return x * q.x+y * q.y+z * q.z+w * q.w; +} + +real_t Quat::length_squared() const { + return dot(*this); +} + +void Quat::operator+=(const Quat& q) { + x += q.x; y += q.y; z += q.z; w += q.w; +} + +void Quat::operator-=(const Quat& q) { + x -= q.x; y -= q.y; z -= q.z; w -= q.w; +} + +void Quat::operator*=(const Quat& q) { + x *= q.x; y *= q.y; z *= q.z; w *= q.w; +} + + +void Quat::operator*=(const real_t& s) { + x *= s; y *= s; z *= s; w *= s; +} + + +void Quat::operator/=(const real_t& s) { + + *this *= 1.0 / s; +} + +Quat Quat::operator+(const Quat& q2) const { + const Quat& q1 = *this; + return Quat( q1.x+q2.x, q1.y+q2.y, q1.z+q2.z, q1.w+q2.w ); +} + +Quat Quat::operator-(const Quat& q2) const { + const Quat& q1 = *this; + return Quat( q1.x-q2.x, q1.y-q2.y, q1.z-q2.z, q1.w-q2.w); +} + +Quat Quat::operator*(const Quat& q2) const { + Quat q1 = *this; + q1 *= q2; + return q1; +} + + +Quat Quat::operator-() const { + const Quat& q2 = *this; + return Quat( -q2.x, -q2.y, -q2.z, -q2.w); +} + +Quat Quat::operator*(const real_t& s) const { + return Quat(x * s, y * s, z * s, w * s); +} + +Quat Quat::operator/(const real_t& s) const { + return *this * (1.0 / s); +} + + +bool Quat::operator==(const Quat& p_quat) const { + return x==p_quat.x && y==p_quat.y && z==p_quat.z && w==p_quat.w; +} + +bool Quat::operator!=(const Quat& p_quat) const { + return x!=p_quat.x || y!=p_quat.y || z!=p_quat.z || w!=p_quat.w; +} + + +} + +#include "Basis.h" + +namespace godot { + +Vector3 Quat::get_euler() const +{ + Basis m(*this); + return m.get_euler(); +} + +} + +#endif // QUAT_H diff --git a/include/godot_cpp/core/RID.h b/include/godot_cpp/core/RID.h new file mode 100644 index 0000000..26a31ec --- /dev/null +++ b/include/godot_cpp/core/RID.h @@ -0,0 +1,32 @@ +#ifndef RID_H +#define RID_H + +#include <godot/godot_rid.h> + +namespace godot { + +class Object; + +class RID { + godot_rid _godot_rid; +public: + + RID(Object *p) + { + godot_rid_new(&_godot_rid, p); + } + + int32_t get_rid() const + { + return godot_rid_get_rid(&_godot_rid); + } + + ~RID() + { + godot_rid_destroy(&_godot_rid); + } +}; + +} + +#endif // RID_H diff --git a/include/godot_cpp/core/Rect2.h b/include/godot_cpp/core/Rect2.h new file mode 100644 index 0000000..4153ff6 --- /dev/null +++ b/include/godot_cpp/core/Rect2.h @@ -0,0 +1,408 @@ +#ifndef RECT2_H +#define RECT2_H + +#include "Vector2.h" + +#include <cmath> + +namespace godot { + +typedef Vector2 Size2; +typedef Vector2 Point2; + +class Transform2D; + +#ifndef MAX +#define MAX(a, b) (a > b ? a : b) +#endif + +#ifndef MIN +#define MIN(a, b) (a < b ? a : b) +#endif + +struct Rect2 { + + Point2 pos; + Size2 size; + + const Vector2& get_pos() const { return pos; } + void set_pos(const Vector2& p_pos) { pos=p_pos; } + const Vector2& get_size() const { return size; } + void set_size(const Vector2& p_size) { size=p_size; } + + real_t get_area() const { return size.width*size.height; } + + inline bool intersects(const Rect2& p_rect) const { + if ( pos.x >= (p_rect.pos.x + p_rect.size.width) ) + return false; + if ( (pos.x+size.width) <= p_rect.pos.x ) + return false; + if ( pos.y >= (p_rect.pos.y + p_rect.size.height) ) + return false; + if ( (pos.y+size.height) <= p_rect.pos.y ) + return false; + + return true; + } + + inline real_t distance_to(const Vector2& p_point) const { + + real_t dist = 1e20; + + if (p_point.x < pos.x) { + dist=MIN(dist,pos.x-p_point.x); + } + if (p_point.y < pos.y) { + dist=MIN(dist,pos.y-p_point.y); + } + if (p_point.x >= (pos.x+size.x) ) { + dist=MIN(p_point.x-(pos.x+size.x),dist); + } + if (p_point.y >= (pos.y+size.y) ) { + dist=MIN(p_point.y-(pos.y+size.y),dist); + } + + if (dist==1e20) + return 0; + else + return dist; + } + + bool intersects_transformed(const Transform2D& p_xform, const Rect2& p_rect) const; + + bool intersects_segment(const Point2& p_from, const Point2& p_to, Point2* r_pos=NULL, Point2* r_normal=NULL) const; + + inline bool encloses(const Rect2& p_rect) const { + + return (p_rect.pos.x>=pos.x) && (p_rect.pos.y>=pos.y) && + ((p_rect.pos.x+p_rect.size.x)<(pos.x+size.x)) && + ((p_rect.pos.y+p_rect.size.y)<(pos.y+size.y)); + + } + + inline bool has_no_area() const { + + return (size.x<=0 || size.y<=0); + + } + inline Rect2 clip(const Rect2& p_rect) const { /// return a clipped rect + + Rect2 new_rect=p_rect; + + if (!intersects( new_rect )) + return Rect2(); + + new_rect.pos.x = MAX( p_rect.pos.x , pos.x ); + new_rect.pos.y = MAX( p_rect.pos.y , pos.y ); + + Point2 p_rect_end=p_rect.pos+p_rect.size; + Point2 end=pos+size; + + new_rect.size.x=MIN(p_rect_end.x,end.x) - new_rect.pos.x; + new_rect.size.y=MIN(p_rect_end.y,end.y) - new_rect.pos.y; + + return new_rect; + } + + inline Rect2 merge(const Rect2& p_rect) const { ///< return a merged rect + + Rect2 new_rect; + + new_rect.pos.x=MIN( p_rect.pos.x , pos.x ); + new_rect.pos.y=MIN( p_rect.pos.y , pos.y ); + + + new_rect.size.x = MAX( p_rect.pos.x+p_rect.size.x , pos.x+size.x ); + new_rect.size.y = MAX( p_rect.pos.y+p_rect.size.y , pos.y+size.y ); + + new_rect.size = new_rect.size - new_rect.pos; //make relative again + + return new_rect; + } + inline bool has_point(const Point2& p_point) const { + if (p_point.x < pos.x) + return false; + if (p_point.y < pos.y) + return false; + + if (p_point.x >= (pos.x+size.x) ) + return false; + if (p_point.y >= (pos.y+size.y) ) + return false; + + return true; + } + + inline bool no_area() const { return (size.width<=0 || size.height<=0 ); } + + bool operator==(const Rect2& p_rect) const { return pos==p_rect.pos && size==p_rect.size; } + bool operator!=(const Rect2& p_rect) const { return pos!=p_rect.pos || size!=p_rect.size; } + + inline Rect2 grow(real_t p_by) const { + + Rect2 g=*this; + g.pos.x-=p_by; + g.pos.y-=p_by; + g.size.width+=p_by*2; + g.size.height+=p_by*2; + return g; + } + + inline Rect2 expand(const Vector2& p_vector) const { + + Rect2 r = *this; + r.expand_to(p_vector); + return r; + } + + inline void expand_to(const Vector2& p_vector) { //in place function for speed + + Vector2 begin=pos; + Vector2 end=pos+size; + + if (p_vector.x<begin.x) + begin.x=p_vector.x; + if (p_vector.y<begin.y) + begin.y=p_vector.y; + + if (p_vector.x>end.x) + end.x=p_vector.x; + if (p_vector.y>end.y) + end.y=p_vector.y; + + pos=begin; + size=end-begin; + } + + + operator String() const { return String(pos)+", "+String(size); } + + Rect2() {} + Rect2( real_t p_x, real_t p_y, real_t p_width, real_t p_height) { pos=Point2(p_x,p_y); size=Size2( p_width, p_height ); } + Rect2( const Point2& p_pos, const Size2& p_size ) { pos=p_pos; size=p_size; } +}; + + +bool Rect2::intersects_segment(const Point2& p_from, const Point2& p_to, Point2* r_pos,Point2* r_normal) const { + + real_t min=0,max=1; + int axis=0; + real_t sign=0; + + for(int i=0;i<2;i++) { + real_t seg_from=p_from[i]; + real_t seg_to=p_to[i]; + real_t box_begin=pos[i]; + real_t box_end=box_begin+size[i]; + real_t cmin,cmax; + real_t csign; + + if (seg_from < seg_to) { + + if (seg_from > box_end || seg_to < box_begin) + return false; + real_t length=seg_to-seg_from; + cmin = (seg_from < box_begin)?((box_begin - seg_from)/length):0; + cmax = (seg_to > box_end)?((box_end - seg_from)/length):1; + csign=-1.0; + + } else { + + if (seg_to > box_end || seg_from < box_begin) + return false; + real_t length=seg_to-seg_from; + cmin = (seg_from > box_end)?(box_end - seg_from)/length:0; + cmax = (seg_to < box_begin)?(box_begin - seg_from)/length:1; + csign=1.0; + } + + if (cmin > min) { + min = cmin; + axis=i; + sign=csign; + } + if (cmax < max) + max = cmax; + if (max < min) + return false; + } + + + Vector2 rel=p_to-p_from; + + if (r_normal) { + Vector2 normal; + normal[axis]=sign; + *r_normal=normal; + } + + if (r_pos) + *r_pos=p_from+rel*min; + + return true; +} + +} + +#include "Transform2D.h" + +namespace godot { + +bool Rect2::intersects_transformed(const Transform2D& p_xform, const Rect2& p_rect) const { + + //SAT intersection between local and transformed rect2 + + Vector2 xf_points[4]={ + p_xform.xform(p_rect.pos), + p_xform.xform(Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y)), + p_xform.xform(Vector2(p_rect.pos.x,p_rect.pos.y+p_rect.size.y)), + p_xform.xform(Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y+p_rect.size.y)), + }; + + real_t low_limit; + + //base rect2 first (faster) + + if (xf_points[0].y>pos.y) + goto next1; + if (xf_points[1].y>pos.y) + goto next1; + if (xf_points[2].y>pos.y) + goto next1; + if (xf_points[3].y>pos.y) + goto next1; + + return false; + + next1: + + low_limit=pos.y+size.y; + + if (xf_points[0].y<low_limit) + goto next2; + if (xf_points[1].y<low_limit) + goto next2; + if (xf_points[2].y<low_limit) + goto next2; + if (xf_points[3].y<low_limit) + goto next2; + + return false; + + next2: + + if (xf_points[0].x>pos.x) + goto next3; + if (xf_points[1].x>pos.x) + goto next3; + if (xf_points[2].x>pos.x) + goto next3; + if (xf_points[3].x>pos.x) + goto next3; + + return false; + + next3: + + low_limit=pos.x+size.x; + + if (xf_points[0].x<low_limit) + goto