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-rw-r--r--include/godot_cpp/core/math.hpp8
-rw-r--r--include/godot_cpp/variant/aabb.hpp123
-rw-r--r--include/godot_cpp/variant/basis.hpp1
-rw-r--r--include/godot_cpp/variant/color.hpp85
-rw-r--r--include/godot_cpp/variant/plane.hpp41
-rw-r--r--include/godot_cpp/variant/projection.hpp25
-rw-r--r--include/godot_cpp/variant/quaternion.hpp3
-rw-r--r--include/godot_cpp/variant/rect2.hpp89
-rw-r--r--include/godot_cpp/variant/rect2i.hpp59
-rw-r--r--include/godot_cpp/variant/transform2d.hpp87
-rw-r--r--include/godot_cpp/variant/vector4i.hpp3
-rw-r--r--src/variant/aabb.cpp62
-rw-r--r--src/variant/basis.cpp4
-rw-r--r--src/variant/color.cpp246
-rw-r--r--src/variant/plane.cpp38
-rw-r--r--src/variant/projection.cpp247
-rw-r--r--src/variant/quaternion.cpp2
-rw-r--r--src/variant/rect2.cpp12
-rw-r--r--src/variant/rect2i.cpp2
-rw-r--r--src/variant/transform2d.cpp95
-rw-r--r--src/variant/vector4i.cpp10
21 files changed, 739 insertions, 503 deletions
diff --git a/include/godot_cpp/core/math.hpp b/include/godot_cpp/core/math.hpp
index 78f90ca..9f33196 100644
--- a/include/godot_cpp/core/math.hpp
+++ b/include/godot_cpp/core/math.hpp
@@ -441,17 +441,17 @@ inline T abs(T x) {
return std::abs(x);
}
-inline double deg2rad(double p_y) {
+inline double deg_to_rad(double p_y) {
return p_y * Math_PI / 180.0;
}
-inline float deg2rad(float p_y) {
+inline float deg_to_rad(float p_y) {
return p_y * static_cast<float>(Math_PI) / 180.f;
}
-inline double rad2deg(double p_y) {
+inline double rad_to_deg(double p_y) {
return p_y * 180.0 / Math_PI;
}
-inline float rad2deg(float p_y) {
+inline float rad_to_deg(float p_y) {
return p_y * 180.f / static_cast<float>(Math_PI);
}
diff --git a/include/godot_cpp/variant/aabb.hpp b/include/godot_cpp/variant/aabb.hpp
index 06ddc15..b652a80 100644
--- a/include/godot_cpp/variant/aabb.hpp
+++ b/include/godot_cpp/variant/aabb.hpp
@@ -31,29 +31,29 @@
#ifndef GODOT_AABB_HPP
#define GODOT_AABB_HPP
-#include <godot_cpp/core/error_macros.hpp>
-#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/plane.hpp>
#include <godot_cpp/variant/vector3.hpp>
/**
- * AABB / AABB (Axis Aligned Bounding Box)
- * This is implemented by a point (position) and the box size
+ * AABB (Axis Aligned Bounding Box)
+ * This is implemented by a point (position) and the box size.
*/
namespace godot {
+class Variant;
+
struct _NO_DISCARD_ AABB {
Vector3 position;
Vector3 size;
- real_t get_area() const; /// get area
- inline bool has_no_area() const {
- return (size.x <= 0 || size.y <= 0 || size.z <= 0);
+ real_t get_volume() const;
+ _FORCE_INLINE_ bool has_volume() const {
+ return size.x > 0.0f && size.y > 0.0f && size.z > 0.0f;
}
- inline bool has_no_surface() const {
- return (size.x <= 0 && size.y <= 0 && size.z <= 0);
+ _FORCE_INLINE_ bool has_surface() const {
+ return size.x > 0.0f || size.y > 0.0f || size.z > 0.0f;
}
const Vector3 &get_position() const { return position; }
@@ -65,60 +65,67 @@ struct _NO_DISCARD_ AABB {
bool operator!=(const AABB &p_rval) const;
bool is_equal_approx(const AABB &p_aabb) const;
- inline bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
- inline bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
- inline bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this
+ _FORCE_INLINE_ bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
+ _FORCE_INLINE_ bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
+ _FORCE_INLINE_ bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this
AABB merge(const AABB &p_with) const;
- void merge_with(const AABB &p_aabb); /// merge with another AABB
- AABB intersection(const AABB &p_aabb) const; /// get box where two intersect, empty if no intersection occurs
+ void merge_with(const AABB &p_aabb); ///merge with another AABB
+ AABB intersection(const AABB &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 = nullptr, Vector3 *r_normal = nullptr) const;
bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
- inline bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const;
+ _FORCE_INLINE_ bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const;
- inline bool intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const;
- inline bool inside_convex_shape(const Plane *p_planes, int p_plane_count) const;
+ _FORCE_INLINE_ bool intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const;
+ _FORCE_INLINE_ bool inside_convex_shape(const Plane *p_planes, int p_plane_count) const;
bool intersects_plane(const Plane &p_plane) const;
- inline bool has_point(const Vector3 &p_point) const;
- inline Vector3 get_support(const Vector3 &p_normal) const;
+ _FORCE_INLINE_ bool has_point(const Vector3 &p_point) const;
+ _FORCE_INLINE_ Vector3 get_support(const Vector3 &p_normal) const;
Vector3 get_longest_axis() const;
int get_longest_axis_index() const;
- inline real_t get_longest_axis_size() const;
+ _FORCE_INLINE_ real_t get_longest_axis_size() const;
Vector3 get_shortest_axis() const;
int get_shortest_axis_index() const;
- inline real_t get_shortest_axis_size() const;
+ _FORCE_INLINE_ real_t get_shortest_axis_size() const;
AABB grow(real_t p_by) const;
- inline void grow_by(real_t p_amount);
+ _FORCE_INLINE_ void grow_by(real_t p_amount);
void get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const;
- inline Vector3 get_endpoint(int p_point) const;
+ _FORCE_INLINE_ Vector3 get_endpoint(int p_point) const;
AABB expand(const Vector3 &p_vector) const;
- inline void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const;
- inline void expand_to(const Vector3 &p_vector); /** expand to contain a point if necessary */
+ _FORCE_INLINE_ void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const;
+ _FORCE_INLINE_ void expand_to(const Vector3 &p_vector); /** expand to contain a point if necessary */
- inline AABB abs() const {
- return AABB(Vector3(position.x + Math::min(size.x, (real_t)0), position.y + Math::min(size.y, (real_t)0), position.z + Math::min(size.z, (real_t)0)), size.abs());
+ _FORCE_INLINE_ AABB abs() const {
+ return AABB(Vector3(position.x + MIN(size.x, (real_t)0), position.y + MIN(size.y, (real_t)0), position.z + MIN(size.z, (real_t)0)), size.abs());
}
- inline void quantize(real_t p_unit);
- inline AABB quantized(real_t p_unit) const;
+ Variant intersects_segment_bind(const Vector3 &p_from, const Vector3 &p_to) const;
+ Variant intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const;
+
+ _FORCE_INLINE_ void quantize(real_t p_unit);
+ _FORCE_INLINE_ AABB quantized(real_t p_unit) const;
- inline void set_end(const Vector3 &p_end) {
+ _FORCE_INLINE_ void set_end(const Vector3 &p_end) {
size = p_end - position;
}
- inline Vector3 get_end() const {
+ _FORCE_INLINE_ Vector3 get_end() const {
return position + size;
}
+ _FORCE_INLINE_ Vector3 get_center() const {
+ return position + (size * 0.5f);
+ }
+
operator String() const;
- inline AABB() {}
+ _FORCE_INLINE_ AABB() {}
inline AABB(const Vector3 &p_pos, const Vector3 &p_size) :
position(p_pos),
size(p_size) {
@@ -126,6 +133,11 @@ struct _NO_DISCARD_ AABB {
};
inline bool AABB::intersects(const AABB &p_aabb) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
+ ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
+ }
+#endif
if (position.x >= (p_aabb.position.x + p_aabb.size.x)) {
return false;
}
@@ -149,6 +161,11 @@ inline bool AABB::intersects(const AABB &p_aabb) const {
}
inline bool AABB::intersects_inclusive(const AABB &p_aabb) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
+ ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
+ }
+#endif
if (position.x > (p_aabb.position.x + p_aabb.size.x)) {
return false;
}
@@ -172,6 +189,11 @@ inline bool AABB::intersects_inclusive(const AABB &p_aabb) const {
}
inline bool AABB::encloses(const AABB &p_aabb) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
+ ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
+ }
+#endif
Vector3 src_min = position;
Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position;
@@ -187,14 +209,14 @@ inline bool AABB::encloses(const AABB &p_aabb) const {
}
Vector3 AABB::get_support(const Vector3 &p_normal) const {
- Vector3 half_extents = size * 0.5;
+ Vector3 half_extents = size * 0.5f;
Vector3 ofs = position + 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;
+ ofs;
}
Vector3 AABB::get_endpoint(int p_point) const {
@@ -221,7 +243,7 @@ Vector3 AABB::get_endpoint(int p_point) const {
}
bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
- Vector3 half_extents = size * 0.5;
+ Vector3 half_extents = size * 0.5f;
Vector3 ofs = position + half_extents;
for (int i = 0; i < p_plane_count; i++) {
@@ -263,7 +285,7 @@ bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count, con
}
bool AABB::inside_convex_shape(const Plane *p_planes, int p_plane_count) const {
- Vector3 half_extents = size * 0.5;
+ Vector3 half_extents = size * 0.5f;
Vector3 ofs = position + half_extents;
for (int i = 0; i < p_plane_count; i++) {
@@ -282,6 +304,11 @@ bool AABB::inside_convex_shape(const Plane *p_planes, int p_plane_count) const {
}
bool AABB::has_point(const Vector3 &p_point) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
+ ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
+ }
+#endif
if (p_point.x < position.x) {
return false;
}
@@ -305,6 +332,11 @@ bool AABB::has_point(const Vector3 &p_point) const {
}
inline void AABB::expand_to(const Vector3 &p_vector) {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
+ ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
+ }
+#endif
Vector3 begin = position;
Vector3 end = position + size;
@@ -333,7 +365,7 @@ inline void AABB::expand_to(const Vector3 &p_vector) {
}
void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
- Vector3 half_extents(size.x * (real_t)0.5, size.y * (real_t)0.5, size.z * (real_t)0.5);
+ Vector3 half_extents(size.x * 0.5f, size.y * 0.5f, size.z * 0.5f);
Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
real_t length = p_plane.normal.abs().dot(half_extents);
@@ -371,9 +403,14 @@ inline real_t AABB::get_shortest_axis_size() const {
}
bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const {
- real_t divx = (real_t)1.0 / p_dir.x;
- real_t divy = (real_t)1.0 / p_dir.y;
- real_t divz = (real_t)1.0 / p_dir.z;
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
+ ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
+ }
+#endif
+ real_t divx = 1.0f / p_dir.x;
+ real_t divy = 1.0f / p_dir.y;
+ real_t divz = 1.0f / p_dir.z;
Vector3 upbound = position + size;
real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
@@ -423,9 +460,9 @@ void AABB::grow_by(real_t p_amount) {
position.x -= p_amount;
position.y -= p_amount;
position.z -= p_amount;
- size.x += (real_t)2.0 * p_amount;
- size.y += (real_t)2.0 * p_amount;
- size.z += (real_t)2.0 * p_amount;
+ size.x += 2.0f * p_amount;
+ size.y += 2.0f * p_amount;
+ size.z += 2.0f * p_amount;
}
void AABB::quantize(real_t p_unit) {
diff --git a/include/godot_cpp/variant/basis.hpp b/include/godot_cpp/variant/basis.hpp
index 48c3b0c..00dbc50 100644
--- a/include/godot_cpp/variant/basis.hpp
+++ b/include/godot_cpp/variant/basis.hpp
@@ -31,7 +31,6 @@
#ifndef GODOT_BASIS_HPP
#define GODOT_BASIS_HPP
-#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/quaternion.hpp>
#include <godot_cpp/variant/vector3.hpp>
diff --git a/include/godot_cpp/variant/color.hpp b/include/godot_cpp/variant/color.hpp
index f328d7f..c1126c1 100644
--- a/include/godot_cpp/variant/color.hpp
+++ b/include/godot_cpp/variant/color.hpp
@@ -54,15 +54,16 @@ struct _NO_DISCARD_ Color {
uint64_t to_rgba64() const;
uint64_t to_argb64() const;
uint64_t to_abgr64() const;
+ String to_html(bool p_alpha = true) const;
float get_h() const;
float get_s() const;
float get_v() const;
- void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0);
+ void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
- inline float &operator[](int p_idx) {
+ _FORCE_INLINE_ float &operator[](int p_idx) {
return components[p_idx];
}
- inline const float &operator[](int p_idx) const {
+ _FORCE_INLINE_ const float &operator[](int p_idx) const {
return components[p_idx];
}
@@ -92,10 +93,15 @@ struct _NO_DISCARD_ Color {
bool is_equal_approx(const Color &p_color) const;
+ Color clamp(const Color &p_min = Color(0, 0, 0, 0), const Color &p_max = Color(1, 1, 1, 1)) const;
void invert();
Color inverted() const;
- inline Color lerp(const Color &p_to, float p_weight) const {
+ _FORCE_INLINE_ float get_luminance() const {
+ return 0.2126f * r + 0.7152f * g + 0.0722f * b;
+ }
+
+ _FORCE_INLINE_ Color lerp(const Color &p_to, float p_weight) const {
Color res = *this;
res.r += (p_weight * (p_to.r - r));
@@ -106,7 +112,7 @@ struct _NO_DISCARD_ Color {
return res;
}
- inline Color darkened(float p_amount) const {
+ _FORCE_INLINE_ Color darkened(float p_amount) const {
Color res = *this;
res.r = res.r * (1.0f - p_amount);
res.g = res.g * (1.0f - p_amount);
@@ -114,7 +120,7 @@ struct _NO_DISCARD_ Color {
return res;
}
- inline Color lightened(float p_amount) const {
+ _FORCE_INLINE_ Color lightened(float p_amount) const {
Color res = *this;
res.r = res.r + (1.0f - res.r) * p_amount;
res.g = res.g + (1.0f - res.g) * p_amount;
