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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/Vector3.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/Vector3.cpp')
-rw-r--r-- | src/core/Vector3.cpp | 217 |
1 files changed, 0 insertions, 217 deletions
diff --git a/src/core/Vector3.cpp b/src/core/Vector3.cpp index a15fb78..cf95792 100644 --- a/src/core/Vector3.cpp +++ b/src/core/Vector3.cpp @@ -4,118 +4,10 @@ #include <stdlib.h> -#include <cmath> - #include "Basis.hpp" namespace godot { -Vector3::Vector3(real_t x, real_t y, real_t z) { - this->x = x; - this->y = y; - this->z = z; -} - -Vector3::Vector3() { - this->x = 0; - this->y = 0; - this->z = 0; -} - -const real_t &Vector3::operator[](int p_axis) const { - return coord[p_axis]; -} - -real_t &Vector3::operator[](int p_axis) { - return coord[p_axis]; -} - -Vector3 &Vector3::operator+=(const Vector3 &p_v) { - x += p_v.x; - y += p_v.y; - z += p_v.z; - return *this; -} - -Vector3 Vector3::operator+(const Vector3 &p_v) const { - Vector3 v = *this; - v += p_v; - return v; -} - -Vector3 &Vector3::operator-=(const Vector3 &p_v) { - x -= p_v.x; - y -= p_v.y; - z -= p_v.z; - return *this; -} - -Vector3 Vector3::operator-(const Vector3 &p_v) const { - Vector3 v = *this; - v -= p_v; - return v; -} - -Vector3 &Vector3::operator*=(const Vector3 &p_v) { - x *= p_v.x; - y *= p_v.y; - z *= p_v.z; - return *this; -} - -Vector3 Vector3::operator*(const Vector3 &p_v) const { - Vector3 v = *this; - v *= p_v; - return v; -} - -Vector3 &Vector3::operator/=(const Vector3 &p_v) { - x /= p_v.x; - y /= p_v.y; - z /= p_v.z; - return *this; -} - -Vector3 Vector3::operator/(const Vector3 &p_v) const { - Vector3 v = *this; - v /= p_v; - return v; -} - -Vector3 &Vector3::operator*=(real_t p_scalar) { - *this *= Vector3(p_scalar, p_scalar, p_scalar); - return *this; -} - -Vector3 Vector3::operator*(real_t p_scalar) const { - Vector3 v = *this; - v *= p_scalar; - return v; -} - -Vector3 &Vector3::operator/=(real_t p_scalar) { - *this /= Vector3(p_scalar, p_scalar, p_scalar); - return *this; -} - -Vector3 Vector3::operator/(real_t p_scalar) const { - Vector3 v = *this; - v /= p_scalar; - return v; -} - -Vector3 Vector3::operator-() const { - return Vector3(-x, -y, -z); -} - -bool Vector3::operator==(const Vector3 &p_v) const { - return (x == p_v.x && y == p_v.y && z == p_v.z); -} - -bool Vector3::operator!=(const Vector3 &p_v) const { - return (x != p_v.x || y != p_v.y || z != p_v.z); -} - bool Vector3::operator<(const Vector3 &p_v) const { if (x == p_v.x) { if (y == p_v.y) @@ -138,30 +30,6 @@ bool Vector3::operator<=(const Vector3 &p_v) const { } } -Vector3 Vector3::abs() const { - return Vector3(::fabs(x), ::fabs(y), ::fabs(z)); -} - -Vector3 Vector3::ceil() const { - return Vector3(::ceil(x), ::ceil(y), ::ceil(z)); -} - -Vector3 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 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 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; @@ -180,54 +48,6 @@ Vector3 Vector3::cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const return out; } -Vector3 Vector3::bounce(const Vector3 &p_normal) const { - return -reflect(p_normal); -} - -real_t Vector3::length() const { - real_t x2 = x * x; - real_t y2 = y * y; - real_t z2 = z * z; - - return ::sqrt(x2 + y2 + z2); -} - -real_t Vector3::length_squared() const { - real_t x2 = x * x; - real_t y2 = y * y; - real_t z2 = z * z; - - return x2 + y2 + z2; -} - -real_t Vector3::distance_squared_to(const Vector3 &b) const { - return (b - *this).length_squared(); -} - -real_t Vector3::distance_to(const Vector3 &b) const { - return (b - *this).length(); -} - -real_t Vector3::dot(const Vector3 &b) const { - return x * b.x + y * b.y + z * b.z; -} - -real_t Vector3::angle_to(const Vector3 &b) const { - return std::atan2(cross(b).length(), dot(b)); -} - -Vector3 Vector3::floor() const { - return Vector3(::floor(x), ::floor(y), ::floor(z)); -} - -Vector3 Vector3::inverse() const { - return Vector3(1.0 / x, 1.0 / y, 1.0 / z); -} - -bool Vector3::is_normalized() const { - return std::abs(length_squared() - 1.0) < 0.00001; -} - Basis Vector3::outer(const Vector3 &b) const { Vector3 row0(x * b.x, x * b.y, x * b.z); Vector3 row1(y * b.x, y * b.y, y * b.z); @@ -243,41 +63,10 @@ int Vector3::min_axis() const { return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2); } -void Vector3::normalize() { - real_t l = length(); - if (l == 0) { - x = y = z = 0; - } else { - x /= l; - y /= l; - z /= l; - } -} - -Vector3 Vector3::normalized() const { - Vector3 v = *this; - v.normalize(); - return v; -} - -Vector3 Vector3::reflect(const Vector3 &by) const { - return by - *this * this->dot(by) * 2.0; -} - -Vector3 Vector3::rotated(const Vector3 &axis, const real_t phi) const { - Vector3 v = *this; - v.rotate(axis, phi); - return v; -} - void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) { *this = Basis(p_axis, p_phi).xform(*this); } -Vector3 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) @@ -289,12 +78,6 @@ void Vector3::snap(real_t p_val) { #undef _ugly_stepify -Vector3 Vector3::snapped(const float by) { - Vector3 v = *this; - v.snap(by); - return v; -} - Vector3::operator String() const { return String::num(x) + ", " + String::num(y) + ", " + String::num(z); } |