next4; + if (xf_points[1].x<low_limit) + goto next4; + if (xf_points[2].x<low_limit) + goto next4; + if (xf_points[3].x<low_limit) + goto next4; + + return false; + + next4: + + Vector2 xf_points2[4]={ + pos, + Vector2(pos.x+size.x,pos.y), + Vector2(pos.x,pos.y+size.y), + Vector2(pos.x+size.x,pos.y+size.y), + }; + + real_t maxa=p_xform.elements[0].dot(xf_points2[0]); + real_t mina=maxa; + + real_t dp = p_xform.elements[0].dot(xf_points2[1]); + maxa=MAX(dp,maxa); + mina=MIN(dp,mina); + + dp = p_xform.elements[0].dot(xf_points2[2]); + maxa=MAX(dp,maxa); + mina=MIN(dp,mina); + + dp = p_xform.elements[0].dot(xf_points2[3]); + maxa=MAX(dp,maxa); + mina=MIN(dp,mina); + + real_t maxb=p_xform.elements[0].dot(xf_points[0]); + real_t minb=maxb; + + dp = p_xform.elements[0].dot(xf_points[1]); + maxb=MAX(dp,maxb); + minb=MIN(dp,minb); + + dp = p_xform.elements[0].dot(xf_points[2]); + maxb=MAX(dp,maxb); + minb=MIN(dp,minb); + + dp = p_xform.elements[0].dot(xf_points[3]); + maxb=MAX(dp,maxb); + minb=MIN(dp,minb); + + + if ( mina > maxb ) + return false; + if ( minb > maxa ) + return false; + + maxa=p_xform.elements[1].dot(xf_points2[0]); + mina=maxa; + + dp = p_xform.elements[1].dot(xf_points2[1]); + maxa=MAX(dp,maxa); + mina=MIN(dp,mina); + + dp = p_xform.elements[1].dot(xf_points2[2]); + maxa=MAX(dp,maxa); + mina=MIN(dp,mina); + + dp = p_xform.elements[1].dot(xf_points2[3]); + maxa=MAX(dp,maxa); + mina=MIN(dp,mina); + + maxb=p_xform.elements[1].dot(xf_points[0]); + minb=maxb; + + dp = p_xform.elements[1].dot(xf_points[1]); + maxb=MAX(dp,maxb); + minb=MIN(dp,minb); + + dp = p_xform.elements[1].dot(xf_points[2]); + maxb=MAX(dp,maxb); + minb=MIN(dp,minb); + + dp = p_xform.elements[1].dot(xf_points[3]); + maxb=MAX(dp,maxb); + minb=MIN(dp,minb); + + + if ( mina > maxb ) + return false; + if ( minb > maxa ) + return false; + + + return true; + +} + +} + +#endif // RECT2_H diff --git a/include/godot_cpp/core/Rect3.h b/include/godot_cpp/core/Rect3.h new file mode 100644 index 0000000..024df65 --- /dev/null +++ b/include/godot_cpp/core/Rect3.h @@ -0,0 +1,727 @@ +#ifndef RECT3_H +#define RECT3_H + +#include "Vector3.h" + +#include "Plane.h" + +namespace godot { + +// @Todo +// error handling... + +#ifndef ERR_FAIL_V +#define ERR_FAIL_V(a) return a +#endif + +#ifndef ERR_FAIL_INDEX +#define ERR_FAIL_INDEX(a, b) +#endif + +class Rect3 { +public: + Vector3 pos; + Vector3 size; + + real_t get_area() const; /// get area + bool has_no_area() const { + + return (size.x<=CMP_EPSILON || size.y<=CMP_EPSILON || size.z<=CMP_EPSILON); + } + + bool has_no_surface() const { + + return (size.x<=CMP_EPSILON && size.y<=CMP_EPSILON && size.z<=CMP_EPSILON); + } + + const Vector3& get_pos() const { return pos; } + void set_pos(const Vector3& p_pos) { pos=p_pos; } + const Vector3& get_size() const { return size; } + void set_size(const Vector3& p_size) { size=p_size; } + + + bool operator==(const Rect3& p_rval) const; + bool operator!=(const Rect3& p_rval) const; + + bool intersects(const Rect3& p_aabb) const; /// Both AABBs overlap + bool intersects_inclusive(const Rect3& p_aabb) const; /// Both AABBs (or their faces) overlap + bool encloses(const Rect3 & p_aabb) const; /// p_aabb is completely inside this + + Rect3 merge(const Rect3& p_with) const; + void merge_with(const Rect3& p_aabb); ///merge with another AABB + Rect3 intersection(const Rect3& 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=NULL,Vector3* r_normal=NULL) const; + bool intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r_clip=NULL,Vector3* r_normal=NULL) const; + bool smits_intersect_ray(const Vector3 &from,const Vector3& p_dir, real_t t0, real_t t1) const; + + bool intersects_convex_shape(const Plane *p_plane, int p_plane_count) const; + bool intersects_plane(const Plane &p_plane) const; + + bool has_point(const Vector3& p_point) const; + Vector3 get_support(const Vector3& p_normal) const; + + + Vector3 get_longest_axis() const; + int get_longest_axis_index() const; + real_t get_longest_axis_size() const; + + Vector3 get_shortest_axis() const; + int get_shortest_axis_index() const; + real_t get_shortest_axis_size() const; + + Rect3 grow(real_t p_by) const; + void grow_by(real_t p_amount); + + void get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const; + Vector3 get_endpoint(int p_point) const; + + Rect3 expand(const Vector3& p_vector) const; + void project_range_in_plane(const Plane& p_plane,real_t &r_min,real_t& r_max) const; + void expand_to(const Vector3& p_vector); /** expand to contain a point if necesary */ + + operator String() const; + + Rect3() {} + inline Rect3(const Vector3 &p_pos,const Vector3& p_size) { pos=p_pos; size=p_size; } + + +}; + +inline bool Rect3::intersects(const Rect3& p_aabb) const { + + if ( pos.x >= (p_aabb.pos.x + p_aabb.size.x) ) + return false; + if ( (pos.x+size.x) <= p_aabb.pos.x ) + return false; + if ( pos.y >= (p_aabb.pos.y + p_aabb.size.y) ) + return false; + if ( (pos.y+size.y) <= p_aabb.pos.y ) + return false; + if ( pos.z >= (p_aabb.pos.z + p_aabb.size.z) ) + return false; + if ( (pos.z+size.z) <= p_aabb.pos.z ) + return false; + + return true; +} + +inline bool Rect3::intersects_inclusive(const Rect3& p_aabb) const { + + if ( pos.x > (p_aabb.pos.x + p_aabb.size.x) ) + return false; + if ( (pos.x+size.x) < p_aabb.pos.x ) + return false; + if ( pos.y > (p_aabb.pos.y + p_aabb.size.y) ) + return false; + if ( (pos.y+size.y) < p_aabb.pos.y ) + return false; + if ( pos.z > (p_aabb.pos.z + p_aabb.size.z) ) + return false; + if ( (pos.z+size.z) < p_aabb.pos.z ) + return false; + + return true; +} + +inline bool Rect3::encloses(const Rect3 & p_aabb) const { + + Vector3 src_min=pos; + Vector3 src_max=pos+size; + Vector3 dst_min=p_aabb.pos; + Vector3 dst_max=p_aabb.pos+p_aabb.size; + + return ( + (src_min.x <= dst_min.x) && + (src_max.x > dst_max.x) && + (src_min.y <= dst_min.y) && + (src_max.y > dst_max.y) && + (src_min.z <= dst_min.z) && + (src_max.z > dst_max.z) ); + +} + +Vector3 Rect3::get_support(const Vector3& p_normal) const { + + Vector3 half_extents = size * 0.5; + Vector3 ofs = pos + half_extents; + + return Vector3( + (p_normal.x>0) ? -half_extents.x : half_extents.x, + (p_normal.y>0) ? -half_extents.y : half_extents.y, + (p_normal.z>0) ? -half_extents.z : half_extents.z + )+ofs; +} + + +Vector3 Rect3::get_endpoint(int p_point) const { + + switch(p_point) { + case 0: return Vector3( pos.x , pos.y , pos.z ); + case 1: return Vector3( pos.x , pos.y , pos.z+size.z ); + case 2: return Vector3( pos.x , pos.y+size.y , pos.z ); + case 3: return Vector3( pos.x , pos.y+size.y , pos.z+size.z ); + case 4: return Vector3( pos.x+size.x , pos.y , pos.z ); + case 5: return Vector3( pos.x+size.x , pos.y , pos.z+size.z ); + case 6: return Vector3( pos.x+size.x , pos.y+size.y , pos.z ); + case 7: return Vector3( pos.x+size.x , pos.y+size.y , pos.z+size.z ); + }; + + ERR_FAIL_V(Vector3()); +} + +bool Rect3::intersects_convex_shape(const Plane *p_planes, int p_plane_count) const { + + Vector3 half_extents = size * 0.5; + Vector3 ofs = pos + half_extents; + + for(int i=0;i<p_plane_count;i++) { + const Plane &p=p_planes[i]; + Vector3 point( + (p.normal.x>0) ? -half_extents.x : half_extents.x, + (p.normal.y>0) ? -half_extents.y : half_extents.y, + (p.normal.z>0) ? -half_extents.z : half_extents.z + ); + point+=ofs; + if (p.is_point_over(point)) + return false; + } + + return true; +} + +bool Rect3::has_point(const Vector3& p_point) const { + + if (p_point.x<pos.x) + return false; + if (p_point.y<pos.y) + return false; + if (p_point.z<pos.z) + return false; + if (p_point.x>pos.x+size.x) + return false; + if (p_point.y>pos.y+size.y) + return false; + if (p_point.z>pos.z+size.z) + return false; + + return true; +} + + +inline void Rect3::expand_to(const Vector3& p_vector) { + + Vector3 begin=pos; + Vector3 end=pos+size; + + if (p_vector.x<begin.x) + begin.x=p_vector.x; + if (p_vector.y<begin.y) + begin.y=p_vector.y; + if (p_vector.z<begin.z) + begin.z=p_vector.z; + + if (p_vector.x>end.x) + end.x=p_vector.x; + if (p_vector.y>end.y) + end.y=p_vector.y; + if (p_vector.z>end.z) + end.z=p_vector.z; + + pos=begin; + size=end-begin; +} + +void Rect3::project_range_in_plane(const Plane& p_plane,real_t &r_min,real_t& r_max) const { + + Vector3 half_extents( size.x * 0.5, size.y * 0.5, size.z * 0.5 ); + Vector3 center( pos.x + half_extents.x, pos.y + half_extents.y, pos.z + half_extents.z ); + + real_t length = p_plane.normal.abs().dot(half_extents); + real_t distance = p_plane.distance_to( center ); + r_min = distance - length; + r_max = distance + length; +} + +inline real_t Rect3::get_longest_axis_size() const { + + real_t max_size=size.x; + + if (size.y > max_size ) { + max_size=size.y; + } + + if (size.z > max_size ) { + max_size=size.z; + } + + return max_size; +} + +inline real_t Rect3::get_shortest_axis_size() const { + + real_t max_size=size.x; + + if (size.y < max_size ) { + max_size=size.y; + } + + if (size.z < max_size ) { + max_size=size.z; + } + + return max_size; +} + +bool