@@ -122,26 +128,26 @@ struct _NO_DISCARD_ Color {
return res;
}
- inline uint32_t to_rgbe9995() const {
+ _FORCE_INLINE_ uint32_t to_rgbe9995() const {
const float pow2to9 = 512.0f;
const float B = 15.0f;
const float N = 9.0f;
float sharedexp = 65408.000f; // Result of: ((pow2to9 - 1.0f) / pow2to9) * powf(2.0f, 31.0f - 15.0f)
- float cRed = Math::max(0.0f, Math::min(sharedexp, r));
- float cGreen = Math::max(0.0f, Math::min(sharedexp, g));
- float cBlue = Math::max(0.0f, Math::min(sharedexp, b));
+ float cRed = MAX(0.0f, MIN(sharedexp, r));
+ float cGreen = MAX(0.0f, MIN(sharedexp, g));
+ float cBlue = MAX(0.0f, MIN(sharedexp, b));
- float cMax = Math::max(cRed, Math::max(cGreen, cBlue));
+ float cMax = MAX(cRed, MAX(cGreen, cBlue));
- float expp = Math::max(-B - 1.0f, Math::floor(Math::log(cMax) / (float)Math_LN2)) + 1.0f + B;
+ float expp = MAX(-B - 1.0f, floor(Math::log(cMax) / (real_t)Math_LN2)) + 1.0f + B;
float sMax = (float)floor((cMax / Math::pow(2.0f, expp - B - N)) + 0.5f);
float exps = expp + 1.0f;
- if (0.0 <= sMax && sMax < pow2to9) {
+ if (0.0f <= sMax && sMax < pow2to9) {
exps = expp;
}
@@ -152,9 +158,9 @@ struct _NO_DISCARD_ Color {
return (uint32_t(Math::fast_ftoi(sRed)) & 0x1FF) | ((uint32_t(Math::fast_ftoi(sGreen)) & 0x1FF) << 9) | ((uint32_t(Math::fast_ftoi(sBlue)) & 0x1FF) << 18) | ((uint32_t(Math::fast_ftoi(exps)) & 0x1F) << 27);
}
- inline Color blend(const Color &p_over) const {
+ _FORCE_INLINE_ Color blend(const Color &p_over) const {
Color res;
- float sa = 1.0 - p_over.a;
+ float sa = 1.0f - p_over.a;
res.a = a * sa + p_over.a;
if (res.a == 0) {
return Color(0, 0, 0, 0);
@@ -166,14 +172,14 @@ struct _NO_DISCARD_ Color {
return res;
}
- inline Color srgb_to_linear() const {
+ _FORCE_INLINE_ Color srgb_to_linear() const {
return Color(
- r < 0.04045 ? r * (1.0 / 12.92) : Math::pow((r + 0.055f) * (1.0 / (1.0 + 0.055)), 2.4),
- g < 0.04045 ? g * (1.0 / 12.92) : Math::pow((g + 0.055f) * (1.0 / (1.0 + 0.055)), 2.4),
- b < 0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055f) * (1.0 / (1.0 + 0.055)), 2.4),
+ r < 0.04045f ? r * (1.0f / 12.92f) : Math::pow((r + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
+ g < 0.04045f ? g * (1.0f / 12.92f) : Math::pow((g + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
+ b < 0.04045f ? b * (1.0f / 12.92f) : Math::pow((b + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
a);
}
- inline Color linear_to_srgb() const {
+ _FORCE_INLINE_ Color linear_to_srgb() const {
return Color(
r < 0.0031308f ? 12.92f * r : (1.0f + 0.055f) * Math::pow(r, 1.0f / 2.4f) - 0.055f,
g < 0.0031308f ? 12.92f * g : (1.0f + 0.055f) * Math::pow(g, 1.0f / 2.4f) - 0.055f,
@@ -191,34 +197,33 @@ struct _NO_DISCARD_ Color {
static String get_named_color_name(int p_idx);
static Color get_named_color(int p_idx);
static Color from_string(const String &p_string, const Color &p_default);
- String to_html(bool p_alpha = true) const;
- static Color from_hsv(float p_h, float p_s, float p_v, float p_a);
+ static Color from_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
static Color from_rgbe9995(uint32_t p_rgbe);
- inline bool operator<(const Color &p_color) const; // used in set keys
+ _FORCE_INLINE_ bool operator<(const Color &p_color) const; // Used in set keys.
operator String() const;
// For the binder.
- inline void set_r8(int32_t r8) { r = (Math::clamp(r8, 0, 255) / 255.0); }
- inline int32_t get_r8() const { return int32_t(Math::clamp(r * 255.0, 0.0, 255.0)); }
- inline void set_g8(int32_t g8) { g = (Math::clamp(g8, 0, 255) / 255.0); }
- inline int32_t get_g8() const { return int32_t(Math::clamp(g * 255.0, 0.0, 255.0)); }
- inline void set_b8(int32_t b8) { b = (Math::clamp(b8, 0, 255) / 255.0); }
- inline int32_t get_b8() const { return int32_t(Math::clamp(b * 255.0, 0.0, 255.0)); }
- inline void set_a8(int32_t a8) { a = (Math::clamp(a8, 0, 255) / 255.0); }
- inline int32_t get_a8() const { return int32_t(Math::clamp(a * 255.0, 0.0, 255.0)); }
+ _FORCE_INLINE_ void set_r8(int32_t r8) { r = (CLAMP(r8, 0, 255) / 255.0f); }
+ _FORCE_INLINE_ int32_t get_r8() const { return int32_t(CLAMP(Math::round(r * 255.0f), 0.0f, 255.0f)); }
+ _FORCE_INLINE_ void set_g8(int32_t g8) { g = (CLAMP(g8, 0, 255) / 255.0f); }
+ _FORCE_INLINE_ int32_t get_g8() const { return int32_t(CLAMP(Math::round(g * 255.0f), 0.0f, 255.0f)); }
+ _FORCE_INLINE_ void set_b8(int32_t b8) { b = (CLAMP(b8, 0, 255) / 255.0f); }
+ _FORCE_INLINE_ int32_t get_b8() const { return int32_t(CLAMP(Math::round(b * 255.0f), 0.0f, 255.0f)); }
+ _FORCE_INLINE_ void set_a8(int32_t a8) { a = (CLAMP(a8, 0, 255) / 255.0f); }
+ _FORCE_INLINE_ int32_t get_a8() const { return int32_t(CLAMP(Math::round(a * 255.0f), 0.0f, 255.0f)); }
- inline void set_h(float p_h) { set_hsv(p_h, get_s(), get_v()); }
- inline void set_s(float p_s) { set_hsv(get_h(), p_s, get_v()); }
- inline void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v); }
+ _FORCE_INLINE_ void set_h(float p_h) { set_hsv(p_h, get_s(), get_v(), a); }
+ _FORCE_INLINE_ void set_s(float p_s) { set_hsv(get_h(), p_s, get_v(), a); }
+ _FORCE_INLINE_ void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v, a); }
- inline Color() {}
+ _FORCE_INLINE_ Color() {}
/**
* RGBA construct parameters.
* Alpha is not optional as otherwise we can't bind the RGB version for scripting.
*/
- inline Color(float p_r, float p_g, float p_b, float p_a) {
+ _FORCE_INLINE_ Color(float p_r, float p_g, float p_b, float p_a) {
r = p_r;
g = p_g;
b = p_b;
@@ -228,17 +233,17 @@ struct _NO_DISCARD_ Color {
/**
* RGB construct parameters.
*/
- inline Color(float p_r, float p_g, float p_b) {
+ _FORCE_INLINE_ Color(float p_r, float p_g, float p_b) {
r = p_r;
g = p_g;
b = p_b;
- a = 1.0;
+ a = 1.0f;
}
/**
* Construct a Color from another Color, but with the specified alpha value.
*/
- inline Color(const Color &p_c, float p_a) {
+ _FORCE_INLINE_ Color(const Color &p_c, float p_a) {
r = p_c.r;
g = p_c.g;
b = p_c.b;
@@ -275,7 +280,7 @@ bool Color::operator<(const Color &p_color) const {
}
}
-inline Color operator*(float p_scalar, const Color &p_color) {
+_FORCE_INLINE_ Color operator*(float p_scalar, const Color &p_color) {
return p_color * p_scalar;
}
diff --git a/include/godot_cpp/variant/plane.hpp b/include/godot_cpp/variant/plane.hpp
index 3a13ed2..8d5f69f 100644
--- a/include/godot_cpp/variant/plane.hpp
+++ b/include/godot_cpp/variant/plane.hpp
@@ -32,29 +32,30 @@
#define GODOT_PLANE_HPP
#include <godot_cpp/classes/global_constants.hpp>
-#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/vector3.hpp>
namespace godot {
+class Variant;
+
struct _NO_DISCARD_ Plane {
Vector3 normal;
real_t d = 0;
void set_normal(const Vector3 &p_normal);
- inline Vector3 get_normal() const { return normal; }; /// Point is coplanar, CMP_EPSILON for precision
+ _FORCE_INLINE_ Vector3 get_normal() const { return normal; };
void normalize();
Plane normalized() const;
/* Plane-Point operations */
- inline Vector3 center() const { return normal * d; }
+ _FORCE_INLINE_ Vector3 center() const { return normal * d; }
Vector3 get_any_perpendicular_normal() const;
- inline bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
- inline real_t distance_to(const Vector3 &p_point) const;
- inline bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const;
+ _FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
+ _FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const;
+ _FORCE_INLINE_ bool has_point(const Vector3 &p_point, real_t p_tolerance = CMP_EPSILON) const;
/* intersections */
@@ -62,7 +63,12 @@ struct _NO_DISCARD_ Plane {
bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const;
bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const;
- inline Vector3 project(const Vector3 &p_point) const {
+ // For Variant bindings.
+ Variant intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const;
+ Variant intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const;
+ Variant intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const;
+
+ _FORCE_INLINE_ Vector3 project(const Vector3 &p_point) const {
return p_point - normal * distance_to(p_point);
}
@@ -72,18 +78,18 @@ struct _NO_DISCARD_ Plane {
bool is_equal_approx(const Plane &p_plane) const;
bool is_equal_approx_any_side(const Plane &p_plane) const;
- inline bool operator==(const Plane &p_plane) const;
- inline bool operator!=(const Plane &p_plane) const;
+ _FORCE_INLINE_ bool operator==(const Plane &p_plane) const;
+ _FORCE_INLINE_ bool operator!=(const Plane &p_plane) const;
operator String() const;
- inline Plane() {}
- inline Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
+ _FORCE_INLINE_ Plane() {}
+ _FORCE_INLINE_ 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) {}
- inline Plane(const Vector3 &p_normal, real_t p_d);
- inline Plane(const Vector3 &p_point, const Vector3 &p_normal);
- inline Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
+ _FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d = 0.0);
+ _FORCE_INLINE_ Plane(const Vector3 &p_normal, const Vector3 &p_point);
+ _FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
};
bool Plane::is_point_over(const Vector3 &p_point) const {
@@ -94,10 +100,10 @@ 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 {
+bool Plane::has_point(const Vector3 &p_point, real_t p_tolerance) const {
real_t dist = normal.dot(p_point) - d;
dist = Math::abs(dist);
- return (dist <= _epsilon);
+ return (dist <= p_tolerance);
}
Plane::Plane(const Vector3 &p_normal, real_t p_d) :
@@ -105,7 +111,7 @@ Plane::Plane(const Vector3 &p_normal, real_t p_d) :
d(p_d) {
}
-Plane::Plane(const Vector3 &p_point, const Vector3 &p_normal) :
+Plane::Plane(const Vector3 &p_normal, const Vector3 &p_point) :
normal(p_normal),
d(p_normal.dot(p_point)) {
}
@@ -128,6 +134,7 @@ bool Plane::operator==(const Plane &p_plane) const {
bool Plane::operator!=(const Plane &p_plane) const {
return normal != p_plane.normal || d != p_plane.d;
}
+
} // namespace godot
#endif // GODOT_PLANE_HPP
diff --git a/include/godot_cpp/variant/projection.hpp b/include/godot_cpp/variant/projection.hpp
index 5472490..6510cb0 100644
--- a/include/godot_cpp/variant/projection.hpp
+++ b/include/godot_cpp/variant/projection.hpp
@@ -32,13 +32,12 @@
#define GODOT_PROJECTION_HPP
#include <godot_cpp/core/math.hpp>
-
-#include <godot_cpp/variant/array.hpp>
#include <godot_cpp/variant/vector3.hpp>
#include <godot_cpp/variant/vector4.hpp>
namespace godot {
+class Array;
struct AABB;
struct Plane;
struct Rect2;
@@ -55,14 +54,16 @@ struct _NO_DISCARD_ Projection {
PLANE_BOTTOM
};
- Vector4 matrix[4];
+ Vector4 columns[4];
_FORCE_INLINE_ const Vector4 &operator[](const int p_axis) const {
- return matrix[p_axis];
+ DEV_ASSERT((unsigned int)p_axis < 4);
+ return columns[p_axis];
}
_FORCE_INLINE_ Vector4 &operator[](const int p_axis) {
- return matrix[p_axis];
+ DEV_ASSERT((unsigned int)p_axis < 4);
+ return columns[p_axis];
}
float determinant() const;
@@ -97,7 +98,7 @@ struct _NO_DISCARD_ Projection {
Projection jitter_offseted(const Vector2 &p_offset) const;
static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
- return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0);
+ return Math::rad_to_deg(Math::atan(p_aspect * Math::tan(Math::deg_to_rad(p_fovx) * 0.5)) * 2.0);
}
real_t get_z_far() const;
@@ -107,8 +108,8 @@ struct _NO_DISCARD_ Projection {
bool is_orthogonal() const;
Array get_projection_planes(const Transform3D &p_transform) const;
- bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;
+ bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;
Vector2 get_viewport_half_extents() const;
Vector2 get_far_plane_half_extents() const;
@@ -136,7 +137,7 @@ struct _NO_DISCARD_ Projection {
bool operator==(const Projection &p_cam) const {
for (uint32_t i = 0; i < 4; i++) {
for (uint32_t j = 0; j < 4; j++) {
- if (matrix[i][j] != p_cam.matrix[i][j]) {
+ if (columns[i][j] != p_cam.columns[i][j]) {
return false;
}
}
@@ -158,10 +159,10 @@ struct _NO_DISCARD_ Projection {
Vector3 Projection::xform(const Vector3 &p_vec3) const {
Vector3 ret;
- ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
- ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
- ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
- real_t w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
+ ret.x = columns[0][0] * p_vec3.x + columns[1][0] * p_vec3.y + columns[2][0] * p_vec3.z + columns[3][0];
+ ret.y = columns[0][1] * p_vec3.x + columns[1][1] * p_vec3.y + columns[2][1] * p_vec3.z + columns[3][1];
+ ret.z = columns[0][2] * p_vec3.x + columns[1][2] * p_vec3.y + columns[2][2] * p_vec3.z + columns[3][2];
+ real_t w = columns[0][3] * p_vec3.x + columns[1][3] * p_vec3.y + columns[2][3] * p_vec3.z + columns[3][3];
return ret / w;
}
diff --git a/include/godot_cpp/variant/quaternion.hpp b/include/godot_cpp/variant/quaternion.hpp
index e84202d..dd60561 100644
--- a/include/godot_cpp/variant/quaternion.hpp
+++ b/include/godot_cpp/variant/quaternion.hpp
@@ -143,8 +143,7 @@ struct _NO_DISCARD_ Quaternion {
w = p_q.w;
}
- Quaternion(const Vector3 &v0, const Vector3 &v1) // shortest arc
- {
+ Quaternion(const Vector3 &v0, const Vector3 &v1) { // Shortest arc.
