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authorlawnjelly <lawnjelly@gmail.com>2023-05-09 13:49:26 +0100
committerlawnjelly <lawnjelly@gmail.com>2023-05-11 08:34:34 +0100
commit50c5ed4876250f785be54b8f6124e7663afa38dc (patch)
tree33b998adda461dd8d62e11f8bde2463f396de795 /core/math/math_funcs.h
parent769d8a7bbe6f59a8a7cae0194b65bf078c9bb2b4 (diff)
downloadredot-engine-50c5ed4876250f785be54b8f6124e7663afa38dc.tar.gz
Make acos and asin safe
A common bug with using acos and asin is that input outside -1 to 1 range will result in Nan output. This can occur due to floating point error in the input. The standard solution is to provide safe_acos function with clamped input. For Godot it may make more sense to make the standard functions safe.
Diffstat (limited to 'core/math/math_funcs.h')
-rw-r--r--core/math/math_funcs.h10
1 files changed, 6 insertions, 4 deletions
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index 078320d620..f96d3a909f 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -74,11 +74,13 @@ public:
static _ALWAYS_INLINE_ double tanh(double p_x) { return ::tanh(p_x); }
static _ALWAYS_INLINE_ float tanh(float p_x) { return ::tanhf(p_x); }
- static _ALWAYS_INLINE_ double asin(double p_x) { return ::asin(p_x); }
- static _ALWAYS_INLINE_ float asin(float p_x) { return ::asinf(p_x); }
+ // Always does clamping so always safe to use.
+ static _ALWAYS_INLINE_ double asin(double p_x) { return p_x < -1 ? (-Math_PI / 2) : (p_x > 1 ? (Math_PI / 2) : ::asin(p_x)); }
+ static _ALWAYS_INLINE_ float asin(float p_x) { return p_x < -1 ? (-Math_PI / 2) : (p_x > 1 ? (Math_PI / 2) : ::asinf(p_x)); }
- static _ALWAYS_INLINE_ double acos(double p_x) { return ::acos(p_x); }
- static _ALWAYS_INLINE_ float acos(float p_x) { return ::acosf(p_x); }
+ // Always does clamping so always safe to use.
+ static _ALWAYS_INLINE_ double acos(double p_x) { return p_x < -1 ? Math_PI : (p_x > 1 ? 0 : ::acos(p_x)); }
+ static _ALWAYS_INLINE_ float acos(float p_x) { return p_x < -1 ? Math_PI : (p_x > 1 ? 0 : ::acosf(p_x)); }
static _ALWAYS_INLINE_ double atan(double p_x) { return ::atan(p_x); }
static _ALWAYS_INLINE_ float atan(float p_x) { return ::atanf(p_x); }