Rect3::smits_intersect_ray(const Vector3 &from,const Vector3& dir, real_t t0, real_t t1) const { + + real_t divx=1.0/dir.x; + real_t divy=1.0/dir.y; + real_t divz=1.0/dir.z; + + Vector3 upbound=pos+size; + real_t tmin, tmax, tymin, tymax, tzmin, tzmax; + if (dir.x >= 0) { + tmin = (pos.x - from.x) * divx; + tmax = (upbound.x - from.x) * divx; + } + else { + tmin = (upbound.x - from.x) * divx; + tmax = (pos.x - from.x) * divx; + } + if (dir.y >= 0) { + tymin = (pos.y - from.y) * divy; + tymax = (upbound.y - from.y) * divy; + } + else { + tymin = (upbound.y - from.y) * divy; + tymax = (pos.y - from.y) * divy; + } + if ( (tmin > tymax) || (tymin > tmax) ) + return false; + if (tymin > tmin) + tmin = tymin; + if (tymax < tmax) + tmax = tymax; + if (dir.z >= 0) { + tzmin = (pos.z - from.z) * divz; + tzmax = (upbound.z - from.z) * divz; + } + else { + tzmin = (upbound.z - from.z) * divz; + tzmax = (pos.z - from.z) * divz; + } + if ( (tmin > tzmax) || (tzmin > tmax) ) + return false; + if (tzmin > tmin) + tmin = tzmin; + if (tzmax < tmax) + tmax = tzmax; + return ( (tmin < t1) && (tmax > t0) ); +} + +void Rect3::grow_by(real_t p_amount) { + + pos.x-=p_amount; + pos.y-=p_amount; + pos.z-=p_amount; + size.x+=2.0*p_amount; + size.y+=2.0*p_amount; + size.z+=2.0*p_amount; +} + +} + +namespace godot { + + +real_t Rect3::get_area() const { + + return size.x*size.y*size.z; + +} + +bool Rect3::operator==(const Rect3& p_rval) const { + + return ((pos==p_rval.pos) && (size==p_rval.size)); + +} +bool Rect3::operator!=(const Rect3& p_rval) const { + + return ((pos!=p_rval.pos) || (size!=p_rval.size)); + +} + +void Rect3::merge_with(const Rect3& p_aabb) { + + Vector3 beg_1,beg_2; + Vector3 end_1,end_2; + Vector3 min,max; + + beg_1=pos; + beg_2=p_aabb.pos; + end_1=Vector3(size.x,size.y,size.z)+beg_1; + end_2=Vector3(p_aabb.size.x,p_aabb.size.y,p_aabb.size.z)+beg_2; + + 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.z=(beg_1.z<beg_2.z)?beg_1.z:beg_2.z; + + max.x=(end_1.x>end_2.x)?end_1.x:end_2.x; + max.y=(end_1.y>end_2.y)?end_1.y:end_2.y; + max.z=(end_1.z>end_2.z)?end_1.z:end_2.z; + + pos=min; + size=max-min; +} + +Rect3 Rect3::intersection(const Rect3& p_aabb) const { + + Vector3 src_min=pos; + Vector3 src_max=pos+size; + Vector3 dst_min=p_aabb.pos; + Vector3 dst_max=p_aabb.pos+p_aabb.size; + + Vector3 min,max; + + if (src_min.x > dst_max.x || src_max.x < dst_min.x ) + return Rect3(); + else { + + min.x= ( src_min.x > dst_min.x ) ? src_min.x :dst_min.x; + max.x= ( src_max.x < dst_max.x ) ? src_max.x :dst_max.x; + + } + + if (src_min.y > dst_max.y || src_max.y < dst_min.y ) + return Rect3(); + else { + + min.y= ( src_min.y > dst_min.y ) ? src_min.y :dst_min.y; + max.y= ( src_max.y < dst_max.y ) ? src_max.y :dst_max.y; + + } + + if (src_min.z > dst_max.z || src_max.z < dst_min.z ) + return Rect3(); + else { + + min.z= ( src_min.z > dst_min.z ) ? src_min.z :dst_min.z; + max.z= ( src_max.z < dst_max.z ) ? src_max.z :dst_max.z; + + } + + + return Rect3( min, max-min ); +} + +bool Rect3::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r_clip,Vector3* r_normal) const { + + Vector3 c1, c2; + Vector3 end = pos+size; + real_t near=-1e20; + real_t far=1e20; + int axis=0; + + for (int i=0;i<3;i++){ + if (p_dir[i] == 0){ + if ((p_from[i] < pos[i]) || (p_from[i] > end[i])) { + return false; + } + } else { // ray not parallel to planes in this direction + c1[i] = (pos[i] - p_from[i]) / p_dir[i]; + c2[i] = (end[i] - p_from[i]) / p_dir[i]; + + if(c1[i] > c2[i]){ + std::swap(c1,c2); + } + if (c1[i] > near){ + near = c1[i]; + axis=i; + } + if (c2[i] < far){ + far = c2[i]; + } + if( (near > far) || (far < 0) ){ + return false; + } + } + } + + if (r_clip) + *r_clip=c1; + if (r_normal) { + *r_normal=Vector3(); + (*r_normal)[axis]=p_dir[axis]?-1:1; + } + + return true; + +} + + +bool Rect3::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3* r_clip,Vector3* r_normal) const { + + real_t min=0,max=1; + int axis=0; + real_t sign=0; + + for(int i=0;i<3;i++) { + real_t seg_from=p_from[i]; + real_t seg_to=p_to[i]; + real_t box_begin=pos[i]; + real_t box_end=box_begin+size[i]; + real_t cmin,cmax; + real_t csign; + + if (seg_from < seg_to) { + + if (seg_from > box_end || seg_to < box_begin) + return false; + real_t length=seg_to-seg_from; + cmin = (seg_from < box_begin)?((box_begin - seg_from)/length):0; + cmax = (seg_to > box_end)?((box_end - seg_from)/length):1; + csign=-1.0; + + } else { + + if (seg_to > box_end || seg_from < box_begin) + return false; + real_t length=seg_to-seg_from; + cmin = (seg_from > box_end)?(box_end - seg_from)/length:0; + cmax = (seg_to < box_begin)?(box_begin - seg_from)/length:1; + csign=1.0; + } + + if (cmin > min) { + min = cmin; + axis=i; + sign=csign; + } + if (cmax < max) + max = cmax; + if (max < min) + return false; + } + + + Vector3 rel=p_to-p_from; + + if (r_normal) { + Vector3 normal; + normal[axis]=sign; + *r_normal=normal; + } + + if (r_clip) + *r_clip=p_from+rel*min; + + return true; + +} + + +bool Rect3::intersects_plane(const Plane &p_plane) const { + + Vector3 points[8] = { + Vector3( pos.x , pos.y , pos.z ), + Vector3( pos.x , pos.y , pos.z+size.z ), + Vector3( pos.x , pos.y+size.y , pos.z ), + Vector3( pos.x , pos.y+size.y , pos.z+size.z ), + Vector3( pos.x+size.x , pos.y , pos.z ), + Vector3( pos.x+size.x , pos.y , pos.z+size.z ), + Vector3( pos.x+size.x , pos.y+size.y , pos.z ), + Vector3( pos.x+size.x , pos.y+size.y , pos.z+size.z ), + }; + + bool over=false; + bool under=false; + + for (int i=0;i<8;i++) { + + if (p_plane.distance_to(points[i])>0) + over=true; + else + under=true; + + } + + return under && over; +} + + + +Vector3 Rect3::get_longest_axis() const { + + Vector3 axis(1,0,0); + real_t max_size=size.x; + + if (size.y > max_size ) { + axis=Vector3(0,1,0); + max_size=size.y; + } + + if (size.z > max_size ) { + axis=Vector3(0,0,1); + max_size=size.z; + } + + return axis; +} +int Rect3::get_longest_axis_index() const { + + int axis=0; + real_t max_size=size.x; + + if (size.y > max_size ) { + axis=1; + max_size=size.y; + } + + if (size.z > max_size ) { + axis=2; + max_size=size.z; + } + + return axis; +} + + +Vector3 Rect3::get_shortest_axis() const { + + Vector3 axis(1,0,0); + real_t max_size=size.x; + + if (size.y < max_size ) { + axis=Vector3(0,1,0); + max_size=size.y; + } + + if (size.z < max_size ) { + axis=Vector3(0,0,1); + max_size=size.z; + } + + return axis; +} +int Rect3::get_shortest_axis_index() const { + + int axis=0; + real_t max_size=size.x; + + if (size.y < max_size ) { + axis=1; + max_size=size.y; + } + + if (size.z < max_size ) { + axis=2; + max_size=size.z; + } + + return axis; +} + +Rect3 Rect3::merge(const Rect3& p_with) const { + + Rect3 aabb=*this; + aabb.merge_with(p_with); + return aabb; +} +Rect3 Rect3::expand(const Vector3& p_vector) const { + Rect3 aabb=*this; + aabb.expand_to(p_vector); + return aabb; + +} +Rect3 Rect3::grow(real_t p_by) const { + + Rect3 aabb=*this; + aabb.grow_by(p_by); + return aabb; +} + +void Rect3::get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const { + + ERR_FAIL_INDEX(p_edge,12); + switch(p_edge) { + + case 0:{ + + r_from=Vector3( pos.x+size.x , pos.y , pos.z ); + r_to=Vector3( pos.x , pos.y , pos.z ); + } break; + case 1:{ + + r_from=Vector3( pos.x+size.x , pos.y , pos.z+size.z ); + r_to=Vector3( pos.x+size.x , pos.y , pos.z ); + } break; + case 2:{ + r_from=Vector3( pos.x , pos.y , pos.z+size.z ); + r_to=Vector3( pos.x+size.x , pos.y , pos.z+size.z ); + + } break; + case 3:{ + + r_from=Vector3( pos.x , pos.y , pos.z ); + r_to=Vector3( pos.x , pos.y , pos.z+size.z ); + + } break; + case 4:{ + + r_from=Vector3( pos.x , pos.y+size.y , pos.z ); + r_to=Vector3( pos.x+size.x , pos.y+size.y , pos.z ); + } break; + case 5:{ + + r_from=Vector3( pos.x+size.x , pos.y+size.y , pos.z ); + r_to=Vector3( pos.x+size.x , pos.y+size.y , pos.z+size.z ); + } break; + case 6:{ + r_from=Vector3( pos.x+size.x , pos.y+size.y , pos.z+size.z ); + r_to=Vector3( pos.x , pos.y+size.y , pos.z+size.z ); + + } break; + case 7:{ + + r_from=Vector3( pos.x , pos.y+size.y , pos.z+size.z ); + r_to=Vector3( pos.x , pos.y+size.y , pos.z ); + + } break; + case 8:{ + + r_from=Vector3( pos.x , pos.y , pos.z+size.z ); + r_to=Vector3( pos.x , pos.y+size.y , pos.z+size.z ); + + } break; + case 9:{ + + r_from=Vector3( pos.x , pos.y , pos.z ); + r_to=Vector3( pos.x , pos.y+size.y , pos.z ); + + } break; + case 10:{ + + r_from=Vector3( pos.x+size.x , pos.y , pos.z ); + r_to=Vector3( pos.x+size.x , pos.y+size.y , pos.z ); + + } break; + case 11:{ + + r_from=Vector3( pos.x+size.x , pos.y , pos.z+size.z ); + r_to=Vector3( pos.x+size.x , pos.y+size.y , pos.z+size.z ); + + } break; + + } + +} + +Rect3::operator String() const { + + //return String()+pos +" - "+ size; + return String(); // @Todo +} + +} + +#endif // RECT3_H diff --git a/include/godot_cpp/core/String.h b/include/godot_cpp/core/String.h new file mode 100644 index 0000000..d85de09 --- /dev/null +++ b/include/godot_cpp/core/String.h @@ -0,0 +1,135 @@ +#ifndef STRING_H +#define STRING_H + +namespace godot { + + +#include <godot/godot_string.h> + +#include <string.h> + + +class String +{ + godot_string _godot_string; +public: + String() + { + godot_string_new(&_godot_string); + } + + String(const char *contents) + { + godot_string_new_data(&_godot_string, contents, strlen(contents)); + } + + String(const wchar_t *contents) + { + // @Todo + // godot_string_new_data(&_godot_string, contents, strlen(contents)); + godot_string_new(&_godot_string); + } + + String(const wchar_t c) + { + // @Todo + godot_string_new(&_godot_string); + } + + String(const String& other) + { + godot_string_new(&_godot_string); + godot_string_copy_string(&_godot_string, &other._godot_string); + } + + ~String() + { + godot_string_destroy(&_godot_string); + } + + + String substr(int p_from,int p_chars) const + { + return String(); // @Todo + } + + + wchar_t &operator [](const int idx) + { + return *godot_string_operator_index(&_godot_string, idx); + } + + wchar_t operator [](const int idx) const + { + return *godot_string_operator_index((godot_string *) &_godot_string, idx); + } + + int length() const + { + int len = 0; + godot_string_get_data(&_godot_string, nullptr, &len); + return len; + } + + bool operator ==(const String &s) + { + return godot_string_operator_equal(&_godot_string, &s._godot_string); + } + + bool operator !=(const String &s) + { + return !(*this == s); + } + + String operator +(const String &s) + { + String new_string; + godot_string_operator_plus(&new_string._godot_string, &_godot_string, &s._godot_string); + + return new_string; + } + + void operator +=(const String &s) + { + godot_string_operator_plus(&_godot_string, &_godot_string, &s._godot_string); + } + + void operator +=(const wchar_t c) + { + // @Todo + } + + bool operator <(const String &s) + { + return godot_string_operator_less(&_godot_string, &s._godot_string); + } + + bool operator <=(const String &s) + { + return godot_string_operator_less(&_godot_string, &s._godot_string) || (*this == s); + } + + bool operator >(const String &s) + { + return !(*this <= s); + } + + bool operator >=(const String &s) + { + return !(*this < s); + } + + const wchar_t *c_string() + { + return godot_string_c_str(&_godot_string); + } + +}; + + + +} + + + +#endif // STRING_H diff --git a/include/godot_cpp/core/Transform.h b/include/godot_cpp/core/Transform.h new file mode 100644 index 0000000..e15a6c2 --- /dev/null +++ b/include/godot_cpp/core/Transform.h @@ -0,0 +1,383 @@ +#ifndef TRANSFORM_H +#define TRANSFORM_H + +#include "Basis.h" + +#include "Plane.h" +#include "Rect3.h" + +namespace godot { + +class Transform { +public: + + Basis basis; + Vector3 origin; + + void invert(); + Transform inverse() const; + + void affine_invert(); + Transform affine_inverse() const; + + Transform rotated(const Vector3& p_axis,real_t p_phi) const; + + void rotate(const Vector3& p_axis,real_t p_phi); + void rotate_basis(const Vector3& p_axis,real_t p_phi); + + void set_look_at( const Vector3& p_eye, const Vector3& p_target, const Vector3& p_up ); + Transform looking_at( const Vector3& p_target, const Vector3& p_up ) const; + + void scale(const Vector3& p_scale); + Transform scaled(const Vector3& p_scale) const; + void scale_basis(const Vector3& p_scale); + void translate( real_t p_tx, real_t p_ty, real_t p_tz ); + void translate( const Vector3& p_translation ); + Transform translated( const Vector3& p_translation ) const; + + const Basis& get_basis() const { return basis; } + void set_basis(const Basis& p_basis) { basis=p_basis; } + + const Vector3& get_origin() const { return origin; } + void set_origin(const Vector3& p_origin) { origin=p_origin; } + + void orthonormalize(); + Transform orthonormalized() const; + + bool operator==(const Transform& p_transform) const; + bool operator!=(const Transform& p_transform) const; + + Vector3 xform(const Vector3& p_vector) const; + Vector3 xform_inv(const Vector3& p_vector) const; + + Plane xform(const Plane& p_plane) const; + Plane xform_inv(const Plane& p_plane) const; + + Rect3 xform(const Rect3& p_aabb) const; + Rect3 xform_inv(const Rect3& p_aabb) const; + + void operator*=(const Transform& p_transform); + Transform operator*(const Transform& p_transform) const; + + Transform interpolate_with(const Transform& p_transform, real_t p_c) const; + + Transform inverse_xform(const Transform& t) const { + + Vector3 v = t.origin - origin; + return Transform(basis.transpose_xform(t.basis), + basis.xform(v)); + } + + void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz,real_t tx, real_t ty, real_t tz) { + + basis.elements[0][0]=xx; + basis.elements[0][1]=xy; + basis.elements[0][2]=xz; + basis.elements[1][0]=yx; + basis.elements[1][1]=yy; + basis.elements[1][2]=yz; + basis.elements[2][0]=zx; + basis.elements[2][1]=zy; + basis.elements[2][2]=zz; + origin.x=tx; + origin.y=ty; + origin.z=tz; + } + + operator String() const; + + Transform(const Basis& p_basis, const Vector3& p_origin=Vector3()); + Transform() {} + +}; + + +Vector3 Transform::xform(const Vector3& p_vector) const { + + return Vector3( + basis[0].dot(p_vector)+origin.x, + basis[1].dot(p_vector)+origin.y, + basis[2].dot(p_vector)+origin.z + ); +} +Vector3 Transform::xform_inv(const Vector3& p_vector) const { + + Vector3 v = p_vector - origin; + + return Vector3( + (basis.elements[0][0]*v.x ) + ( basis.elements[1][0]*v.y ) + ( basis.elements[2][0]*v.z ), + (basis.elements[0][1]*v.x ) + ( basis.elements[1][1]*v.y ) + ( basis.elements[2][1]*v.z ), + (basis.elements[0][2]*v.x ) + ( basis.elements[1][2]*v.y ) + ( basis.elements[2][2]*v.z ) + ); +} + +Plane Transform::xform(const Plane& p_plane) const { + + + Vector3 point=p_plane.normal*p_plane.d; + Vector3 point_dir=point+p_plane.normal; + point=xform(point); + point_dir=xform(point_dir); + + Vector3 normal=point_dir-point; + normal.normalize(); + real_t d=normal.dot(point); + + return Plane(normal,d); + +} +Plane Transform::xform_inv(const Plane& p_plane) const { + + Vector3 point=p_plane.normal*p_plane.d; + Vector3 point_dir=point+p_plane.normal; + xform_inv(point); + xform_inv(point_dir); + + Vector3 normal=point_dir-point; + normal.normalize(); + real_t d=normal.dot(point); + + return Plane(normal,d); + +} + +Rect3 Transform::xform(const Rect3& p_aabb) const { + /* define vertices */ + Vector3 x=basis.get_axis(0)*p_aabb.size.x; + Vector3 y=basis.get_axis(1)*p_aabb.size.y; + Vector3 z=basis.get_axis(2)*p_aabb.size.z; + Vector3 pos = xform( p_aabb.pos ); +//could be even further optimized + Rect3 new_aabb; + new_aabb.pos=pos; + new_aabb.expand_to( pos+x ); + new_aabb.expand_to( pos+y ); + new_aabb.expand_to( pos+z ); + new_aabb.expand_to( pos+x+y ); + new_aabb.expand_to( pos+x+z ); + new_aabb.expand_to( pos+y+z ); + new_aabb.expand_to( pos+x+y+z ); + return new_aabb; + +} +Rect3 Transform::xform_inv(const Rect3& p_aabb) const { + + /* define vertices */ + Vector3 vertices[8]={ + Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z), + Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z), + Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z), + Vector3(p_aabb.pos.x+p_aabb.size.x, p_aabb.pos.y, p_aabb.pos.z), + Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z+p_aabb.size.z), + Vector3(p_aabb.pos.x, p_aabb.pos.y+p_aabb.size.y, p_aabb.pos.z), + Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z+p_aabb.size.z), + Vector3(p_aabb.pos.x, p_aabb.pos.y, p_aabb.pos.z) + }; + + + Rect3 ret; + + ret.pos=xform_inv(vertices[0]); + + for (int i=1;i<8;i++) { + + ret.expand_to( xform_inv(vertices[i]) ); + } + + return ret; + +} + +} + + +namespace godot { + + +void Transform::affine_invert() { + + basis.invert(); + origin = basis.xform(-origin); +} + +Transform Transform::affine_inverse() const { + + Transform ret=*this; + ret.affine_invert(); + return ret; + +} + + +void Transform::invert() { + + basis.transpose(); + origin = basis.xform(-origin); +} + +Transform Transform::inverse() const { + // FIXME: this function assumes the basis is a rotation matrix, with no scaling. + // Transform::affine_inverse can handle matrices with scaling, so GDScript should eventually use that. + Transform ret=*this; + ret.invert(); + return ret; +} + + +void Transform::rotate(const Vector3& p_axis,real_t p_phi) { + + *this = rotated(p_axis, p_phi); +} + +Transform Transform::rotated(const Vector3& p_axis,real_t p_phi) const{ + + return Transform(Basis( p_axis, p_phi ), Vector3()) * (*this); +} + +void Transform::rotate_basis(const Vector3& p_axis,real_t p_phi) { + + basis.rotate(p_axis,p_phi); +} + +Transform Transform::looking_at( const Vector3& p_target, const Vector3& p_up ) const { + + Transform t = *this; + t.set_look_at(origin,p_target,p_up); + return t; +} + +void Transform::set_look_at( const Vector3& p_eye, const Vector3& p_target, const Vector3& p_up ) { + + // Reference: MESA source code + Vector3 v_x, v_y, v_z; + + /* Make rotation matrix */ + + /* Z vector */ + v_z = p_eye - p_target; + + v_z.normalize(); + + v_y = p_up; + + + v_x=v_y.cross(v_z); + + /* Recompute