Vector3 c = v0.cross(v1);
real_t d = v0.dot(v1);
diff --git a/include/godot_cpp/variant/rect2.hpp b/include/godot_cpp/variant/rect2.hpp
index 6be075d..d6b8bd3 100644
--- a/include/godot_cpp/variant/rect2.hpp
+++ b/include/godot_cpp/variant/rect2.hpp
@@ -32,7 +32,6 @@
#define GODOT_RECT2_HPP
#include <godot_cpp/classes/global_constants.hpp>
-#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/vector2.hpp>
namespace godot {
@@ -52,7 +51,14 @@ struct _NO_DISCARD_ Rect2 {
real_t get_area() const { return size.width * size.height; }
+ _FORCE_INLINE_ Vector2 get_center() const { return position + (size * 0.5f); }
+
inline bool intersects(const Rect2 &p_rect, const bool p_include_borders = false) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
+ ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
+ }
+#endif
if (p_include_borders) {
if (position.x > (p_rect.position.x + p_rect.size.width)) {
return false;
@@ -85,6 +91,11 @@ struct _NO_DISCARD_ Rect2 {
}
inline real_t distance_to(const Vector2 &p_point) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0)) {
+ ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
+ }
+#endif
real_t dist = 0.0;
bool inside = true;
@@ -121,13 +132,18 @@ struct _NO_DISCARD_ Rect2 {
bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos = nullptr, Point2 *r_normal = nullptr) const;
inline bool encloses(const Rect2 &p_rect) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
+ ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
+ }
+#endif
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
- ((p_rect.position.x + p_rect.size.x) <= (position.x + size.x)) &&
- ((p_rect.position.y + p_rect.size.y) <= (position.y + size.y));
+ ((p_rect.position.x + p_rect.size.x) <= (position.x + size.x)) &&
+ ((p_rect.position.y + p_rect.size.y) <= (position.y + size.y));
}
- inline bool has_no_area() const {
- return (size.x <= 0 || size.y <= 0);
+ _FORCE_INLINE_ bool has_area() const {
+ return size.x > 0.0f && size.y > 0.0f;
}
// Returns the instersection between two Rect2s or an empty Rect2 if there is no intersection
@@ -151,7 +167,11 @@ struct _NO_DISCARD_ Rect2 {
}
inline Rect2 merge(const Rect2 &p_rect) const { ///< return a merged rect
-
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
+ ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
+ }
+#endif
Rect2 new_rect;
new_rect.position.x = Math::min(p_rect.position.x, position.x);
@@ -160,11 +180,17 @@ struct _NO_DISCARD_ Rect2 {
new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x);
new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y);
- new_rect.size = new_rect.size - new_rect.position; // make relative again
+ new_rect.size = new_rect.size - new_rect.position; // Make relative again.
return new_rect;
}
+
inline bool has_point(const Point2 &p_point) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0)) {
+ ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
+ }
+#endif
if (p_point.x < position.x) {
return false;
}
@@ -181,6 +207,7 @@ struct _NO_DISCARD_ Rect2 {
return true;
}
+
bool is_equal_approx(const Rect2 &p_rect) const;
bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
@@ -188,13 +215,17 @@ struct _NO_DISCARD_ Rect2 {
inline Rect2 grow(real_t p_amount) const {
Rect2 g = *this;
- g.position.x -= p_amount;
- g.position.y -= p_amount;
- g.size.width += p_amount * 2;
- g.size.height += p_amount * 2;
+ g.grow_by(p_amount);
return g;
}
+ inline void grow_by(real_t p_amount) {
+ position.x -= p_amount;
+ position.y -= p_amount;
+ size.width += p_amount * 2;
+ size.height += p_amount * 2;
+ }
+
inline Rect2 grow_side(Side p_side, real_t p_amount) const {
Rect2 g = *this;
g = g.grow_individual((SIDE_LEFT == p_side) ? p_amount : 0,
@@ -218,14 +249,18 @@ struct _NO_DISCARD_ Rect2 {
return g;
}
- inline Rect2 expand(const Vector2 &p_vector) const {
+ _FORCE_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
-
+ inline void expand_to(const Vector2 &p_vector) { // In place function for speed.
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0)) {
+ ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
+ }
+#endif
Vector2 begin = position;
Vector2 end = position + size;
@@ -247,21 +282,21 @@ struct _NO_DISCARD_ Rect2 {
size = end - begin;
}
- inline Rect2 abs() const {
+ _FORCE_INLINE_ Rect2 abs() const {
return Rect2(Point2(position.x + Math::min(size.x, (real_t)0), position.y + Math::min(size.y, (real_t)0)), size.abs());
}
Vector2 get_support(const Vector2 &p_normal) const {
- Vector2 half_extents = size * 0.5;
+ Vector2 half_extents = size * 0.5f;
Vector2 ofs = position + half_extents;
return Vector2(
(p_normal.x > 0) ? -half_extents.x : half_extents.x,
(p_normal.y > 0) ? -half_extents.y : half_extents.y) +
- ofs;
+ ofs;
}
- inline bool intersects_filled_polygon(const Vector2 *p_points, int p_point_count) const {
- Vector2 center = position + size * 0.5;
+ _FORCE_INLINE_ bool intersects_filled_polygon(const Vector2 *p_points, int p_point_count) const {
+ Vector2 center = get_center();
int side_plus = 0;
int side_minus = 0;
Vector2 end = position + size;
@@ -274,22 +309,22 @@ struct _NO_DISCARD_ Rect2 {
Vector2 r = (b - a);
float l = r.length();
- if (l == 0.0) {
+ if (l == 0.0f) {
continue;
}
- // check inside
+ // Check inside.
Vector2 tg = r.orthogonal();
float s = tg.dot(center) - tg.dot(a);
- if (s < 0.0) {
+ if (s < 0.0f) {
side_plus++;
} else {
side_minus++;
}
- // check ray box
+ // Check ray box.
r /= l;
- Vector2 ir((real_t)1.0 / r.x, (real_t)1.0 / r.y);
+ Vector2 ir(1.0f / r.x, 1.0f / r.y);
// lb is the corner of AABB with minimal coordinates - left bottom, rt is maximal corner
// r.org is origin of ray
@@ -308,17 +343,17 @@ struct _NO_DISCARD_ Rect2 {
}
if (side_plus * side_minus == 0) {
- return true; // all inside
+ return true; // All inside.
} else {
return false;
}
}
- inline void set_end(const Vector2 &p_end) {
+ _FORCE_INLINE_ void set_end(const Vector2 &p_end) {
size = p_end - position;
}
- inline Vector2 get_end() const {
+ _FORCE_INLINE_ Vector2 get_end() const {
return position + size;
}
diff --git a/include/godot_cpp/variant/rect2i.hpp b/include/godot_cpp/variant/rect2i.hpp
index 30c7d2d..3bf104e 100644
--- a/include/godot_cpp/variant/rect2i.hpp
+++ b/include/godot_cpp/variant/rect2i.hpp
@@ -32,7 +32,6 @@
#define GODOT_RECT2I_HPP
#include <godot_cpp/classes/global_constants.hpp>
-#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/vector2i.hpp>
namespace godot {
@@ -51,17 +50,24 @@ struct _NO_DISCARD_ Rect2i {
int get_area() const { return size.width * size.height; }
+ _FORCE_INLINE_ Vector2i get_center() const { return position + (size / 2); }
+
inline bool intersects(const Rect2i &p_rect) const {
- if (position.x > (p_rect.position.x + p_rect.size.width)) {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
+ ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
+ }
+#endif
+ if (position.x >= (p_rect.position.x + p_rect.size.width)) {
return false;
}
- if ((position.x + size.width) < p_rect.position.x) {
+ if ((position.x + size.width) <= p_rect.position.x) {
return false;
}
- if (position.y > (p_rect.position.y + p_rect.size.height)) {
+ if (position.y >= (p_rect.position.y + p_rect.size.height)) {
return false;
}
- if ((position.y + size.height) < p_rect.position.y) {
+ if ((position.y + size.height) <= p_rect.position.y) {
return false;
}
@@ -69,13 +75,18 @@ struct _NO_DISCARD_ Rect2i {
}
inline bool encloses(const Rect2i &p_rect) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
+ ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
+ }
+#endif
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
- ((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) &&
- ((p_rect.position.y + p_rect.size.y) < (position.y + size.y));
+ ((p_rect.position.x + p_rect.size.x) <= (position.x + size.x)) &&
+ ((p_rect.position.y + p_rect.size.y) <= (position.y + size.y));
}
- inline bool has_no_area() const {
- return (size.x <= 0 || size.y <= 0);
+ _FORCE_INLINE_ bool has_area() const {
+ return size.x > 0 && size.y > 0;
}
// Returns the instersection between two Rect2is or an empty Rect2i if there is no intersection
@@ -92,14 +103,18 @@ struct _NO_DISCARD_ Rect2i {
Point2i p_rect_end = p_rect.position + p_rect.size;
Point2i end = position + size;
- new_rect.size.x = (int)(Math::min(p_rect_end.x, end.x) - new_rect.position.x);
- new_rect.size.y = (int)(Math::min(p_rect_end.y, end.y) - new_rect.position.y);
+ new_rect.size.x = Math::min(p_rect_end.x, end.x) - new_rect.position.x;
+ new_rect.size.y = Math::min(p_rect_end.y, end.y) - new_rect.position.y;
return new_rect;
}
inline Rect2i merge(const Rect2i &p_rect) const { ///< return a merged rect
-
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
+ ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
+ }
+#endif
Rect2i new_rect;
new_rect.position.x = Math::min(p_rect.position.x, position.x);
@@ -108,11 +123,16 @@ struct _NO_DISCARD_ Rect2i {
new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x);
new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y);
- new_rect.size = new_rect.size - new_rect.position; // make relative again
+ new_rect.size = new_rect.size - new_rect.position; // Make relative again.
