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author | Daniel Rakos <daniel.rakos@rastergrid.com> | 2019-04-07 16:03:20 +0200 |
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committer | Daniel Rakos <daniel.rakos@rastergrid.com> | 2019-04-08 16:28:41 +0200 |
commit | abccf9a0501edef76bcbde3f98e6b6f52156ffd1 (patch) | |
tree | 8a568c083ad6c2c263566947b5e8e7182f7b7890 /src/core/Vector2.cpp | |
parent | df04c4097fe09204e1906ae76996b80376d84d34 (diff) | |
download | redot-cpp-abccf9a0501edef76bcbde3f98e6b6f52156ffd1.tar.gz |
Make Basis look column-major while retaining a row-major representation
Per https://github.com/godotengine/godot/issues/14553:
Godot stores Basis in row-major layout for more change for efficiently
taking advantage of SIMD instructions, but in scripts Basis looks like and
is accessible in a column-major format.
This change modifies the C++ binding so that from the script's perspective
Basis does look like if it was column-major while retaining a row-major
in-memory representation. This is achieved using a set of helper template
classes which allow accessing individual columns whose components are
non-continues in memory as if it was a Vector3 type. This ensures script
interface compatibility without needing to transpose the Basis every time
it is passed over the script-engine boundary.
Also made most of the Vector2 and Vector3 class interfaces inlined in the
process for increased performance.
While unrelated (but didn't want to file a separate PR for it), this change
adds the necessary flags to have debug symbol information under MSVC.
Fixes #241.
Diffstat (limited to 'src/core/Vector2.cpp')
-rw-r--r-- | src/core/Vector2.cpp | 152 |
1 files changed, 0 insertions, 152 deletions
diff --git a/src/core/Vector2.cpp b/src/core/Vector2.cpp index 66f6bdd..2da6f47 100644 --- a/src/core/Vector2.cpp +++ b/src/core/Vector2.cpp @@ -1,61 +1,11 @@ #include "Vector2.hpp" -#include <cmath> - #include <gdnative/vector2.h> #include "String.hpp" namespace godot { -Vector2 Vector2::operator+(const Vector2 &p_v) const { - return Vector2(x + p_v.x, y + p_v.y); -} - -void Vector2::operator+=(const Vector2 &p_v) { - x += p_v.x; - y += p_v.y; -} - -Vector2 Vector2::operator-(const Vector2 &p_v) const { - return Vector2(x - p_v.x, y - p_v.y); -} - -void Vector2::operator-=(const Vector2 &p_v) { - x -= p_v.x; - y -= p_v.y; -} - -Vector2 Vector2::operator*(const Vector2 &p_v1) const { - return Vector2(x * p_v1.x, y * p_v1.y); -} - -Vector2 Vector2::operator*(const real_t &rvalue) const { - return Vector2(x * rvalue, y * rvalue); -} - -void Vector2::operator*=(const real_t &rvalue) { - x *= rvalue; - y *= rvalue; -} - -Vector2 Vector2::operator/(const Vector2 &p_v1) const { - return Vector2(x / p_v1.x, y / p_v1.y); -} - -Vector2 Vector2::operator/(const real_t &rvalue) const { - return Vector2(x / rvalue, y / rvalue); -} - -void Vector2::operator/=(const real_t &rvalue) { - x /= rvalue; - y /= rvalue; -} - -Vector2 Vector2::operator-() const { - return Vector2(-x, -y); -} - bool Vector2::operator==(const Vector2 &p_vec2) const { return x == p_vec2.x && y == p_vec2.y; } @@ -64,56 +14,6 @@ bool Vector2::operator!=(const Vector2 &p_vec2) const { return x != p_vec2.x || y != p_vec2.y; } -void Vector2::normalize() { - real_t l = x * x + y * y; - if (l != 0) { - l = sqrt(l); - x /= l; - y /= l; - } -} - -Vector2 Vector2::normalized() const { - Vector2 v = *this; - v.normalize(); - return v; -} - -real_t Vector2::length() const { - return sqrt(x * x + y * y); -} -real_t Vector2::length_squared() const { - return x * x + y * y; -} - -real_t Vector2::distance_to(const Vector2 &p_vector2) const { - return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y)); -} - -real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const { - return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y); -} - -real_t Vector2::angle_to(const Vector2 &p_vector2) const { - return atan2(cross(p_vector2), dot(p_vector2)); -} - -real_t Vector2::angle_to_point(const Vector2 &p_vector2) const { - return atan2(y - p_vector2.y, x - p_vector2.x); -} - -real_t Vector2::dot(const Vector2 &p_other) const { - return x * p_other.x + y * p_other.y; -} - -real_t Vector2::cross(const Vector2 &p_other) const { - return x * p_other.y - y * p_other.x; -} - -Vector2 Vector2::cross(real_t p_other) const { - return Vector2(p_other * y, -p_other * x); -} - Vector2 Vector2::project(const Vector2 &p_vec) const { Vector2 v1 = p_vec; Vector2 v2 = *this; @@ -134,19 +34,6 @@ Vector2 Vector2::clamped(real_t p_len) const { return v; } -Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) { - Vector2 res = p_a; - res.x += (p_t * (p_b.x - p_a.x)); - res.y += (p_t * (p_b.y - p_a.y)); - return res; -} - -Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const { - Vector2 res = *this; - res.x += (p_t * (p_b.x - x)); - res.y += (p_t * (p_b.y - y)); - return res; -} Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const { Vector2 p0 = p_pre_a; Vector2 p1 = *this; @@ -167,45 +54,6 @@ Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, c return out; } -Vector2 Vector2::slide(const Vector2 &p_vec) const { - return p_vec - *this * this->dot(p_vec); -} - -Vector2 Vector2::reflect(const Vector2 &p_vec) const { - return p_vec - *this * this->dot(p_vec) * 2.0; -} - -real_t Vector2::angle() const { - return atan2(y, x); -} - -void Vector2::set_rotation(real_t p_radians) { - - x = cosf(p_radians); - y = sinf(p_radians); -} - -Vector2 Vector2::abs() const { - - return Vector2(fabs(x), fabs(y)); -} - -Vector2 Vector2::rotated(real_t p_by) const { - Vector2 v; - v.set_rotation(angle() + p_by); - v *= length(); - return v; -} - -Vector2 Vector2::tangent() const { - - return Vector2(y, -x); -} - -Vector2 Vector2::floor() const { - return Vector2(::floor(x), ::floor(y)); -} - Vector2 Vector2::snapped(const Vector2 &p_by) const { return Vector2( p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x, |