Y = Z cross X */ + v_y=v_z.cross(v_x); + + v_x.normalize(); + v_y.normalize(); + + basis.set_axis(0,v_x); + basis.set_axis(1,v_y); + basis.set_axis(2,v_z); + origin=p_eye; + +} + +Transform Transform::interpolate_with(const Transform& p_transform, real_t p_c) const { + + /* not sure if very "efficient" but good enough? */ + + Vector3 src_scale = basis.get_scale(); + Quat src_rot = basis; + Vector3 src_loc = origin; + + Vector3 dst_scale = p_transform.basis.get_scale(); + Quat dst_rot = p_transform.basis; + Vector3 dst_loc = p_transform.origin; + + Transform dst; + dst.basis=src_rot.slerp(dst_rot,p_c); + dst.basis.scale(src_scale.linear_interpolate(dst_scale,p_c)); + dst.origin=src_loc.linear_interpolate(dst_loc,p_c); + + return dst; +} + +void Transform::scale(const Vector3& p_scale) { + + basis.scale(p_scale); + origin*=p_scale; +} + +Transform Transform::scaled(const Vector3& p_scale) const { + + Transform t = *this; + t.scale(p_scale); + return t; +} + +void Transform::scale_basis(const Vector3& p_scale) { + + basis.scale(p_scale); +} + +void Transform::translate( real_t p_tx, real_t p_ty, real_t p_tz) { + translate( Vector3(p_tx,p_ty,p_tz) ); + +} +void Transform::translate( const Vector3& p_translation ) { + + for( int i = 0; i < 3; i++ ) { + origin[i] += basis[i].dot(p_translation); + } +} + +Transform Transform::translated( const Vector3& p_translation ) const { + + Transform t=*this; + t.translate(p_translation); + return t; +} + +void Transform::orthonormalize() { + + basis.orthonormalize(); +} + +Transform Transform::orthonormalized() const { + + Transform _copy = *this; + _copy.orthonormalize(); + return _copy; +} + +bool Transform::operator==(const Transform& p_transform) const { + + return (basis==p_transform.basis && origin==p_transform.origin); +} +bool Transform::operator!=(const Transform& p_transform) const { + + return (basis!=p_transform.basis || origin!=p_transform.origin); +} + +void Transform::operator*=(const Transform& p_transform) { + + origin=xform(p_transform.origin); + basis*=p_transform.basis; +} + +Transform Transform::operator*(const Transform& p_transform) const { + + Transform t=*this; + t*=p_transform; + return t; +} + +Transform::operator String() const { + + return basis.operator String() + " - " + origin.operator String(); +} + + +Transform::Transform(const Basis& p_basis, const Vector3& p_origin) { + + basis=p_basis; + origin=p_origin; +} + +} + +#endif // TRANSFORM_H diff --git a/include/godot_cpp/core/Transform2D.h b/include/godot_cpp/core/Transform2D.h new file mode 100644 index 0000000..61d7e9d --- /dev/null +++ b/include/godot_cpp/core/Transform2D.h @@ -0,0 +1,448 @@ +#ifndef TRANSFORM2D_H +#define TRANSFORM2D_H + +#include "Vector2.h" + +// @Todo +// error handling plllls + +#ifndef ERR_FAIL_INDEX_V +#define ERR_FAIL_INDEX_V(a, b, c) +#endif + +#ifndef ERR_FAIL_INDEX +#define ERR_FAIL_INDEX(a, b) +#endif + +#ifndef ERR_FAIL_COND +#define ERR_FAIL_COND(a) +#endif + +namespace godot { + +typedef Vector2 Size2; + +class Rect2; + +struct Transform2D { + // Warning #1: basis of Transform2D is stored differently from Basis. In terms of elements array, the basis matrix looks like "on paper": + // M = (elements[0][0] elements[1][0]) + // (elements[0][1] elements[1][1]) + // This is such that the columns, which can be interpreted as basis vectors of the coordinate system "painted" on the object, can be accessed as elements[i]. + // Note that this is the opposite of the indices in mathematical texts, meaning: $M_{12}$ in a math book corresponds to elements[1][0] here. + // This requires additional care when working with explicit indices. + // See https://en.wikipedia.org/wiki/Row-_and_column-major_order for further reading. + + // Warning #2: 2D be aware that unlike 3D code, 2D code uses a left-handed coordinate system: Y-axis points down, + // and angle is measure from +X to +Y in a clockwise-fashion. + + Vector2 elements[3]; + + real_t tdotx(const Vector2& v) const { return elements[0][0] * v.x + elements[1][0] * v.y; } + real_t tdoty(const Vector2& v) const { return elements[0][1] * v.x + elements[1][1] * v.y; } + + const Vector2& operator[](int p_idx) const { return elements[p_idx]; } + Vector2& operator[](int p_idx) { return elements[p_idx]; } + + Vector2 get_axis(int p_axis) const { ERR_FAIL_INDEX_V(p_axis,3,Vector2()); return elements[p_axis]; } + void set_axis(int p_axis,const Vector2& p_vec) { ERR_FAIL_INDEX(p_axis,3); elements[p_axis]=p_vec; } + + void invert(); + Transform2D inverse() const; + + void affine_invert(); + Transform2D affine_inverse() const; + + void set_rotation(real_t p_phi); + real_t get_rotation() const; + void set_rotation_and_scale(real_t p_phi,const Size2& p_scale); + void rotate(real_t p_phi); + + void scale(const Size2& p_scale); + void scale_basis(const Size2& p_scale); + void translate( real_t p_tx, real_t p_ty); + void translate( const Vector2& p_translation ); + + real_t basis_determinant() const; + + Size2 get_scale() const; + + const Vector2& get_origin() const { return elements[2]; } + void set_origin(const Vector2& p_origin) { elements[2]=p_origin; } + + Transform2D scaled(const Size2& p_scale) const; + Transform2D basis_scaled(const Size2& p_scale) const; + Transform2D translated(const Vector2& p_offset) const; + Transform2D rotated(real_t p_phi) const; + + Transform2D untranslated() const; + + void orthonormalize(); + Transform2D orthonormalized() const; + + bool operator==(const Transform2D& p_transform) const; + bool operator!=(const Transform2D& p_transform) const; + + void operator*=(const Transform2D& p_transform); + Transform2D operator*(const Transform2D& p_transform) const; + + Transform2D interpolate_with(const Transform2D& p_transform, real_t p_c) const; + + Vector2 basis_xform(const Vector2& p_vec) const; + Vector2 basis_xform_inv(const Vector2& p_vec) const; + Vector2 xform(const Vector2& p_vec) const; + Vector2 xform_inv(const Vector2& p_vec) const; + Rect2 xform(const Rect2& p_vec) const; + Rect2 xform_inv(const Rect2& p_vec) const; + + operator String() const; + + Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) { + + elements[0][0] = xx; + elements[0][1] = xy; + elements[1][0] = yx; + elements[1][1] = yy; + elements[2][0] = ox; + elements[2][1] = oy; + } + + Transform2D(real_t p_rot, const Vector2& p_pos); + Transform2D() { elements[0][0]=1.0; elements[1][1]=1.0; } +}; + + +} + +#include "Rect2.h" + +namespace godot { + +Vector2 Transform2D::basis_xform(const Vector2& v) const { + + return Vector2( + tdotx(v), + tdoty(v) + ); +} + +Vector2 Transform2D::basis_xform_inv(const Vector2& v) const{ + + return Vector2( + elements[0].dot(v), + elements[1].dot(v) + ); +} + +Vector2 Transform2D::xform(const Vector2& v) const { + + return Vector2( + tdotx(v), + tdoty(v) + ) + elements[2]; +} +Vector2 Transform2D::xform_inv(const Vector2& p_vec) const { + + Vector2 v = p_vec - elements[2]; + + return Vector2( + elements[0].dot(v), + elements[1].dot(v) + ); + +} +Rect2 Transform2D::xform(const Rect2& p_rect) const { + + Vector2 x=elements[0]*p_rect.size.x; + Vector2 y=elements[1]*p_rect.size.y; + Vector2 pos = xform( p_rect.pos ); + + Rect2 new_rect; + new_rect.pos=pos; + new_rect.expand_to( pos+x ); + new_rect.expand_to( pos+y ); + new_rect.expand_to( pos+x+y ); + return new_rect; +} + +void Transform2D::set_rotation_and_scale(real_t p_rot,const Size2& p_scale) { + + elements[0][0]=::cos(p_rot)*p_scale.x; + elements[1][1]=::cos(p_rot)*p_scale.y; + elements[1][0]=-::sin(p_rot)*p_scale.y; + elements[0][1]=::sin(p_rot)*p_scale.x; + +} + +Rect2 Transform2D::xform_inv(const Rect2& p_rect) const { + + Vector2 ends[4]={ + xform_inv( p_rect.pos ), + xform_inv( Vector2(p_rect.pos.x,p_rect.pos.y+p_rect.size.y ) ), + xform_inv( Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y+p_rect.size.y ) ), + xform_inv( Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y ) ) + }; + + Rect2 new_rect; + new_rect.pos=ends[0]; + new_rect.expand_to(ends[1]); + new_rect.expand_to(ends[2]); + new_rect.expand_to(ends[3]); + + return new_rect; +} + +void Transform2D::invert() { + // FIXME: this function assumes the basis is a rotation matrix, with no scaling. + // Transform2D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that. + std::swap(elements[0][1],elements[1][0]); + elements[2] = basis_xform(-elements[2]); +} + +Transform2D Transform2D::inverse() const { + + Transform2D inv=*this; + inv.invert(); + return inv; + +} + +void Transform2D::affine_invert() { + + real_t det = basis_determinant(); + ERR_FAIL_COND(det==0); + real_t idet = 1.0 / det; + + std::swap( elements[0][0],elements[1][1] ); + elements[0]*=Vector2(idet,-idet); + elements[1]*=Vector2(-idet,idet); + + elements[2] = basis_xform(-elements[2]); + +} + +Transform2D Transform2D::affine_inverse() const { + + Transform2D inv=*this; + inv.affine_invert(); + return inv; +} + +void Transform2D::rotate(real_t p_phi) { + *this = Transform2D(p_phi,Vector2()) * (*this); +} + +real_t Transform2D::get_rotation() const { + real_t det = basis_determinant(); + Transform2D m = orthonormalized(); + if (det < 0) { + m.scale_basis(Size2(-1,-1)); + } + return ::atan2(m[0].y,m[0].x); +} + +void Transform2D::set_rotation(real_t p_rot) { + + real_t cr = ::cos(p_rot); + real_t sr = ::sin(p_rot); + elements[0][0]=cr; + elements[0][1]=sr; + elements[1][0]=-sr; + elements[1][1]=cr; +} + +Transform2D::Transform2D(real_t p_rot, const Vector2& p_pos) { + + real_t cr = ::cos(p_rot); + real_t sr = ::sin(p_rot); + elements[0][0]=cr; + elements[0][1]=sr; + elements[1][0]=-sr; + elements[1][1]=cr; + elements[2]=p_pos; +} + +Size2 Transform2D::get_scale() const { + real_t det_sign = basis_determinant() > 0 ? 