return new_rect;
}
bool has_point(const Point2i &p_point) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0)) {
+ ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
+ }
+#endif
if (p_point.x < position.x) {
return false;
}
@@ -165,13 +185,18 @@ struct _NO_DISCARD_ Rect2i {
return g;
}
- inline Rect2i expand(const Vector2i &p_vector) const {
+ _FORCE_INLINE_ Rect2i expand(const Vector2i &p_vector) const {
Rect2i r = *this;
r.expand_to(p_vector);
return r;
}
inline void expand_to(const Point2i &p_vector) {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0)) {
+ ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
+ }
+#endif
Point2i begin = position;
Point2i end = position + size;
@@ -193,15 +218,15 @@ struct _NO_DISCARD_ Rect2i {
size = end - begin;
}
- inline Rect2i abs() const {
+ _FORCE_INLINE_ Rect2i abs() const {
return Rect2i(Point2i(position.x + Math::min(size.x, 0), position.y + Math::min(size.y, 0)), size.abs());
}
- inline void set_end(const Vector2i &p_end) {
+ _FORCE_INLINE_ void set_end(const Vector2i &p_end) {
size = p_end - position;
}
- inline Vector2i get_end() const {
+ _FORCE_INLINE_ Vector2i get_end() const {
return position + size;
}
diff --git a/include/godot_cpp/variant/transform2d.hpp b/include/godot_cpp/variant/transform2d.hpp
index dd0c409..e4d6eb7 100644
--- a/include/godot_cpp/variant/transform2d.hpp
+++ b/include/godot_cpp/variant/transform2d.hpp
@@ -31,14 +31,14 @@
#ifndef GODOT_TRANSFORM2D_HPP
#define GODOT_TRANSFORM2D_HPP
-#include <godot_cpp/core/error_macros.hpp>
-#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/packed_vector2_array.hpp>
#include <godot_cpp/variant/rect2.hpp>
#include <godot_cpp/variant/vector2.hpp>
namespace godot {
+class String;
+
struct _NO_DISCARD_ Transform2D {
// Warning #1: basis of Transform2D is stored differently from Basis. In terms of columns array, the basis matrix looks like "on paper":
// M = (columns[0][0] columns[1][0])
@@ -53,52 +53,46 @@ struct _NO_DISCARD_ Transform2D {
Vector2 columns[3];
- inline real_t tdotx(const Vector2 &v) const { return columns[0][0] * v.x + columns[1][0] * v.y; }
- inline real_t tdoty(const Vector2 &v) const { return columns[0][1] * v.x + columns[1][1] * v.y; }
+ _FORCE_INLINE_ real_t tdotx(const Vector2 &v) const { return columns[0][0] * v.x + columns[1][0] * v.y; }
+ _FORCE_INLINE_ real_t tdoty(const Vector2 &v) const { return columns[0][1] * v.x + columns[1][1] * v.y; }
const Vector2 &operator[](int p_idx) const { return columns[p_idx]; }
Vector2 &operator[](int p_idx) { return columns[p_idx]; }
- inline Vector2 get_axis(int p_axis) const {
- ERR_FAIL_INDEX_V(p_axis, 3, Vector2());
- return columns[p_axis];
- }
- inline void set_axis(int p_axis, const Vector2 &p_vec) {
- ERR_FAIL_INDEX(p_axis, 3);
- columns[p_axis] = p_vec;
- }
-
void invert();
Transform2D inverse() const;
void affine_invert();
Transform2D affine_inverse() const;
- void set_rotation(real_t p_rot);
+ void set_rotation(const real_t p_rot);
real_t get_rotation() const;
real_t get_skew() const;
- void set_skew(float p_angle);
- inline void set_rotation_and_scale(real_t p_rot, const Size2 &p_scale);
- inline void set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, float p_skew);
- void rotate(real_t p_phi);
+ void set_skew(const real_t p_angle);
+ _FORCE_INLINE_ void set_rotation_and_scale(const real_t p_rot, const Size2 &p_scale);
+ _FORCE_INLINE_ void set_rotation_scale_and_skew(const real_t p_rot, const Size2 &p_scale, const real_t p_skew);
+ void rotate(const real_t p_angle);
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);
+ void translate_local(const real_t p_tx, const real_t p_ty);
+ void translate_local(const Vector2 &p_translation);
real_t basis_determinant() const;
Size2 get_scale() const;
void set_scale(const Size2 &p_scale);
- inline const Vector2 &get_origin() const { return columns[2]; }
- inline void set_origin(const Vector2 &p_origin) { columns[2] = p_origin; }
+ _FORCE_INLINE_ const Vector2 &get_origin() const { return columns[2]; }
+ _FORCE_INLINE_ void set_origin(const Vector2 &p_origin) { columns[2] = p_origin; }
- Transform2D scaled(const Size2 &p_scale) const;
Transform2D basis_scaled(const Size2 &p_scale) const;
+ Transform2D scaled(const Size2 &p_scale) const;
+ Transform2D scaled_local(const Size2 &p_scale) const;
Transform2D translated(const Vector2 &p_offset) const;
- Transform2D rotated(real_t p_phi) const;
+ Transform2D translated_local(const Vector2 &p_offset) const;
+ Transform2D rotated(const real_t p_angle) const;
+ Transform2D rotated_local(const real_t p_angle) const;
Transform2D untranslated() const;
@@ -106,26 +100,30 @@ struct _NO_DISCARD_ Transform2D {
Transform2D orthonormalized() const;
bool is_equal_approx(const Transform2D &p_transform) const;
+ Transform2D looking_at(const Vector2 &p_target) 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;
+ void operator*=(const real_t p_val);
+ Transform2D operator*(const real_t p_val) const;
- Transform2D interpolate_with(const Transform2D &p_transform, real_t p_c) const;
+ Transform2D interpolate_with(const Transform2D &p_transform, const real_t p_c) const;
- inline Vector2 basis_xform(const Vector2 &p_vec) const;
- inline Vector2 basis_xform_inv(const Vector2 &p_vec) const;
- inline Vector2 xform(const Vector2 &p_vec) const;
- inline Vector2 xform_inv(const Vector2 &p_vec) const;
- inline Rect2 xform(const Rect2 &p_rect) const;
- inline Rect2 xform_inv(const Rect2 &p_rect) const;
- inline PackedVector2Array xform(const PackedVector2Array &p_array) const;
- inline PackedVector2Array xform_inv(const PackedVector2Array &p_array) const;
+ _FORCE_INLINE_ Vector2 basis_xform(const Vector2 &p_vec) const;
+ _FORCE_INLINE_ Vector2 basis_xform_inv(const Vector2 &p_vec) const;
+ _FORCE_INLINE_ Vector2 xform(const Vector2 &p_vec) const;
+ _FORCE_INLINE_ Vector2 xform_inv(const Vector2 &p_vec) const;
+ _FORCE_INLINE_ Rect2 xform(const Rect2 &p_rect) const;
+ _FORCE_INLINE_ Rect2 xform_inv(const Rect2 &p_rect) const;
+ _FORCE_INLINE_ PackedVector2Array xform(const PackedVector2Array &p_array) const;
+ _FORCE_INLINE_ PackedVector2Array xform_inv(const PackedVector2Array &p_array) const;
operator String() const;
- Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
+ Transform2D(const real_t xx, const real_t xy, const real_t yx, const real_t yy, const real_t ox, const real_t oy) {
columns[0][0] = xx;
columns[0][1] = xy;
columns[1][0] = yx;
@@ -140,7 +138,10 @@ struct _NO_DISCARD_ Transform2D {
columns[2] = p_origin;
}
- Transform2D(real_t p_rot, const Vector2 &p_pos);
+ Transform2D(const real_t p_rot, const Vector2 &p_pos);
+
+ Transform2D(const real_t p_rot, const Size2 &p_scale, const real_t p_skew, const Vector2 &p_pos);
+
Transform2D() {
columns[0][0] = 1.0;
columns[1][1] = 1.0;
@@ -163,7 +164,7 @@ Vector2 Transform2D::xform(const Vector2 &p_vec) const {
return Vector2(
tdotx(p_vec),
tdoty(p_vec)) +
- columns[2];
+ columns[2];
}
Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
@@ -187,14 +188,14 @@ Rect2 Transform2D::xform(const Rect2 &p_rect) const {
return new_rect;
}
-void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
+void Transform2D::set_rotation_and_scale(const real_t p_rot, const Size2 &p_scale) {
columns[0][0] = Math::cos(p_rot) * p_scale.x;
columns[1][1] = Math::cos(p_rot) * p_scale.y;
columns[1][0] = -Math::sin(p_rot) * p_scale.y;
columns[0][1] = Math::sin(p_rot) * p_scale.x;
}
-void Transform2D::set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, float p_skew) {
+void Transform2D::set_rotation_scale_and_skew(const real_t p_rot, const Size2 &p_scale, const real_t p_skew) {
columns[0][0] = Math::cos(p_rot) * p_scale.x;
columns[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
columns[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;
@@ -222,8 +223,11 @@ PackedVector2Array Transform2D::xform(const PackedVector2Array &p_array) const {
PackedVector2Array array;
array.resize(p_array.size());
+ const Vector2 *r = p_array.ptr();
+ Vector2 *w = array.ptrw();
+
for (int i = 0; i < p_array.size(); ++i) {
- array[i] = xform(p_array[i]);
+ w[i] = xform(r[i]);
}
return array;
}
@@ -232,8 +236,11 @@ PackedVector2Array Transform2D::xform_inv(const PackedVector2Array &p_array) con
PackedVector2Array array;
array.resize(p_array.size());
+ const Vector2 *r = p_array.ptr();
+ Vector2 *w = array.ptrw();
+
for (int i = 0; i < p_array.size(); ++i) {
- array[i] = xform_inv(p_array[i]);
+ w[i] = xform_inv(r[i]);
}
return array;
}
diff --git a/include/godot_cpp/variant/vector4i.hpp b/include/godot_cpp/variant/vector4i.hpp
index 773198b..4078219 100644
--- a/include/godot_cpp/variant/vector4i.hpp
+++ b/include/godot_cpp/variant/vector4i.hpp
@@ -70,9 +70,6 @@ struct _NO_DISCARD_ Vector4i {
return coord[p_axis];
}
- void set_axis(const int p_axis, const int32_t p_value);
- int32_t get_axis(const int p_axis) const;
-
Vector4i::Axis min_axis_index() const;
Vector4i::Axis max_axis_index() const;
diff --git a/src/variant/aabb.cpp b/src/variant/aabb.cpp
index ff5cfe0..e488c66 100644
--- a/src/variant/aabb.cpp
+++ b/src/variant/aabb.cpp
@@ -30,12 +30,12 @@
#include <godot_cpp/variant/aabb.hpp>
-#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/variant/string.hpp>
+#include <godot_cpp/variant/variant.hpp>
namespace godot {
-real_t AABB::get_area() const {
+real_t AABB::get_volume() const {
return size.x * size.y * size.z;
}
@@ -48,14 +48,19 @@ bool AABB::operator!=(const AABB &p_rval) const {
}
void AABB::merge_with(const AABB &p_aabb) {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
+ ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
+ }
+#endif
Vector3 beg_1, beg_2;
Vector3 end_1, end_2;
Vector3 min, max;
beg_1 = position;
beg_2 = p_aabb.position;
- 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;
+ end_1 = size + beg_1;
+ end_2 = p_aabb.size + 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;
@@ -74,6 +79,11 @@ bool AABB::is_equal_approx(const AABB &p_aabb) const {
}
AABB AABB::intersection(const AABB &p_aabb) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
+ ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
+ }
+#endif
Vector3 src_min = position;
Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position;
@@ -106,6 +116,11 @@ AABB AABB::intersection(const AABB &p_aabb) const {
}
bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip, Vector3 *r_normal) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
+ ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
+ }
+#endif
Vector3 c1, c2;
Vector3 end = position + size;
real_t near = -1e20;
@@ -149,6 +164,11 @@ bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *
}
bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip, Vector3 *r_normal) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
+ ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
+ }
+#endif
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
@@ -268,14 +288,14 @@ int AABB::get_longest_axis_index() const {
Vector3 AABB::get_shortest_axis() const {
Vector3 axis(1, 0, 0);
- real_t max_size = size.x;
+ real_t min_size = size.x;
- if (size.y < max_size) {
+ if (size.y < min_size) {
axis = Vector3(0, 1, 0);
- max_size = size.y;
+ min_size = size.y;
}
- if (size.z < max_size) {
+ if (size.z < min_size) {
axis = Vector3(0, 0, 1);
}
@@ -284,14 +304,14 @@ Vector3 AABB::get_shortest_axis() const {
int AABB::get_shortest_axis_index() const {
int axis = 0;
- real_t max_size = size.x;
+ real_t min_size = size.x;
- if (size.y < max_size) {
+ if (size.y < min_size) {
axis = 1;
- max_size = size.y;
+ min_size = size.y;
}
- if (size.z < max_size) {
+ if (size.z < min_size) {
axis = 2;
}
@@ -378,8 +398,24 @@ void AABB::get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const {
}
}
+Variant AABB::intersects_segment_bind(const Vector3 &p_from, const Vector3 &p_to) const {
+ Vector3 inters;
+ if (intersects_segment(p_from, p_to, &inters)) {
+ return inters;
+ }
+ return Variant();
+}
+
+Variant AABB::intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const {
+ Vector3 inters;
+ if (intersects_ray(p_from, p_dir, &inters)) {
+ return inters;
+ }
+ return Variant();
+}
+
AABB::operator String() const {
- return position.operator String() + " - " + size.operator String();
+ return "[P: " + position.operator String() + ", S: " + size + "]";
}
} // namespace godot
diff --git a/src/variant/basis.cpp b/src/variant/basis.cpp
index 27212c0..add45a5 100644
--- a/src/variant/basis.cpp
+++ b/src/variant/basis.cpp
@@ -122,7 +122,7 @@ bool Basis::is_diagonal() const {
}
bool Basis::is_rotation() const {
- return Math::is_equal_approx(determinant(), (real_t)1, (real_t)UNIT_EPSILON) && is_orthogonal();
+ return Math::is_equal_approx(determinant(), 1, (real_t)UNIT_EPSILON) && is_orthogonal();
}
#ifdef MATH_CHECKS
@@ -315,7 +315,7 @@ Vector3 Basis::get_scale() const {
//
// A proper way to get rid of this issue would be to store the scaling values (or at least their signs)
// as a part of Basis. However, if we go that path, we need to disable direct (write) access to the
- // matrix rows.
+ // matrix elements.
