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authorDaniel Rakos <daniel.rakos@rastergrid.com>2019-04-07 16:03:20 +0200
committerDaniel Rakos <daniel.rakos@rastergrid.com>2019-04-08 16:28:41 +0200
commitabccf9a0501edef76bcbde3f98e6b6f52156ffd1 (patch)
tree8a568c083ad6c2c263566947b5e8e7182f7b7890 /src/core/Vector2.cpp
parentdf04c4097fe09204e1906ae76996b80376d84d34 (diff)
downloadredot-cpp-abccf9a0501edef76bcbde3f98e6b6f52156ffd1.tar.gz
Make Basis look column-major while retaining a row-major representation
Per https://github.com/godotengine/godot/issues/14553: Godot stores Basis in row-major layout for more change for efficiently taking advantage of SIMD instructions, but in scripts Basis looks like and is accessible in a column-major format. This change modifies the C++ binding so that from the script's perspective Basis does look like if it was column-major while retaining a row-major in-memory representation. This is achieved using a set of helper template classes which allow accessing individual columns whose components are non-continues in memory as if it was a Vector3 type. This ensures script interface compatibility without needing to transpose the Basis every time it is passed over the script-engine boundary. Also made most of the Vector2 and Vector3 class interfaces inlined in the process for increased performance. While unrelated (but didn't want to file a separate PR for it), this change adds the necessary flags to have debug symbol information under MSVC. Fixes #241.
Diffstat (limited to 'src/core/Vector2.cpp')
-rw-r--r--src/core/Vector2.cpp152
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,