1 : -1; + return det_sign * Size2( elements[0].length(), elements[1].length() ); +} + +void Transform2D::scale(const Size2& p_scale) { + scale_basis(p_scale); + elements[2]*=p_scale; +} +void Transform2D::scale_basis(const Size2& p_scale) { + + elements[0][0]*=p_scale.x; + elements[0][1]*=p_scale.y; + elements[1][0]*=p_scale.x; + elements[1][1]*=p_scale.y; + +} +void Transform2D::translate( real_t p_tx, real_t p_ty) { + + translate(Vector2(p_tx,p_ty)); +} +void Transform2D::translate( const Vector2& p_translation ) { + + elements[2]+=basis_xform(p_translation); +} + +void Transform2D::orthonormalize() { + + // Gram-Schmidt Process + + Vector2 x=elements[0]; + Vector2 y=elements[1]; + + x.normalize(); + y = (y-x*(x.dot(y))); + y.normalize(); + + elements[0]=x; + elements[1]=y; +} +Transform2D Transform2D::orthonormalized() const { + + Transform2D on=*this; + on.orthonormalize(); + return on; + +} + +bool Transform2D::operator==(const Transform2D& p_transform) const { + + for(int i=0;i<3;i++) { + if (elements[i]!=p_transform.elements[i]) + return false; + } + + return true; +} + +bool Transform2D::operator!=(const Transform2D& p_transform) const { + + for(int i=0;i<3;i++) { + if (elements[i]!=p_transform.elements[i]) + return true; + } + + return false; + +} + +void Transform2D::operator*=(const Transform2D& p_transform) { + + elements[2] = xform(p_transform.elements[2]); + + real_t x0,x1,y0,y1; + + x0 = tdotx(p_transform.elements[0]); + x1 = tdoty(p_transform.elements[0]); + y0 = tdotx(p_transform.elements[1]); + y1 = tdoty(p_transform.elements[1]); + + elements[0][0]=x0; + elements[0][1]=x1; + elements[1][0]=y0; + elements[1][1]=y1; +} + + +Transform2D Transform2D::operator*(const Transform2D& p_transform) const { + + Transform2D t = *this; + t*=p_transform; + return t; + +} + +Transform2D Transform2D::scaled(const Size2& p_scale) const { + + Transform2D copy=*this; + copy.scale(p_scale); + return copy; + +} + +Transform2D Transform2D::basis_scaled(const Size2& p_scale) const { + + Transform2D copy=*this; + copy.scale_basis(p_scale); + return copy; + +} + +Transform2D Transform2D::untranslated() const { + + Transform2D copy=*this; + copy.elements[2]=Vector2(); + return copy; +} + +Transform2D Transform2D::translated(const Vector2& p_offset) const { + + Transform2D copy=*this; + copy.translate(p_offset); + return copy; + +} + +Transform2D Transform2D::rotated(real_t p_phi) const { + + Transform2D copy=*this; + copy.rotate(p_phi); + return copy; + +} + +real_t Transform2D::basis_determinant() const { + + return elements[0].x * elements[1].y - elements[0].y * elements[1].x; +} + +Transform2D Transform2D::interpolate_with(const Transform2D& p_transform, real_t p_c) const { + + //extract parameters + Vector2 p1 = get_origin(); + Vector2 p2 = p_transform.get_origin(); + + real_t r1 = get_rotation(); + real_t r2 = p_transform.get_rotation(); + + Size2 s1 = get_scale(); + Size2 s2 = p_transform.get_scale(); + + //slerp rotation + Vector2 v1(::cos(r1), ::sin(r1)); + Vector2 v2(::cos(r2), ::sin(r2)); + + real_t dot = v1.dot(v2); + + dot = (dot < -1.0) ? -1.0 : ((dot > 1.0) ? 1.0 : dot); //clamp dot to [-1,1] + + Vector2 v; + + if (dot > 0.9995) { + v = Vector2::linear_interpolate(v1, v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues + } else { + real_t angle = p_c*::acos(dot); + Vector2 v3 = (v2 - v1*dot).normalized(); + v = v1*::cos(angle) + v3*::sin(angle); + } + + //construct matrix + Transform2D res(::atan2(v.y, v.x), Vector2::linear_interpolate(p1, p2, p_c)); + res.scale_basis(Vector2::linear_interpolate(s1, s2, p_c)); + return res; +} + +Transform2D::operator String() const { + + //return String(String()+elements[0]+", "+elements[1]+", "+elements[2]); + return String(); // @Todo +} + +} + +#endif // TRANSFORM2D_H diff --git a/include/godot_cpp/core/Variant.h b/include/godot_cpp/core/Variant.h new file mode 100644 index 0000000..7d4b103 --- /dev/null +++ b/include/godot_cpp/core/Variant.h @@ -0,0 +1,526 @@ +#ifndef VARIANT_H +#define VARIANT_H + +#include <godot/godot_variant.h> + +#include "Defs.h" + +#include "Basis.h" +#include "Color.h" +#include "Image.h" +#include "InputEvent.h" +#include "NodePath.h" +#include "Plane.h" +#include "PoolArrays.h" +#include "Quat.h" +#include "Rect2.h" +#include "Rect3.h" +#include "RID.h" +#include "String.h" +#include "Transform.h" +#include "Transform2D.h" +#include "Vector2.h" +#include "Vector3.h" + +#include <iostream> + +namespace godot { + +class Dictionary; + +class Array; + +class Variant { + godot_variant _godot_variant; +public: + enum Type { + + NIL, + + // atomic types + BOOL, + INT, + REAL, + STRING, + + // math types + + VECTOR2, // 5 + RECT2, + VECTOR3, + TRANSFORM2D, + PLANE, + QUAT, // 10 + RECT3, //sorry naming convention fail :( not like it's used often + BASIS, + TRANSFORM, + + // misc types + COLOR, + IMAGE, // 15 + NODE_PATH, + _RID, + OBJECT, + INPUT_EVENT, + DICTIONARY, // 20 + ARRAY, + + // arrays + POOL_BYTE_ARRAY, + POOL_INT_ARRAY, + POOL_REAL_ARRAY, + POOL_STRING_ARRAY, // 25 + POOL_VECTOR2_ARRAY, + POOL_VECTOR3_ARRAY, + POOL_COLOR_ARRAY, + + VARIANT_MAX + + }; + + Variant() + { + godot_variant_new_nil(&_godot_variant); + } + + Variant(const Variant& v) + { + godot_variant_copy(&_godot_variant, &v._godot_variant); + } + + Variant(bool p_bool) + { + godot_variant_new_bool(&_godot_variant, p_bool); + } + + Variant(signed int p_int) // real one + { + godot_variant_new_int(&_godot_variant, p_int); + } + + Variant(unsigned int p_int) + { + godot_variant_new_int(&_godot_variant, p_int); + } + + Variant(signed short p_short) // real one + { + godot_variant_new_int(&_godot_variant, (int) p_short); + } + + Variant(unsigned short p_short) : Variant((unsigned int) p_short) {} + + Variant(signed char p_char) : Variant((signed int) p_char) {}// real one + + Variant(unsigned char p_char) : Variant((unsigned int) p_char) {} + Variant(int64_t p_char) // real one + { + godot_variant_new_int(&_godot_variant, p_char); + } + + Variant(uint64_t p_char) + { + godot_variant_new_int(&_godot_variant, p_char); + } + + Variant(float p_float) + { + godot_variant_new_real(&_godot_variant, p_float); + } + + Variant(double p_double) + { + godot_variant_new_real(&_godot_variant, p_double); + } + + Variant(const String& p_string) + { + godot_variant_new_string(&_godot_variant, (godot_string *) &p_string); + } + + Variant(const char * const p_cstring) + { + String s = String(p_cstring); + godot_variant_new_string(&_godot_variant, (godot_string *) &s); + } + + Variant(const wchar_t * p_wstring) + { + String s = p_wstring; + godot_variant_new_string(&_godot_variant, (godot_string *) &s); + } + + Variant(const Vector2& p_vector2) + { + godot_variant_new_vector2(&_godot_variant, (godot_vector2 *) &p_vector2); + } + + Variant(const Rect2& p_rect2) + { + godot_variant_new_rect2(&_godot_variant, (godot_rect2 *) &p_rect2); + } + + Variant(const Vector3& p_vector3) + { + godot_variant_new_vector3(&_godot_variant, (godot_vector3 *) &p_vector3); + } + + Variant(const Plane& p_plane) + { + godot_variant_new_plane(&_godot_variant, (godot_plane *) &p_plane); + } + + + Variant(const Rect3& p_aabb) + { + godot_variant_new_rect3(&_godot_variant, (godot_rect3 *) &p_aabb); + } + + Variant(const Quat& p_quat) + { + godot_variant_new_quat(&_godot_variant, (godot_quat *) &p_quat); + } + + Variant(const Basis& p_transform) + { + godot_variant_new_basis(&_godot_variant, (godot_basis *) &p_transform); + } + + Variant(const Transform2D& p_transform) + { + godot_variant_new_transform2d(&_godot_variant, (godot_transform2d *) &p_transform); + } + + Variant(const Transform& p_transform) + { + godot_variant_new_transform(&_godot_variant, (godot_transform *) &p_transform); + } + + Variant(const Color& p_color) + { + godot_variant_new_color(&_godot_variant, (godot_color *) &p_color); + } + + Variant(const Image& p_image) + { + godot_variant_new_image(&_godot_variant, (godot_image *) &p_image); + } + + Variant(const NodePath& p_path) + { + godot_variant_new_node_path(&_godot_variant, (godot_node_path *) &p_path); + } + + Variant(const RID& p_rid) + { + godot_variant_new_rid(&_godot_variant, (godot_rid *) &p_rid); + } + + Variant(const Object* p_object) + { + godot_variant_new_object(&_godot_variant, (godot_object *) p_object); + } + + Variant(const