//
// The rotation part of this decomposition is returned by get_rotation* functions.
real_t det_sign = SIGN(determinant());
diff --git a/src/variant/color.cpp b/src/variant/color.cpp
index c41a6ab..d8de1dd 100644
--- a/src/variant/color.cpp
+++ b/src/variant/color.cpp
@@ -36,77 +36,110 @@
namespace godot {
uint32_t Color::to_argb32() const {
- uint32_t c = (uint8_t)Math::round(a * 255);
+ uint32_t c = (uint8_t)Math::round(a * 255.0f);
c <<= 8;
- c |= (uint8_t)Math::round(r * 255);
+ c |= (uint8_t)Math::round(r * 255.0f);
c <<= 8;
- c |= (uint8_t)Math::round(g * 255);
+ c |= (uint8_t)Math::round(g * 255.0f);
c <<= 8;
- c |= (uint8_t)Math::round(b * 255);
+ c |= (uint8_t)Math::round(b * 255.0f);
return c;
}
uint32_t Color::to_abgr32() const {
- uint32_t c = (uint8_t)Math::round(a * 255);
+ uint32_t c = (uint8_t)Math::round(a * 255.0f);
c <<= 8;
- c |= (uint8_t)Math::round(b * 255);
+ c |= (uint8_t)Math::round(b * 255.0f);
c <<= 8;
- c |= (uint8_t)Math::round(g * 255);
+ c |= (uint8_t)Math::round(g * 255.0f);
c <<= 8;
- c |= (uint8_t)Math::round(r * 255);
+ c |= (uint8_t)Math::round(r * 255.0f);
return c;
}
uint32_t Color::to_rgba32() const {
- uint32_t c = (uint8_t)Math::round(r * 255);
+ uint32_t c = (uint8_t)Math::round(r * 255.0f);
c <<= 8;
- c |= (uint8_t)Math::round(g * 255);
+ c |= (uint8_t)Math::round(g * 255.0f);
c <<= 8;
- c |= (uint8_t)Math::round(b * 255);
+ c |= (uint8_t)Math::round(b * 255.0f);
c <<= 8;
- c |= (uint8_t)Math::round(a * 255);
+ c |= (uint8_t)Math::round(a * 255.0f);
return c;
}
uint64_t Color::to_abgr64() const {
- uint64_t c = (uint16_t)Math::round(a * 65535);
+ uint64_t c = (uint16_t)Math::round(a * 65535.0f);
c <<= 16;
- c |= (uint16_t)Math::round(b * 65535);
+ c |= (uint16_t)Math::round(b * 65535.0f);
c <<= 16;
- c |= (uint16_t)Math::round(g * 65535);
+ c |= (uint16_t)Math::round(g * 65535.0f);
c <<= 16;
- c |= (uint16_t)Math::round(r * 65535);
+ c |= (uint16_t)Math::round(r * 65535.0f);
return c;
}
uint64_t Color::to_argb64() const {
- uint64_t c = (uint16_t)Math::round(a * 65535);
+ uint64_t c = (uint16_t)Math::round(a * 65535.0f);
c <<= 16;
- c |= (uint16_t)Math::round(r * 65535);
+ c |= (uint16_t)Math::round(r * 65535.0f);
c <<= 16;
- c |= (uint16_t)Math::round(g * 65535);
+ c |= (uint16_t)Math::round(g * 65535.0f);
c <<= 16;
- c |= (uint16_t)Math::round(b * 65535);
+ c |= (uint16_t)Math::round(b * 65535.0f);
return c;
}
uint64_t Color::to_rgba64() const {
- uint64_t c = (uint16_t)Math::round(r * 65535);
+ uint64_t c = (uint16_t)Math::round(r * 65535.0f);
c <<= 16;
- c |= (uint16_t)Math::round(g * 65535);
+ c |= (uint16_t)Math::round(g * 65535.0f);
c <<= 16;
- c |= (uint16_t)Math::round(b * 65535);
+ c |= (uint16_t)Math::round(b * 65535.0f);
c <<= 16;
- c |= (uint16_t)Math::round(a * 65535);
+ c |= (uint16_t)Math::round(a * 65535.0f);
return c;
}
+String _to_hex(float p_val) {
+ int v = Math::round(p_val * 255.0f);
+ v = CLAMP(v, 0, 255);
+ String ret;
+
+ for (int i = 0; i < 2; i++) {
+ char32_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 char32_t *)c;
+ ret = cs + ret;
+ }
+
+ return ret;
+}
+
+String Color::to_html(bool p_alpha) const {
+ String txt;
+ txt = txt + _to_hex(r);
+ txt = txt + _to_hex(g);
+ txt = txt + _to_hex(b);
+ if (p_alpha) {
+ txt = txt + _to_hex(a);
+ }
+ return txt;
+}
+
float Color::get_h() const {
float min = Math::min(r, g);
min = Math::min(min, b);
@@ -115,8 +148,8 @@ float Color::get_h() const {
float delta = max - min;
- if (delta == 0) {
- return 0;
+ if (delta == 0.0f) {
+ return 0.0f;
}
float h;
@@ -128,9 +161,9 @@ float Color::get_h() const {
h = 4 + (r - g) / delta; // between magenta & cyan
}
- h /= 6.0;
- if (h < 0) {
- h += 1.0;
+ h /= 6.0f;
+ if (h < 0.0f) {
+ h += 1.0f;
}
return h;
@@ -144,7 +177,7 @@ float Color::get_s() const {
float delta = max - min;
- return (max != 0) ? (delta / max) : 0;
+ return (max != 0.0f) ? (delta / max) : 0.0f;
}
float Color::get_v() const {
@@ -158,20 +191,20 @@ void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
float f, p, q, t;
a = p_alpha;
- if (p_s == 0) {
+ if (p_s == 0.0f) {
// Achromatic (grey)
r = g = b = p_v;
return;
}
- p_h *= 6.0;
+ p_h *= 6.0f;
p_h = Math::fmod(p_h, 6);
i = Math::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));
+ p = p_v * (1.0f - p_s);
+ q = p_v * (1.0f - p_s * f);
+ t = p_v * (1.0f - p_s * (1.0f - f));
switch (i) {
case 0: // Red is the dominant color
@@ -211,50 +244,44 @@ bool Color::is_equal_approx(const Color &p_color) const {
return Math::is_equal_approx(r, p_color.r) && Math::is_equal_approx(g, p_color.g) && Math::is_equal_approx(b, p_color.b) && Math::is_equal_approx(a, p_color.a);
}
+Color Color::clamp(const Color &p_min, const Color &p_max) const {
+ return Color(
+ CLAMP(r, p_min.r, p_max.r),
+ CLAMP(g, p_min.g, p_max.g),
+ CLAMP(b, p_min.b, p_max.b),
+ CLAMP(a, p_min.a, p_max.a));
+}
+
void Color::invert() {
- r = 1.0 - r;
- g = 1.0 - g;
- b = 1.0 - b;
+ r = 1.0f - r;
+ g = 1.0f - g;
+ b = 1.0f - b;
}
Color Color::hex(uint32_t p_hex) {
- float a = (p_hex & 0xFF) / 255.0;
+ float a = (p_hex & 0xFF) / 255.0f;
p_hex >>= 8;
- float b = (p_hex & 0xFF) / 255.0;
+ float b = (p_hex & 0xFF) / 255.0f;
p_hex >>= 8;
- float g = (p_hex & 0xFF) / 255.0;
+ float g = (p_hex & 0xFF) / 255.0f;
p_hex >>= 8;
- float r = (p_hex & 0xFF) / 255.0;
+ float r = (p_hex & 0xFF) / 255.0f;
return Color(r, g, b, a);
}
Color Color::hex64(uint64_t p_hex) {
- float a = (p_hex & 0xFFFF) / 65535.0;
+ float a = (p_hex & 0xFFFF) / 65535.0f;
p_hex >>= 16;
- float b = (p_hex & 0xFFFF) / 65535.0;
+ float b = (p_hex & 0xFFFF) / 65535.0f;
p_hex >>= 16;
- float g = (p_hex & 0xFFFF) / 65535.0;
+ float g = (p_hex & 0xFFFF) / 65535.0f;
p_hex >>= 16;
- float r = (p_hex & 0xFFFF) / 65535.0;
+ float r = (p_hex & 0xFFFF) / 65535.0f;
return Color(r, g, b, a);
}
-Color Color::from_rgbe9995(uint32_t p_rgbe) {
- float r = p_rgbe & 0x1ff;
- float g = (p_rgbe >> 9) & 0x1ff;
- float b = (p_rgbe >> 18) & 0x1ff;
- float e = (p_rgbe >> 27);
- float m = Math::pow(2, e - 15.0 - 9.0);
-
- float rd = r * m;
- float gd = g * m;
- float bd = b * m;
-
- return Color(rd, gd, bd, 1.0f);
-}
-
static int _parse_col4(const String &p_str, int p_ofs) {
char character = p_str[p_ofs];
@@ -301,29 +328,29 @@ Color Color::html(const String &p_rgba) {
} else if (color.length() == 3) {
alpha = false;
} else {
- ERR_FAIL_V(Color());
+ ERR_FAIL_V_MSG(Color(), "Invalid color code: " + p_rgba + ".");
}
- float r, g, b, a = 1.0;
+ float r, g, b, a = 1.0f;
if (is_shorthand) {
- r = _parse_col4(color, 0) / 15.0;
- g = _parse_col4(color, 1) / 15.0;
- b = _parse_col4(color, 2) / 15.0;
+ r = _parse_col4(color, 0) / 15.0f;
+ g = _parse_col4(color, 1) / 15.0f;
+ b = _parse_col4(color, 2) / 15.0f;
if (alpha) {
- a = _parse_col4(color, 3) / 15.0;
+ a = _parse_col4(color, 3) / 15.0f;
}
} else {
- r = _parse_col8(color, 0) / 255.0;
- g = _parse_col8(color, 2) / 255.0;
- b = _parse_col8(color, 4) / 255.0;
+ r = _parse_col8(color, 0) / 255.0f;
+ g = _parse_col8(color, 2) / 255.0f;
+ b = _parse_col8(color, 4) / 255.0f;
if (alpha) {
- a = _parse_col8(color, 6) / 255.0;
+ a = _parse_col8(color, 6) / 255.0f;
}
}
- ERR_FAIL_COND_V(r < 0, Color());
- ERR_FAIL_COND_V(g < 0, Color());
- ERR_FAIL_COND_V(b < 0, Color());
- ERR_FAIL_COND_V(a < 0, Color());
+ ERR_FAIL_COND_V_MSG(r < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
+ ERR_FAIL_COND_V_MSG(g < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
+ ERR_FAIL_COND_V_MSG(b < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
+ ERR_FAIL_COND_V_MSG(a < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
return Color(r, g, b, a);
}
@@ -357,10 +384,10 @@ bool Color::html_is_valid(const String &p_color) {
Color Color::named(const String &p_name) {
int idx = find_named_color(p_name);
if (idx == -1) {
- ERR_FAIL_V(Color());
+ ERR_FAIL_V_MSG(Color(), "Invalid color name: " + p_name + ".");
return Color();
}
- return get_named_color(idx);
+ return named_colors[idx].color;
}
Color Color::named(const String &p_name, const Color &p_default) {
@@ -368,7 +395,7 @@ Color Color::named(const String &p_name, const Color &p_default) {
if (idx == -1) {
return p_default;
}
- return get_named_color(idx);
+ return named_colors[idx].color;
}
int Color::find_named_color(const String &p_name) {
@@ -379,11 +406,11 @@ int Color::find_named_color(const String &p_name) {
name = name.replace("_", "");
name = name.replace("'", "");
name = name.replace(".", "");
- name = name.to_lower();
+ name = name.to_upper();
int idx = 0;
while (named_colors[idx].name != nullptr) {
- if (name == String(named_colors[idx].name)) {
+ if (name == String(named_colors[idx].name).replace("_", "")) {
return idx;
}
idx++;
@@ -401,10 +428,12 @@ int Color::get_named_color_count() {
}
String Color::get_named_color_name(int p_idx) {
+ ERR_FAIL_INDEX_V(p_idx, get_named_color_count(), "");
return named_colors[p_idx].name;
}
Color Color::get_named_color(int p_idx) {
+ ERR_FAIL_INDEX_V(p_idx, get_named_color_count(), Color());
return named_colors[p_idx].color;
}
@@ -418,47 +447,28 @@ Color Color::from_string(const String &p_string, const Color &p_default) {
}
}
-String _to_hex(float p_val) {
- int v = Math::round(p_val * 255);
- v = Math::clamp(v, 0, 255);
- String ret;
-
- for (int i = 0; i < 2; i++) {
- char32_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 char32_t *)c;
- ret = cs + ret;
- }
-
- return ret;
+Color Color::from_hsv(float p_h, float p_s, float p_v, float p_alpha) {
+ Color c;
+ c.set_hsv(p_h, p_s, p_v, p_alpha);
+ return c;
}
-String Color::to_html(bool p_alpha) const {
- String txt;
- txt = txt + _to_hex(g);
- txt = txt + _to_hex(b);
- txt = txt + _to_hex(r);
- if (p_alpha) {
- txt = txt + _to_hex(a);
- }
- return txt;
-}
+Color Color::from_rgbe9995(uint32_t p_rgbe) {
+ float r = p_rgbe & 0x1ff;
+ float g = (p_rgbe >> 9) & 0x1ff;
+ float b = (p_rgbe >> 18) & 0x1ff;
+ float e = (p_rgbe >> 27);
+ float m = Math::pow(2.0f, e - 15.0f - 9.0f);
-Color Color::from_hsv(float p_h, float p_s, float p_v, float p_a) {
- Color result;
- result.set_hsv(p_h, p_s, p_v, p_a);
- return result;
+ float rd = r * m;
+ float gd = g * m;
+ float bd = b * m;
+
+ return Color(rd, gd, bd, 1.0f);
}
Color::operator String() const {
- return String::num(r, 3) + ", " + String::num(g, 3) + ", " + String::num(b, 3) + ", " + String::num(a, 3);
+ return "(" + String::num(r, 4) + ", " + String::num(g, 4) + ", " + String::num(b, 4) + ", " + String::num(a, 4) + ")";
}
Color Color::operator+(const Color &p_color) const {
@@ -553,10 +563,10 @@ void Color::operator/=(float p_scalar) {
Color Color::operator-() const {
return Color(
- 1.0 - r,
- 1.0 - g,
- 1.0 - b,
- 1.0 - a);
+ 1.0f - r,
+ 1.0f - g,
+ 1.0f - b,
+ 1.0f - a);
}
} // namespace godot
diff --git a/src/variant/plane.cpp b/src/variant/plane.cpp
index 43575c9..015b6a4 100644
--- a/src/variant/plane.cpp
+++ b/src/variant/plane.cpp
@@ -31,6 +31,7 @@
#include <godot_cpp/variant/plane.hpp>
#include <godot_cpp/variant/string.hpp>
+#include <godot_cpp/variant/variant.hpp>
namespace godot {
@@ -59,7 +60,7 @@ Vector3 Plane::get_any_perpendicular_normal() const {
static const Vector3 p2 = Vector3(0, 1, 0);
Vector3 p;
- if (Math::abs(normal.dot(p1)) > 0.99) { // if too similar to p1
+ if (Math::abs(normal.dot(p1)) > 0.99f) { // if too similar to p1
p = p2; // use p2
} else {
p = p1; // use p1
@@ -89,7 +90,7 @@ bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r
*r_result = ((vec3_cross(normal1, normal2) * p_plane0.d) +
(vec3_cross(normal2, normal0) * p_plane1.d) +
(vec3_cross(normal0, normal1) * p_plane2.d)) /
- denom;
+ denom;
}
return true;
@@ -107,7 +108,7 @@ bool Plane::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3
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 emitting pos (p_from) doesn't exist
+ if (dist > (real_t)CMP_EPSILON) { //this is a ray, before the emitting pos (p_from) doesn't exist
return false;
}
@@ -130,7 +131,7 @@ bool Plane::intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vec
real_t dist = (normal.dot(p_begin) - d) / den;
//printf("dist is %i\n",dist);
- if (dist < -CMP_EPSILON || dist > (1.0 + CMP_EPSILON)) {
+ if (dist < (real_t)-CMP_EPSILON || dist > (1.0f + (real_t)CMP_EPSILON)) {
return false;
}
@@ -140,6 +141,33 @@ bool Plane::intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vec
return true;
}
+Variant Plane::intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const {
+ Vector3 inters;
+ if (intersect_3(p_plane1, p_plane2, &inters)) {
+ return inters;
+ } else {
+ return Variant();
+ }
+}
+
+Variant Plane::intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const {
+ Vector3 inters;
+ if (intersects_ray(p_from, p_dir, &inters)) {
+ return inters;
+ } else {
+ return Variant();
+ }
+}
+
+Variant Plane::intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const {
+ Vector3 inters;
+ if (intersects_segment(p_begin, p_end, &inters)) {
+ return inters;
+ } else {
+ return Variant();
+ }
+}
+
/* misc */
bool Plane::is_equal_approx_any_side(const Plane &p_plane) const {
@@ -151,7 +179,7 @@ bool Plane::is_equal_approx(const Plane &p_plane) const {
}
Plane::operator String() const {
- return normal.operator String() + ", " + String::num(d, 3);
+ return "[N: " + normal.operator String() + ", D: " + String::num_real(d, false) + "]";
}
} // namespace godot
diff --git a/src/variant/projection.cpp b/src/variant/projection.cpp
index a65e770..32ba15a 100644
--- a/src/variant/projection.cpp
+++ b/src/variant/projection.cpp
@@ -40,24 +40,24 @@
namespace godot {
float Projection::determinant() const {
- return matrix[0][3] * matrix[1][2] * matrix[2][1] * matrix[3][0] - matrix[0][2] * matrix[1][3] * matrix[2][1] * matrix[3][0] -
- matrix[0][3] * matrix[1][1] * matrix[2][2] * matrix[3][0] + matrix[0][1] * matrix[1][3] * matrix[2][2] * matrix[3][0] +
- matrix[0][2] * matrix[1][1] * matrix[2][3] * matrix[3][0] - matrix[0][1] * matrix[1][2] * matrix[2][3] * matrix[3][0] -
- matrix[0][3] * matrix[1][2] * matrix[2][0] * matrix[3][1] + matrix[0][2] * matrix[1][3] * matrix[2][0] * matrix[3][1] +
- matrix[0][3] * matrix[1][0] * matrix[2][2] * matrix[3][1] - matrix[0][0] * matrix[1][3] * matrix[2][2] * matrix[3][1] -
- matrix[0][2] * matrix[1][0] * matrix[2][3] * matrix[3][1] + matrix[0][0] * matrix[1][2] * matrix[2][3] * matrix[3][1] +
- matrix[0][3] * matrix[1][1] * matrix[2][0] * matrix[3][2] - matrix[0][1] * matrix[1][3] * matrix[2][0] * matrix[3][2] -
- matrix[0][3] * matrix[1][0] * matrix[2][1] * matrix[3][2] + matrix[0][0] * matrix[1][3] * matrix[2][1] * matrix[3][2] +
- matrix[0][1] * matrix[1][0] * matrix[2][3] * matrix[3][2] - matrix[0][0] * matrix[1][1] * matrix[2][3] * matrix[3][2] -
- matrix[0][2] * matrix[1][1] * matrix[2][0] * matrix[3][3] + matrix[0][1] * matrix[1][2] * matrix[2][0] * matrix[3][3] +
- matrix[0][2] * matrix[1][0] * matrix[2][1] * matrix[3][3] - matrix[0][0] * matrix[1][2] * matrix[2][1] * matrix[3][3] -
- matrix[0][1] * matrix[1][0] * matrix[2][2] * matrix[3][3] + matrix[0][0] * matrix[1][1] * matrix[2][2] * matrix[3][3];
+ return columns[0][3] * columns[1][2] * columns[2][1] * columns[3][0] - columns[0][2] * columns[1][3] * columns[2][1] * columns[3][0] -
+ columns[0][3] * columns[1][1] * columns[2][2] * columns[3][0] + columns[0][1] * columns[1][3] * columns[2][2] * columns[3][0] +
+ columns[0][2] * columns[1][1] * columns[2][3] * columns[3][0] - columns[0][1] * columns[1][2] * columns[2][3] * columns[3][0] -
+ columns[0][3] * columns[1][2] * columns[2][0] * columns[3][1] + columns[0][2] * columns[1][3] * columns[2][0] * columns[3][1] +
+ columns[0][3] * columns[1][0] * columns[2][2] * columns[3][1] - columns[0][0] * columns[1][3] * columns[2][2] * columns[3][1] -
+ columns[0][2] * columns[1][0] * columns[2][3] * columns[3][1] + columns[0][0] * columns[1][2] * columns[2][3] * columns[3][1] +
+ columns[0][3] * columns[1][1] * columns[2][0] * columns[3][2] - columns[0][1] * columns[1][3] * columns[2][0] * columns[3][2] -
+ columns[0][3] * columns[1][0] * columns[2][1] * columns[3][2] + columns[0][0] * columns[1][3] * columns[2][1] * columns[3][2] +
+ columns[0][1] * columns[1][0] * columns[2][3] * columns[3][2] - columns[0][0] * columns[1][1] * columns[2][3] * columns[3][2] -
+ columns[0][2] * columns[1][1] * columns[2][0] * columns[3][3] + columns[0][1] * columns[1][2] * columns[2][0] * columns[3][3] +
+ columns[0][2] * columns[1][0] * columns[2][1] * columns[3][3] - columns[0][0] * columns[1][2] * columns[2][1] * columns[3][3] -
+ columns[0][1] * columns[1][0] * columns[2][2] * columns[3][3] + columns[0][0] * columns[1][1] * columns[2][2] * columns[3][3];
}
void Projection::set_identity() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
- matrix[i][j] = (i == j) ? 1 : 0;
+ columns[i][j] = (i == j) ? 1 : 0;
}
}
}
@@ -65,7 +65,7 @@ void Projection::set_identity() {
void Projection::set_zero() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
- matrix[i][j] = 0;
+ columns[i][j] = 0;
}
}
}
@@ -73,26 +73,26 @@ void Projection::set_zero() {
Plane Projection::xform4(const Plane &p_vec4) const {
Plane ret;
- ret.normal.x = matrix[0][0] * p_vec4.normal.x + matrix[1][0] * p_vec4.normal.y + matrix[2][0] * p_vec4.normal.z + matrix[3][0] * p_vec4.d;
- ret.normal.y = matrix[0][1] * p_vec4.normal.x + matrix[1][1] * p_vec4.normal.y + matrix[2][1] * p_vec4.normal.z + matrix[3][1] * p_vec4.d;
- ret.normal.z = matrix[0][2] * p_vec4.normal.x + matrix[1][2] * p_vec4.normal.y + matrix[2][2] * p_vec4.normal.z + matrix[3][2] * p_vec4.d;
- ret.d = matrix[0][3] * p_vec4.normal.x + matrix[1][3] * p_vec4.normal.y + matrix[2][3] * p_vec4.normal.z + matrix[3][3] * p_vec4.d;
+ ret.normal.x = columns[0][0] * p_vec4.normal.x + columns[1][0] * p_vec4.normal.y + columns[2][0] * p_vec4.normal.z + columns[3][0] * p_vec4.d;
+ ret.normal.y = columns[0][1] * p_vec4.normal.x + columns[1][1] * p_vec4.normal.y + columns[2][1] * p_vec4.normal.z + columns[3][1] * p_vec4.d;
+ ret.normal.z = columns[0][2] * p_vec4.normal.x + columns[1][2] * p_vec4.normal.y + columns[2][2] * p_vec4.normal.z + columns[3][2] * p_vec4.d;
+ ret.d = columns[0][3] * p_vec4.normal.x + columns[1][3] * p_vec4.normal.y + columns[2][3] * p_vec4.normal.z + columns[3][3] * p_vec4.d;
return ret;
}
Vector4 Projection::xform(const Vector4 &p_vec4) const {
return Vector4(
- matrix[0][0] * p_vec4.x + matrix[1][0] * p_vec4.y + matrix[2][0] * p_vec4.z + matrix[3][0] * p_vec4.w,
- matrix[0][1] * p_vec4.x + matrix[1][1] * p_vec4.y + matrix[2][1] * p_vec4.z + matrix[3][1] * p_vec4.w,
- matrix[0][2] * p_vec4.x + matrix[1][2] * p_vec4.y + matrix[2][2] * p_vec4.z + matrix[3][2] * p_vec4.w,
- matrix[0][3] * p_vec4.x + matrix[1][3] * p_vec4.y + matrix[2][3] * p_vec4.z + matrix[3][3] * p_vec4.w);
+ columns[0][0] * p_vec4.x + columns[1][0] * p_vec4.y + columns[2][0] * p_vec4.z + columns[3][0] * p_vec4.w,
+ columns[0][1] * p_vec4.x + columns[1][1] * p_vec4.y + columns[2][1] * p_vec4.z + columns[3][1] * p_vec4.w,
+ columns[0][2] * p_vec4.x + columns[1][2] * p_vec4.y + columns[2][2] * p_vec4.z + columns[3][2] * p_vec4.w,
+ columns[0][3] * p_vec4.x + columns[1][3] * p_vec4.y + columns[2][3] * p_vec4.z + columns[3][3] * p_vec4.w);
}
Vector4 Projection::xform_inv(const Vector4 &p_vec4) const {
return Vector4(
- matrix[0][0] * p_vec4.x + matrix[0][1] * p_vec4.y + matrix[0][2] * p_vec4.z + matrix[0][3] * p_vec4.w,
- matrix[1][0] * p_vec4.x + matrix[1][1] * p_vec4.y + matrix[1][2] * p_vec4.z + matrix[1][3] * p_vec4.w,
- matrix[2][0] * p_vec4.x + matrix[2][1] * p_vec4.y + matrix[2][2] * p_vec4.z + matrix[2][3] * p_vec4.w,
- matrix[3][0] * p_vec4.x + matrix[3][1] * p_vec4.y + matrix[3][2] * p_vec4.z + matrix[3][3] * p_vec4.w);
+ columns[0][0] * p_vec4.x + columns[0][1] * p_vec4.y + columns[0][2] * p_vec4.z + columns[0][3] * p_vec4.w,
+ columns[1][0] * p_vec4.x + columns[1][1] * p_vec4.y + columns[1][2] * p_vec4.z + columns[1][3] * p_vec4.w,
+ columns[2][0] * p_vec4.x + columns[2][1] * p_vec4.y + columns[2][2] * p_vec4.z + columns[2][3] * p_vec4.w,
+ columns[3][0] * p_vec4.x + columns[3][1] * p_vec4.y + columns[3][2] * p_vec4.z + columns[3][3] * p_vec4.w);
}
void Projection::adjust_perspective_znear(real_t p_new_znear) {
@@ -100,8 +100,8 @@ void Projection::adjust_perspective_znear(real_t p_new_znear) {
real_t znear = p_new_znear;
real_t deltaZ = zfar - znear;
- matrix[2][2] = -(zfar + znear) / deltaZ;
- matrix[3][2] = -2 * znear * zfar / deltaZ;
+ columns[2][2] = -(zfar + znear) / deltaZ;
+ columns[3][2] = -2 * znear * zfar / deltaZ;
}
Projection Projection::create_depth_correction(bool p_flip_y) {
@@ -171,7 +171,7 @@ Projection Projection::perspective_znear_adjusted(real_t p_new_znear) const {
}
Plane Projection::get_projection_plane(Planes p_plane) const {
- const real_t *matrix = (const real_t *)this->matrix;
+ const real_t *matrix = (const real_t *)this->columns;
switch (p_plane) {
case PLANE_NEAR: {
@@ -257,7 +257,7 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t
}
real_t sine, cotangent, deltaZ;
- real_t radians = Math::deg2rad(p_fovy_degrees / 2.0);
+ real_t radians = Math::deg_to_rad(p_fovy_degrees / 2.0);
deltaZ = p_z_far - p_z_near;
sine = Math::sin(radians);
@@ -269,12 +269,12 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t
set_identity();
- matrix[0][0] = cotangent / p_aspect;
- matrix[1][1] = cotangent;
- matrix[2][2] = -(p_z_far + p_z_near) / deltaZ;
- matrix[2][3] = -1;
- matrix[3][2] = -2 * p_z_near * p_z_far / deltaZ;
- matrix[3][3] = 0;
+ columns[0][0] = cotangent / p_aspect;
+ columns[1][1] = cotangent;
+ columns[2][2] = -(p_z_far + p_z_near) / deltaZ;
+ columns[2][3] = -1;
+ columns[3][2] = -2 * p_z_near * p_z_far / deltaZ;
+ columns[3][3] = 0;
}
void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist) {