InputEvent& p_input_event) + { + godot_variant_new_input_event(&_godot_variant, (godot_input_event *) &p_input_event); + } + + Variant(const Dictionary& p_dictionary) + { + godot_variant_new_dictionary(&_godot_variant, (godot_dictionary *) &p_dictionary); + } + + Variant(const Array& p_array) + { + godot_variant_new_array(&_godot_variant, (godot_array *) &p_array); + } + + Variant(const PoolByteArray& p_raw_array) + { + godot_variant_new_pool_byte_array(&_godot_variant, (godot_pool_byte_array *) &p_raw_array); + } + + Variant(const PoolIntArray& p_int_array) + { + godot_variant_new_pool_int_array(&_godot_variant, (godot_pool_int_array *) &p_int_array); + } + + Variant(const PoolRealArray& p_real_array) + { + godot_variant_new_pool_real_array(&_godot_variant, (godot_pool_real_array *) &p_real_array); + } + + Variant(const PoolStringArray& p_string_array) + { + godot_variant_new_pool_string_array(&_godot_variant, (godot_pool_string_array *) &p_string_array); + } + + Variant(const PoolVector2Array& p_vector2_array) + { + godot_variant_new_pool_vector2_array(&_godot_variant, (godot_pool_vector2_array *) &p_vector2_array); + } + + Variant(const PoolVector3Array& p_vector3_array) + { + godot_variant_new_pool_vector3_array(&_godot_variant, (godot_pool_vector3_array *) &p_vector3_array); + } + + Variant(const PoolColorArray& p_color_array) + { + godot_variant_new_pool_color_array(&_godot_variant, (godot_pool_color_array *) &p_color_array); + } + + + Variant &operator =(const Variant& v) + { + godot_variant_copy(&_godot_variant, &v._godot_variant); + return *this; + } + + + operator bool() const + { + bool valid = false; + bool result = booleanize(valid); + return valid && result; + } + operator signed int() const + { + return godot_variant_as_int(&_godot_variant); + } + operator unsigned int() const // this is the real one + { + return godot_variant_as_int(&_godot_variant); + } + operator signed short() const + { + return godot_variant_as_int(&_godot_variant); + } + operator unsigned short() const + { + return godot_variant_as_int(&_godot_variant); + } + operator signed char() const + { + return godot_variant_as_int(&_godot_variant); + } + operator unsigned char() const + { + return godot_variant_as_int(&_godot_variant); + } + operator int64_t() const + { + return godot_variant_as_int(&_godot_variant); + } + operator uint64_t() const + { + return godot_variant_as_int(&_godot_variant); + } + + + operator wchar_t() const + { + return godot_variant_as_int(&_godot_variant); + } + + operator float() const + { + return godot_variant_as_real(&_godot_variant); + } + + operator double() const + { + return godot_variant_as_real(&_godot_variant); + } + operator String() const + { + godot_string s = godot_variant_as_string(&_godot_variant); + return *(String *) &s; + } + operator Vector2() const + { + godot_vector2 s = godot_variant_as_vector2(&_godot_variant); + return *(Vector2 *) &s; + } + operator Rect2() const + { + godot_rect2 s = godot_variant_as_rect2(&_godot_variant); + return *(Rect2 *) &s; + } + operator Vector3() const + { + godot_vector3 s = godot_variant_as_vector3(&_godot_variant); + return *(Vector3 *) &s; + } + operator Plane() const + { + godot_plane s = godot_variant_as_plane(&_godot_variant); + return *(Plane *) &s; + } + operator Rect3() const + { + godot_rect3 s = godot_variant_as_rect3(&_godot_variant); + return *(Rect3 *) &s; + } + operator Quat() const + { + godot_quat s = godot_variant_as_quat(&_godot_variant); + return *(Quat *) &s; + } + operator Basis() const + { + godot_basis s = godot_variant_as_basis(&_godot_variant); + return *(Basis *) &s; + } + operator Transform() const + { + godot_transform s = godot_variant_as_transform(&_godot_variant); + return *(Transform *) &s; + } + operator Transform2D() const + { + godot_transform2d s = godot_variant_as_transform2d(&_godot_variant); + return *(Transform2D *) &s; + } + + operator Color() const + { + godot_color s = godot_variant_as_color(&_godot_variant); + return *(Color *) &s; + } + operator Image() const + { + godot_image s = godot_variant_as_image(&_godot_variant); + return *(Image *) &s; + } + operator NodePath() const + { + godot_node_path s = godot_variant_as_node_path(&_godot_variant); + return *(NodePath *) &s; + } + operator RID() const + { + godot_rid s = godot_variant_as_rid(&_godot_variant); + return *(RID *) &s; + } + operator InputEvent() const + { + godot_input_event s = godot_variant_as_input_event(&_godot_variant); + return *(InputEvent *) &s; + } + operator Object*() const + { + godot_object *s = godot_variant_as_object(&_godot_variant); + return (Object *) s; + } + + operator Dictionary() const; + operator Array() const; + + operator PoolByteArray() const + { + godot_pool_byte_array s = godot_variant_as_pool_byte_array(&_godot_variant); + return *(PoolByteArray *) &s; + } + operator PoolIntArray() const + { + godot_pool_int_array s = godot_variant_as_pool_int_array(&_godot_variant); + return *(PoolIntArray *) &s; + } + operator PoolRealArray() const + { + godot_pool_real_array s = godot_variant_as_pool_real_array(&_godot_variant); + return *(PoolRealArray *) &s; + } + operator PoolStringArray() const + { + godot_pool_string_array s = godot_variant_as_pool_string_array(&_godot_variant); + return *(PoolStringArray *) &s; + } + operator PoolVector2Array() const + { + godot_pool_vector2_array s = godot_variant_as_pool_vector2_array(&_godot_variant); + return *(PoolVector2Array *) &s; + } + operator PoolVector3Array() const + { + godot_pool_vector3_array s = godot_variant_as_pool_vector3_array(&_godot_variant); + return *(PoolVector3Array *) &s; + } + operator PoolColorArray() const + { + godot_pool_color_array s = godot_variant_as_pool_color_array(&_godot_variant); + return *(PoolColorArray *) &s; + } + + Type get_type() const + { + return (Type) godot_variant_get_type(&_godot_variant); + } + + + Variant call(const String& method, const Variant **args, const int arg_count) + { + Variant v; + *(godot_variant *) &v = godot_variant_call(&_godot_variant, (godot_string *) &method, (const godot_variant **)args, arg_count); + return v; + } + + bool has_method(const String& method) + { + return godot_variant_has_method(&_godot_variant, (godot_string *) &method); + } + + bool operator ==(const Variant& b) const + { + return godot_variant_operator_equal(&_godot_variant, &b._godot_variant); + } + + bool operator !=(const Variant& b) const + { + return !(*this == b); + } + + bool operator <(const Variant& b) const + { + return godot_variant_operator_less(&_godot_variant, &b._godot_variant); + } + + bool operator <=(const Variant& b) const + { + return (*this < b) || (*this == b); + } + + bool operator >(const Variant& b) const + { + return !(*this <= b); + } + + bool operator >=(const Variant& b) const + { + return !(*this < b); + } + + bool hash_compare(const Variant& b) const + { + return godot_variant_hash_compare(&_godot_variant, &b._godot_variant); + } + + bool booleanize(bool &valid) const + { + return godot_variant_booleanize(&_godot_variant, &valid); + } + + ~Variant() + { + godot_variant_destroy(&_godot_variant); + } + + + +}; + +} + +#endif // VARIANT_H diff --git a/include/godot_cpp/core/Vector2.h b/include/godot_cpp/core/Vector2.h new file mode 100644 index 0000000..59b9707 --- /dev/null +++ b/include/godot_cpp/core/Vector2.h @@ -0,0 +1,300 @@ +#ifndef VECTOR2_H +#define VECTOR2_H + +#include <cmath> + +#include <godot/godot_vector2.h> + +#include "String.h" + +namespace godot { + +typedef float real_t; // @Todo move to a global Godot.h + +struct Vector2 { + + union { + real_t x; + real_t width; + }; + union { + real_t y; + real_t height; + }; + + + real_t& operator[](int p_idx) { + return p_idx?y:x; + } + const real_t& operator[](int p_idx) const { + return p_idx?y:x; + } + + Vector2 operator+(const Vector2& p_v) const + { + return Vector2(x + p_v.x, y + p_v.y); + } + + void operator+=(const Vector2& p_v) + { + x += p_v.x; + y += p_v.y; + } + + Vector2 operator-(const Vector2& p_v) const + { + return Vector2(x - p_v.x, y - p_v.y); + } + + void operator-=(const Vector2& p_v) + { + x -= p_v.x; + y -= p_v.y; + } + + Vector2 operator*(const Vector2 &p_v1) const + { + return Vector2(x * p_v1.x, y * p_v1.y); + } + + Vector2 operator*(const real_t &rvalue) const + { + return Vector2(x * rvalue, y * rvalue); + } + + void operator*=(const real_t &rvalue) + { + x *= rvalue; + y *= rvalue; + } + + void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; } + + Vector2 operator/(const Vector2 &p_v1) const + { + return Vector2(x / p_v1.x, y / p_v1.y); + } + + Vector2 operator/(const real_t &rvalue) const + { + return Vector2(x / rvalue, y / rvalue); + } + + void operator/=(const real_t &rvalue) + { + x /= rvalue; + y /= rvalue; + } + + Vector2 operator-() const + { + return Vector2(-x, -y); + } + + bool operator==(const Vector2& p_vec2) const + { + return x == p_vec2.x && y == p_vec2.y; + } + + bool operator!=(const Vector2& p_vec2) const + { + return x != p_vec2.x || y != p_vec2.y; + } + + bool operator<(const Vector2& p_vec2) const { return (x==p_vec2.x)?