@@ -284,7 +284,7 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t
real_t left, right, modeltranslation, ymax, xmax, frustumshift;
- ymax = p_z_near * tan(Math::deg2rad(p_fovy_degrees / 2.0));
+ ymax = p_z_near * tan(Math::deg_to_rad(p_fovy_degrees / 2.0));
xmax = ymax * p_aspect;
frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist;
@@ -311,7 +311,7 @@ void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t
// translate matrix by (modeltranslation, 0.0, 0.0)
Projection cm;
cm.set_identity();
- cm.matrix[3][0] = modeltranslation;
+ cm.columns[3][0] = modeltranslation;
*this = *this * cm;
}
@@ -346,13 +346,13 @@ void Projection::set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_di
void Projection::set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar) {
set_identity();
- matrix[0][0] = 2.0 / (p_right - p_left);
- matrix[3][0] = -((p_right + p_left) / (p_right - p_left));
- matrix[1][1] = 2.0 / (p_top - p_bottom);
- matrix[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
- matrix[2][2] = -2.0 / (p_zfar - p_znear);
- matrix[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
- matrix[3][3] = 1.0;
+ columns[0][0] = 2.0 / (p_right - p_left);
+ columns[3][0] = -((p_right + p_left) / (p_right - p_left));
+ columns[1][1] = 2.0 / (p_top - p_bottom);
+ columns[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
+ columns[2][2] = -2.0 / (p_zfar - p_znear);
+ columns[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
+ columns[3][3] = 1.0;
}
void Projection::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {
@@ -368,7 +368,7 @@ void Projection::set_frustum(real_t p_left, real_t p_right, real_t p_bottom, rea
ERR_FAIL_COND(p_top <= p_bottom);
ERR_FAIL_COND(p_far <= p_near);
- real_t *te = &matrix[0][0];
+ real_t *te = &columns[0][0];
real_t x = 2 * p_near / (p_right - p_left);
real_t y = 2 * p_near / (p_top - p_bottom);
@@ -404,7 +404,7 @@ void Projection::set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, r
}
real_t Projection::get_z_far() const {
- const real_t *matrix = (const real_t *)this->matrix;
+ const real_t *matrix = (const real_t *)this->columns;
Plane new_plane = Plane(matrix[3] - matrix[2],
matrix[7] - matrix[6],
matrix[11] - matrix[10],
@@ -417,7 +417,7 @@ real_t Projection::get_z_far() const {
}
real_t Projection::get_z_near() const {
- const real_t *matrix = (const real_t *)this->matrix;
+ const real_t *matrix = (const real_t *)this->columns;
Plane new_plane = Plane(matrix[3] + matrix[2],
matrix[7] + matrix[6],
matrix[11] + matrix[10],
@@ -428,7 +428,7 @@ real_t Projection::get_z_near() const {
}
Vector2 Projection::get_viewport_half_extents() const {
- const real_t *matrix = (const real_t *)this->matrix;
+ const real_t *matrix = (const real_t *)this->columns;
///////--- Near Plane ---///////
Plane near_plane = Plane(matrix[3] + matrix[2],
matrix[7] + matrix[6],
@@ -456,7 +456,7 @@ Vector2 Projection::get_viewport_half_extents() const {
}
Vector2 Projection::get_far_plane_half_extents() const {
- const real_t *matrix = (const real_t *)this->matrix;
+ const real_t *matrix = (const real_t *)this->columns;
///////--- Far Plane ---///////
Plane far_plane = Plane(matrix[3] - matrix[2],
matrix[7] - matrix[6],
@@ -498,7 +498,10 @@ bool Projection::get_endpoints(const Transform3D &p_transform, Vector3 *p_8point
for (int i = 0; i < 8; i++) {
Vector3 point;
- bool res = planes[intersections[i][0]].operator Plane().intersect_3(planes[intersections[i][1]].operator Plane(), planes[intersections[i][2]].operator Plane(), &point);
+ Plane a = planes[intersections[i][0]];
+ Plane b = planes[intersections[i][1]];
+ Plane c = planes[intersections[i][2]];
+ bool res = a.intersect_3(b, c, &point);
ERR_FAIL_COND_V(!res, false);
p_8points[i] = p_transform.xform(point);
}
@@ -514,8 +517,9 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
*/
Array planes;
+ planes.resize(6);
- const real_t *matrix = (const real_t *)this->matrix;
+ const real_t *matrix = (const real_t *)this->columns;
Plane new_plane;
@@ -528,7 +532,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
new_plane.normal = -new_plane.normal;
new_plane.normalize();
- planes.push_back(p_transform.xform(new_plane));
+ planes[0] = p_transform.xform(new_plane);
///////--- Far Plane ---///////
new_plane = Plane(matrix[3] - matrix[2],
@@ -539,7 +543,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
new_plane.normal = -new_plane.normal;
new_plane.normalize();
- planes.push_back(p_transform.xform(new_plane));
+ planes[1] = p_transform.xform(new_plane);
///////--- Left Plane ---///////
new_plane = Plane(matrix[3] + matrix[0],
@@ -550,7 +554,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
new_plane.normal = -new_plane.normal;
new_plane.normalize();
- planes.push_back(p_transform.xform(new_plane));
+ planes[2] = p_transform.xform(new_plane);
///////--- Top Plane ---///////
new_plane = Plane(matrix[3] - matrix[1],
@@ -561,7 +565,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
new_plane.normal = -new_plane.normal;
new_plane.normalize();
- planes.push_back(p_transform.xform(new_plane));
+ planes[3] = p_transform.xform(new_plane);
///////--- Right Plane ---///////
new_plane = Plane(matrix[3] - matrix[0],
@@ -572,7 +576,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
new_plane.normal = -new_plane.normal;
new_plane.normalize();
- planes.push_back(p_transform.xform(new_plane));
+ planes[4] = p_transform.xform(new_plane);
///////--- Bottom Plane ---///////
new_plane = Plane(matrix[3] + matrix[1],
@@ -583,7 +587,7 @@ Array Projection::get_projection_planes(const Transform3D &p_transform) const {
new_plane.normal = -new_plane.normal;
new_plane.normalize();
- planes.push_back(p_transform.xform(new_plane));
+ planes[5] = p_transform.xform(new_plane);
return planes;
}
@@ -602,15 +606,15 @@ void Projection::invert() {
real_t determinant = 1.0f;
for (k = 0; k < 4; k++) {
/** Locate k'th pivot element **/
- pvt_val = matrix[k][k]; /** Initialize for search **/
+ pvt_val = columns[k][k]; /** Initialize for search **/
pvt_i[k] = k;
pvt_j[k] = k;
for (i = k; i < 4; i++) {
for (j = k; j < 4; j++) {
- if (Math::abs(matrix[i][j]) > Math::abs(pvt_val)) {
+ if (Math::abs(columns[i][j]) > Math::abs(pvt_val)) {
pvt_i[k] = i;
pvt_j[k] = j;
- pvt_val = matrix[i][j];
+ pvt_val = columns[i][j];
}
}
}
@@ -621,13 +625,13 @@ void Projection::invert() {
return; /** Matrix is singular (zero determinant). **/
}
- /** "Interchange" elements (with sign change stuff) **/
+ /** "Interchange" rows (with sign change stuff) **/
i = pvt_i[k];
- if (i != k) { /** If elements are different **/
+ if (i != k) { /** If rows are different **/
for (j = 0; j < 4; j++) {
- hold = -matrix[k][j];
- matrix[k][j] = matrix[i][j];
- matrix[i][j] = hold;
+ hold = -columns[k][j];
+ columns[k][j] = columns[i][j];
+ columns[i][j] = hold;
}
}
@@ -635,25 +639,25 @@ void Projection::invert() {
j = pvt_j[k];
if (j != k) { /** If columns are different **/
for (i = 0; i < 4; i++) {
- hold = -matrix[i][k];
- matrix[i][k] = matrix[i][j];
- matrix[i][j] = hold;
+ hold = -columns[i][k];
+ columns[i][k] = columns[i][j];
+ columns[i][j] = hold;
}
}
/** Divide column by minus pivot value **/
for (i = 0; i < 4; i++) {
if (i != k) {
- matrix[i][k] /= (-pvt_val);
+ columns[i][k] /= (-pvt_val);
}
}
/** Reduce the matrix **/
for (i = 0; i < 4; i++) {
- hold = matrix[i][k];
+ hold = columns[i][k];
for (j = 0; j < 4; j++) {
if (i != k && j != k) {
- matrix[i][j] += hold * matrix[k][j];
+ columns[i][j] += hold * columns[k][j];
}
}
}
@@ -661,32 +665,32 @@ void Projection::invert() {
/** Divide row by pivot **/
for (j = 0; j < 4; j++) {
if (j != k) {
- matrix[k][j] /= pvt_val;
+ columns[k][j] /= pvt_val;
}
}
/** Replace pivot by reciprocal (at last we can touch it). **/
- matrix[k][k] = 1.0 / pvt_val;
+ columns[k][k] = 1.0 / pvt_val;
}
/* That was most of the work, one final pass of row/column interchange */
/* to finish */
for (k = 4 - 2; k >= 0; k--) { /* Don't need to work with 1 by 1 corner*/
i = pvt_j[k]; /* Rows to swap correspond to pivot COLUMN */
- if (i != k) { /* If elements are different */
+ if (i != k) { /* If rows are different */
for (j = 0; j < 4; j++) {
- hold = matrix[k][j];
- matrix[k][j] = -matrix[i][j];
- matrix[i][j] = hold;
+ hold = columns[k][j];
+ columns[k][j] = -columns[i][j];
+ columns[i][j] = hold;
}
}
j = pvt_i[k]; /* Columns to swap correspond to pivot ROW */
if (j != k) { /* If columns are different */
for (i = 0; i < 4; i++) {
- hold = matrix[i][k];
- matrix[i][k] = -matrix[i][j];
- matrix[i][j] = hold;
+ hold = columns[i][k];
+ columns[i][k] = -columns[i][j];
+ columns[i][j] = hold;
}
}
}
@@ -694,7 +698,7 @@ void Projection::invert() {
void Projection::flip_y() {
for (int i = 0; i < 4; i++) {
- matrix[1][i] = -matrix[1][i];
+ columns[1][i] = -columns[1][i];
}
}
@@ -709,9 +713,9 @@ Projection Projection::operator*(const Projection &p_matrix) const {
for (int i = 0; i < 4; i++) {
real_t ab = 0;
for (int k = 0; k < 4; k++) {
- ab += matrix[k][i] * p_matrix.matrix[j][k];
+ ab += columns[k][i] * p_matrix.columns[j][k];
}
- new_matrix.matrix[j][i] = ab;
+ new_matrix.columns[j][i] = ab;
}
}
@@ -719,7 +723,7 @@ Projection Projection::operator*(const Projection &p_matrix) const {
}
void Projection::set_depth_correction(bool p_flip_y) {
- real_t *m = &matrix[0][0];
+ real_t *m = &columns[0][0];
m[0] = 1;
m[1] = 0.0;
@@ -740,7 +744,7 @@ void Projection::set_depth_correction(bool p_flip_y) {
}
void Projection::set_light_bias() {
- real_t *m = &matrix[0][0];
+ real_t *m = &columns[0][0];
m[0] = 0.5;
m[1] = 0.0;
@@ -761,7 +765,7 @@ void Projection::set_light_bias() {
}
void Projection::set_light_atlas_rect(const Rect2 &p_rect) {
- real_t *m = &matrix[0][0];
+ real_t *m = &columns[0][0];
m[0] = p_rect.size.width;
m[1] = 0.0;
@@ -785,7 +789,7 @@ Projection::operator String() const {
String str;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
- str = str + String((j > 0) ? ", " : "\n") + rtos(matrix[i][j]);
+ str = str + String((j > 0) ? ", " : "\n") + rtos(columns[i][j]);
}
}
@@ -804,11 +808,11 @@ int Projection::get_pixels_per_meter(int p_for_pixel_width) const {
}
bool Projection::is_orthogonal() const {
- return matrix[3][3] == 1.0;
+ return columns[3][3] == 1.0;
}
real_t Projection::get_fov() const {
- const real_t *matrix = (const real_t *)this->matrix;
+ const real_t *matrix = (const real_t *)this->columns;
Plane right_plane = Plane(matrix[3] - matrix[0],
matrix[7] - matrix[4],
@@ -817,7 +821,7 @@ real_t Projection::get_fov() const {
right_plane.normalize();
if ((matrix[8] == 0) && (matrix[9] == 0)) {
- return Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0;
+ return Math::rad_to_deg(Math::acos(Math::abs(right_plane.normal.x))) * 2.0;
} else {
// our frustum is asymmetrical need to calculate the left planes angle separately..
Plane left_plane = Plane(matrix[3] + matrix[0],
@@ -826,7 +830,7 @@ real_t Projection::get_fov() const {
matrix[15] + matrix[12]);
left_plane.normalize();
- return Math::rad2deg(Math::acos(Math::abs(left_plane.normal.x))) + Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x)));
+ return Math::rad_to_deg(Math::acos(Math::abs(left_plane.normal.x))) + Math::rad_to_deg(Math::acos(Math::abs(right_plane.normal.x)));
}
}
@@ -839,48 +843,49 @@ float Projection::get_lod_multiplier() const {
return 1.0 / (zn / width);
}
- // usage is lod_size / (lod_distance * multiplier) < threshold
+ // Usage is lod_size / (lod_distance * multiplier) < threshold
}
+
void Projection::make_scale(const Vector3 &p_scale) {
set_identity();
- matrix[0][0] = p_scale.x;
- matrix[1][1] = p_scale.y;
- matrix[2][2] = p_scale.z;
+ columns[0][0] = p_scale.x;
+ columns[1][1] = p_scale.y;
+ columns[2][2] = p_scale.z;
}
void Projection::scale_translate_to_fit(const AABB &p_aabb) {
Vector3 min = p_aabb.position;
Vector3 max = p_aabb.position + p_aabb.size;
- matrix[0][0] = 2 / (max.x - min.x);
- matrix[1][0] = 0;
- matrix[2][0] = 0;
- matrix[3][0] = -(max.x + min.x) / (max.x - min.x);
+ columns[0][0] = 2 / (max.x - min.x);
+ columns[1][0] = 0;
+ columns[2][0] = 0;
+ columns[3][0] = -(max.x + min.x) / (max.x - min.x);
- matrix[0][1] = 0;
- matrix[1][1] = 2 / (max.y - min.y);
- matrix[2][1] = 0;
- matrix[3][1] = -(max.y + min.y) / (max.y - min.y);
+ columns[0][1] = 0;
+ columns[1][1] = 2 / (max.y - min.y);
+ columns[2][1] = 0;
+ columns[3][1] = -(max.y + min.y) / (max.y - min.y);
- matrix[0][2] = 0;
- matrix[1][2] = 0;
- matrix[2][2] = 2 / (max.z - min.z);
- matrix[3][2] = -(max.z + min.z) / (max.z - min.z);
+ columns[0][2] = 0;
+ columns[1][2] = 0;
+ columns[2][2] = 2 / (max.z - min.z);
+ columns[3][2] = -(max.z + min.z) / (max.z - min.z);
- matrix[0][3] = 0;
- matrix[1][3] = 0;
- matrix[2][3] = 0;
- matrix[3][3] = 1;
+ columns[0][3] = 0;
+ columns[1][3] = 0;
+ columns[2][3] = 0;
+ columns[3][3] = 1;
}
void Projection::add_jitter_offset(const Vector2 &p_offset) {
- matrix[3][0] += p_offset.x;
- matrix[3][1] += p_offset.y;
+ columns[3][0] += p_offset.x;
+ columns[3][1] += p_offset.y;
}
Projection::operator Transform3D() const {
Transform3D tr;
- const real_t *m = &matrix[0][0];
+ const real_t *m = &columns[0][0];
tr.basis.rows[0][0] = m[0];
tr.basis.rows[1][0] = m[1];
@@ -900,15 +905,17 @@ Projection::operator Transform3D() const {
return tr;
}
+
Projection::Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w) {
- matrix[0] = p_x;
- matrix[1] = p_y;
- matrix[2] = p_z;
- matrix[3] = p_w;
+ columns[0] = p_x;
+ columns[1] = p_y;
+ columns[2] = p_z;
+ columns[3] = p_w;
}
+
Projection::Projection(const Transform3D &p_transform) {
const Transform3D &tr = p_transform;
- real_t *m = &matrix[0][0];
+ real_t *m = &columns[0][0];
m[0] = tr.basis.rows[0][0];
m[1] = tr.basis.rows[1][0];
diff --git a/src/variant/quaternion.cpp b/src/variant/quaternion.cpp
index 6b1ff14..13b0f9b 100644
--- a/src/variant/quaternion.cpp
+++ b/src/variant/quaternion.cpp
@@ -94,7 +94,7 @@ Quaternion Quaternion::normalized() const {
}
bool Quaternion::is_normalized() const {
- return Math::is_equal_approx(length_squared(), (real_t)1.0, (real_t)UNIT_EPSILON); //use less epsilon
+ return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON); //use less epsilon
}
Quaternion Quaternion::inverse() const {
diff --git a/src/variant/rect2.cpp b/src/variant/rect2.cpp
index 53f06c6..1d15da7 100644
--- a/src/variant/rect2.cpp
+++ b/src/variant/rect2.cpp
@@ -41,6 +41,11 @@ bool Rect2::is_equal_approx(const Rect2 &p_rect) const {
}
bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0)) {
+ ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
+ }
+#endif
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
@@ -101,6 +106,11 @@ bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2
}
bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const {
+#ifdef MATH_CHECKS
+ if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
+ ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
+ }
+#endif
//SAT intersection between local and transformed rect2
Vector2 xf_points[4] = {
@@ -271,7 +281,7 @@ next4:
}
Rect2::operator String() const {
- return String(position) + ", " + String(size);
+ return "[P: " + position.operator String() + ", S: " + size + "]";
}
Rect2::operator Rect2i() const {
diff --git a/src/variant/rect2i.cpp b/src/variant/rect2i.cpp
index 44980d8..8d87703 100644
--- a/src/variant/rect2i.cpp
+++ b/src/variant/rect2i.cpp
@@ -36,7 +36,7 @@
namespace godot {
Rect2i::operator String() const {
- return String(position) + ", " + String(size);
+ return "[P: " + position.operator String() + ", S: " + size + "]";
}
Rect2i::operator Rect2() const {
diff --git a/src/variant/transform2d.cpp b/src/variant/transform2d.cpp
index d2c9965..f67285b 100644
--- a/src/variant/transform2d.cpp
+++ b/src/variant/transform2d.cpp
@@ -50,7 +50,7 @@ void Transform2D::affine_invert() {
#ifdef MATH_CHECKS
ERR_FAIL_COND(det == 0);
#endif
- real_t idet = 1.0 / det;
+ real_t idet = 1.0f / det;
SWAP(columns[0][0], columns[1][1]);
columns[0] *= Vector2(idet, -idet);
@@ -65,25 +65,25 @@ Transform2D Transform2D::affine_inverse() const {
return inv;
}
-void Transform2D::rotate(real_t p_phi) {
- *this = Transform2D(p_phi, Vector2()) * (*this);
+void Transform2D::rotate(const real_t p_angle) {
+ *this = Transform2D(p_angle, Vector2()) * (*this);
}
real_t Transform2D::get_skew() const {
real_t det = basis_determinant();
- return Math::acos(columns[0].normalized().dot(Math::sign(det) * columns[1].normalized())) - Math_PI * 0.5;
+ return Math::acos(columns[0].normalized().dot(SIGN(det) * columns[1].normalized())) - (real_t)Math_PI * 0.5f;
}
-void Transform2D::set_skew(float p_angle) {
+void Transform2D::set_skew(const real_t p_angle) {
real_t det = basis_determinant();
- columns[1] = Math::sign(det) * columns[0].rotated((Math_PI * 0.5 + p_angle)).normalized() * columns[1].length();
+ columns[1] = SIGN(det) * columns[0].rotated(((real_t)Math_PI * 0.5f + p_angle)).normalized() * columns[1].length();
}
real_t Transform2D::get_rotation() const {
return Math::atan2(columns[0].y, columns[0].x);
}
-void Transform2D::set_rotation(real_t p_rot) {
+void Transform2D::set_rotation(const real_t p_rot) {
Size2 scale = get_scale();
real_t cr = Math::cos(p_rot);
real_t sr = Math::sin(p_rot);
@@ -94,7 +94,7 @@ void Transform2D::set_rotation(real_t p_rot) {
set_scale(scale);
}
-Transform2D::Transform2D(real_t p_rot, const Vector2 &p_pos) {
+Transform2D::Transform2D(const real_t p_rot, const Vector2 &p_pos) {
real_t cr = Math::cos(p_rot);
real_t sr = Math::sin(p_rot);
columns[0][0] = cr;
@@ -104,6 +104,14 @@ Transform2D::Transform2D(real_t p_rot, const Vector2 &p_pos) {
columns[2] = p_pos;
}
+Transform2D::Transform2D(const real_t p_rot, const Size2 &p_scale, const real_t p_skew, const Vector2 &p_pos) {
+ columns[0][0] = Math::cos(p_rot) * p_scale.x;
+ columns[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
+ columns[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;
+ columns[0][1] = Math::sin(p_rot) * p_scale.x;
+ columns[2] = p_pos;
+}
+
Size2 Transform2D::get_scale() const {
real_t det_sign = Math::sign(basis_determinant());
return Size2(columns[0].length(), det_sign * columns[1].length());
@@ -128,11 +136,11 @@ void Transform2D::scale_basis(const Size2 &p_scale) {
columns[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_local(const real_t p_tx, const real_t p_ty) {
+ translate_local(Vector2(p_tx, p_ty));
}
-void Transform2D::translate(const Vector2 &p_translation) {
+void Transform2D::translate_local(const Vector2 &p_translation) {
columns[2] += basis_xform(p_translation);
}
@@ -160,6 +168,13 @@ bool Transform2D::is_equal_approx(const Transform2D &p_transform) const {
return columns[0].is_equal_approx(p_transform.columns[0]) && columns[1].is_equal_approx(p_transform.columns[1]) && columns[2].is_equal_approx(p_transform.columns[2]);
}
+Transform2D Transform2D::looking_at(const Vector2 &p_target) const {
+ Transform2D return_trans = Transform2D(get_rotation(), get_origin());
+ Vector2 target_position = affine_inverse().xform(p_target);
+ return_trans.set_rotation(return_trans.get_rotation() + (target_position * get_scale()).angle());
+ return return_trans;
+}
+
bool Transform2D::operator==(const Transform2D &p_transform) const {
for (int i = 0; i < 3; i++) {
if (columns[i] != p_transform.columns[i]) {
@@ -202,18 +217,24 @@ Transform2D Transform2D::operator*(const Transform2D &p_transform) const {
return t;
}
-Transform2D Transform2D::scaled(const Size2 &p_scale) const {
+Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
Transform2D copy = *this;
- copy.scale(p_scale);
+ copy.scale_basis(p_scale);
return copy;
}
-Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
+Transform2D Transform2D::scaled(const Size2 &p_scale) const {
+ // Equivalent to left multiplication
Transform2D copy = *this;
- copy.scale_basis(p_scale);
+ copy.scale(p_scale);
return copy;
}
+Transform2D Transform2D::scaled_local(const Size2 &p_scale) const {
+ // Equivalent to right multiplication
+ return Transform2D(columns[0] * p_scale.x, columns[1] * p_scale.y, columns[2]);
+}
+
Transform2D Transform2D::untranslated() const {
Transform2D copy = *this;
copy.columns[2] = Vector2();
@@ -221,22 +242,30 @@ Transform2D Transform2D::untranslated() const {
}
Transform2D Transform2D::translated(const Vector2 &p_offset) const {
- Transform2D copy = *this;
- copy.translate(p_offset);
- return copy;
+ // Equivalent to left multiplication
+ return Transform2D(columns[0], columns[1], columns[2] + p_offset);
}
-Transform2D Transform2D::rotated(real_t p_phi) const {
- Transform2D copy = *this;
- copy.rotate(p_phi);
- return copy;
+Transform2D Transform2D::translated_local(const Vector2 &p_offset) const {
+ // Equivalent to right multiplication
+ return Transform2D(columns[0], columns[1], columns[2] + basis_xform(p_offset));
+}
+
+Transform2D Transform2D::rotated(const real_t p_angle) const {
+ // Equivalent to left multiplication
+ return Transform2D(p_angle, Vector2()) * (*this);
+}
+
+Transform2D Transform2D::rotated_local(const real_t p_angle) const {
+ // Equivalent to right multiplication
+ return (*this) * Transform2D(p_angle, Vector2()); // Could be optimized, because origin transform can be skipped.
}
real_t Transform2D::basis_determinant() const {
return columns[0].x * columns[1].y - columns[0].y * columns[1].x;
}
-Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t p_c) const {
+Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, const real_t p_c) const {
//extract parameters
Vector2 p1 = get_origin();
Vector2 p2 = p_transform.get_origin();
@@ -257,7 +286,7 @@ Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t
Vector2 v;
- if (dot > 0.9995) {
+ if (dot > 0.9995f) {
v = v1.lerp(v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
} else {
real_t angle = p_c * Math::acos(dot);
@@ -266,13 +295,27 @@ Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t
}
//construct matrix
- Transform2D res(Math::atan2(v.y, v.x), p1.lerp(p2, p_c));
+ Transform2D res(v.angle(), p1.lerp(p2, p_c));
res.scale_basis(s1.lerp(s2, p_c));
return res;
}
+void Transform2D::operator*=(const real_t p_val) {
+ columns[0] *= p_val;
+ columns[1] *= p_val;
+ columns[2] *= p_val;
+}
+
+Transform2D Transform2D::operator*(const real_t p_val) const {
+ Transform2D ret(*this);
+ ret *= p_val;
+ return ret;
+}
+
Transform2D::operator String() const {
- return columns[0].operator String() + ", " + columns[1].operator String() + ", " + columns[2].operator String();
+ return "[X: " + columns[0].operator String() +
+ ", Y: " + columns[1].operator String() +
+ ", O: " + columns[2].operator String() + "]";
}
} // namespace godot
diff --git a/src/variant/vector4i.cpp b/src/variant/vector4i.cpp
index 430d32f..b145733 100644
--- a/src/variant/vector4i.cpp
+++ b/src/variant/vector4i.cpp
@@ -35,16 +35,6 @@
namespace godot {
-void Vector4i::set_axis(const int p_axis, const int32_t p_value) {
- ERR_FAIL_INDEX(p_axis, 4);
- coord[p_axis] = p_value;
-}
-
-int32_t Vector4i::get_axis(const int p_axis) const {
- ERR_FAIL_INDEX_V(p_axis, 4, 0);
- return operator[](p_axis);
-}
-
Vector4i::Axis Vector4i::min_axis_index() const {
uint32_t min_index = 0;
int32_t min_value = x;