(y<p_vec2.y):(x<p_vec2.x); } + bool operator<=(const Vector2& p_vec2) const { return (x==p_vec2.x)?(y<=p_vec2.y):(x<=p_vec2.x); } + + + void normalize() + { + real_t l = x*x + y*y; + if (l != 0) { + l = (l); + x /= l; + y /= l; + } + } + + Vector2 normalized() const + { + Vector2 v = *this; + v.normalize(); + return v; + } + + real_t length() const + { + return sqrt(x*x + y*y); + } + real_t length_squared() const + { + return x*x + y*y; + } + + 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 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 angle_to(const Vector2& p_vector2) const + { + return atan2(cross(p_vector2), dot(p_vector2)); + } + + real_t angle_to_point(const Vector2& p_vector2) const + { + return atan2(y - p_vector2.y, x-p_vector2.x); + } + + real_t dot(const Vector2& p_other) const + { + return x * p_other.x + y * p_other.y; + } + + real_t cross(const Vector2& p_other) const + { + return x * p_other.y - y * p_other.x; + } + + Vector2 cross(real_t p_other) const + { + return Vector2(p_other * y, -p_other * x); + } + + Vector2 project(const Vector2& p_vec) const + { + Vector2 v1 = p_vec; + Vector2 v2 = *this; + return v2 * (v1.dot(v2) / v2.dot(v2)); + } + + Vector2 plane_project(real_t p_d, const Vector2& p_vec) const + { + return p_vec - *this * ( dot(p_vec) -p_d); + } + + Vector2 clamped(real_t p_len) const + { + real_t l = length(); + Vector2 v = *this; + if (l > 0 && p_len < l) { + v /= l; + v *= p_len; + } + return v; + } + + static 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 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 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; + Vector2 p2=p_b; + Vector2 p3=p_post_b; + + real_t t = p_t; + real_t t2 = t * t; + real_t t3 = t2 * t; + + Vector2 out; + out = ( ( p1 * 2.0) + + ( -p0 + p2 ) * t + + ( p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3 ) * t2 + + ( -p0 + p1 * 3.0 - p2 * 3.0 + p3 ) * t3 ) * 0.5; + + return out; + } + + // Vector2 cubic_interpolate_soft(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 + { + return p_vec - *this * this->dot(p_vec); + } + + Vector2 reflect(const Vector2& p_vec) const + { + return p_vec - *this * this->dot(p_vec) * 2.0; + } + + real_t angle() const + { + return atan2(y, x); + } + + void set_rotation(real_t p_radians) { + + x = cosf(p_radians); + y = sinf(p_radians); + } + + Vector2 abs() const { + + return Vector2( fabs(x), fabs(y) ); + } + + Vector2 rotated(real_t p_by) const + { + Vector2 v; + v.set_rotation(angle() + p_by); + v *= length(); + return v; + } + + Vector2 tangent() const { + + return Vector2(y,-x); + } + + Vector2 floor() const + { + return Vector2(::floor(x), ::floor(y)); + } + + Vector2 snapped(const Vector2& p_by) const + { + return Vector2( + p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x, + p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y + ); + } + real_t aspect() const { return width/height; } + + + operator String() const { return String(); /* @Todo String::num() */ } + + Vector2(real_t p_x,real_t p_y) { x=p_x; y=p_y; } + Vector2() { x=0; y=0; } +}; + + +Vector2 operator*(real_t p_scalar, const Vector2& p_vec) +{ + return p_vec*p_scalar; +} + + + +} + +#endif // VECTOR2_H diff --git a/include/godot_cpp/core/Vector3.h b/include/godot_cpp/core/Vector3.h new file mode 100644 index 0000000..078098e --- /dev/null +++ b/include/godot_cpp/core/Vector3.h @@ -0,0 +1,402 @@ +#ifndef VECTOR3_H +#define VECTOR3_H + +typedef float real_t; + +#include "String.h" + +#include <cmath> + +typedef float real_t; // @Todo move this to a global Godot.h + +namespace godot { + + +struct Vector3 { + + enum Axis { + AXIS_X, + AXIS_Y, + AXIS_Z, + }; + + union { + struct { + real_t x; + real_t y; + real_t z; + }; + + real_t coord[3]; + }; + + Vector3(real_t x, real_t y, real_t z) + { + this->x = x; + this->y = y; + this->z = z; + } + + Vector3() + { + this->x = 0; + this->y = 0; + this->z = 0; + } + + Vector3(const Vector3& b) + { + this->x = b.x; + this->y = b.y; + this->z = b.z; + } + + const real_t& operator[](int p_axis) const + { + return coord[p_axis]; + } + + real_t& operator[](int p_axis) + { + return coord[p_axis]; + } + + 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 + { + Vector3 v = *this; + v += p_v; + return v; + } + + 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 + { + Vector3 v = *this; + v -= p_v; + return v; + } + + 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 + { + Vector3 v = *this; + v *= p_v; + return v; + } + + 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 + { + Vector3 v = *this; + v /= p_v; + return v; + } + + + Vector3& operator*=(real_t p_scalar) + { + *this *= Vector3(p_scalar, p_scalar, p_scalar); + return *this; + } + + Vector3 operator*(real_t p_scalar) const + { + Vector3 v = *this; + v *= p_scalar; + return v; + } + + Vector3& operator/=(real_t p_scalar) + { + *this /= Vector3(p_scalar, p_scalar, p_scalar); + return *this; + } + + Vector3 operator/(real_t p_scalar) const + { + Vector3 v = *this; + v /= p_scalar; + return v; + } + + Vector3 operator-() const + { + return Vector3(-x, -y, -z); + } + + 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 + { + return (x!=p_v.x || y!=p_v.y || z!=p_v.z); + } + + bool operator<(const Vector3& p_v) const + { + if (x==p_v.x) { + if (y==p_v.y) + return z<p_v.z; + else + return y<p_v.y; + } else { + return x<p_v.x; + } + } + + bool operator<=(const Vector3& p_v) const + { + if (x==p_v.x) { + if (y==p_v.y) + return z<=p_v.z; + else + return y<p_v.y; + } else { + return x<p_v.x; + } + } + + Vector3 abs() const + { + return Vector3(::fabs(x), ::fabs(y), ::fabs(z)); + } + + Vector3 ceil() const + { + return Vector3(::ceil(x), ::ceil(y), ::ceil(z)); + } + + 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 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 p0=pre_a; + Vector3 p1=*this; + Vector3 p2=b; + Vector3 p3=post_b; + + real_t t2 = t * t; + real_t t3 = t2 * t; + + Vector3 out; + out = ( ( p1 * 2.0) + + ( -p0 + p2 ) * t + + ( p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3 ) * t2 + + ( -p0 + p1 * 3.0 - p2 * 3.0 + p3 ) * t3 ) * 0.5; + return out; + } + + real_t length() const + { + real_t x2=x*x; + real_t y2=y*y; + real_t z2=z*z; + + return ::sqrt(x2+y2+z2); + } + + real_t length_squared() const + { + real_t x2=x*x; + real_t y2=y*y; + real_t z2=z*z; + + return x2+y2+z2; + } + + real_t distance_squared_to(const Vector3& b) const + { + return (b-*this).length(); + } + + real_t distance_to(const Vector3& b) const + { + return (b-*this).length_squared(); + } + + real_t dot(const Vector3& b) const + { + return x*b.x + y*b.y + z*b.z; + } + + Vector3 floor() const + { + return Vector3(::floor(x), ::floor(y), ::floor(z)); + } + + Vector3 inverse() const + { + return Vector3( 1.0/x, 1.0/y, 1.0/z ); + } + + + + + int max_axis() const + { + return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0); + } + + int min_axis() const + { + return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2); + } + + void normalize() + { + real_t l=length(); + if (l==0) { + x=y=z=0; + } else { + x/=l; + y/=l; + z/=l; + } + } + + Vector3 normalized() const + { + Vector3 v = *this; + v.normalize(); + return v; + } + + Vector3 reflect(const Vector3& by) const + { + return by - *this * this->dot(by) * 2.0; + } + + 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) + { + // this is ugly, but I don't want to deal with C++ header inclusion order issues + + // this is what is happening here + + // *this=Basis(p_axis,p_phi).xform(*this); + + Vector3 elements[3]; + + Vector3 axis_sq(p_axis.x*p_axis.x,p_axis.y*p_axis.y,p_axis.z*p_axis.z); + + real_t cosine= ::cos(p_phi); + real_t sine= ::sin(p_phi); + + elements[0][0] = axis_sq.x + cosine * ( 1.0 - axis_sq.x ); + elements[0][1] = p_axis.x * p_axis.y * ( 1.0 - cosine ) - p_axis.z * sine; + elements[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine; + + elements[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine; + elements[1][1] = axis_sq.y + cosine * ( 1.0 - axis_sq.y ); + elements[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine; + + elements[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine; + elements[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine; + elements[2][2] = axis_sq.z + cosine * ( 1.0 - axis_sq.z ); + + *this = Vector3( + elements[0].dot(*this), + elements[1].dot(*this), + elements[2].dot(*this) + ); + + } + + 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) + + void snap(real_t p_val) + { + x = _ugly_stepify(x,p_val); + y = _ugly_stepify(y,p_val); + z = _ugly_stepify(z,p_val); + } + +#undef _ugly_stepify + + Vector3 snapped(const float by) + { + Vector3 v = *this; + v.snap(by); + return v; + } + + operator String() const + { + return String(); // @Todo + } +}; + +Vector3 operator*(real_t p_scalar, const Vector3& p_vec) +{ + return p_vec * p_scalar; +} + +Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) { + + return p_a.cross(p_b); +} + +} + +#endif // VECTOR3_H |
