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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-02-16 11:57:40 +0100 |
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committer | GitHub <noreply@github.com> | 2021-02-16 11:57:40 +0100 |
commit | 997a9f37f7fe74957732d3244a4a4eb85297eea3 (patch) | |
tree | ac7126f5e666dfb999854f3b76f12ddca7f4ed33 | |
parent | 5dea8b662eddf1a7f853ea40d1546edc88686f15 (diff) | |
parent | 2c71ff111901356b5301dd9571739525b8565be7 (diff) |
Merge pull request #45807 from JestemStefan/signed_angles
Add signed_angle_to() and related methods to Vector3 and Vector3i
-rw-r--r-- | core/math/vector3.h | 8 | ||||
-rw-r--r-- | core/variant/variant_call.cpp | 1 | ||||
-rw-r--r-- | doc/classes/Vector3.xml | 13 | ||||
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs | 21 |
4 files changed, 40 insertions, 3 deletions
diff --git a/core/math/vector3.h b/core/math/vector3.h index 6b4ff3f9a8..377581bb45 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -110,6 +110,7 @@ struct Vector3 { _FORCE_INLINE_ Vector3 project(const Vector3 &p_to) const; _FORCE_INLINE_ real_t angle_to(const Vector3 &p_to) const; + _FORCE_INLINE_ real_t signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const; _FORCE_INLINE_ Vector3 direction_to(const Vector3 &p_to) const; _FORCE_INLINE_ Vector3 slide(const Vector3 &p_normal) const; @@ -230,6 +231,13 @@ real_t Vector3::angle_to(const Vector3 &p_to) const { return Math::atan2(cross(p_to).length(), dot(p_to)); } +real_t Vector3::signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const { + Vector3 cross_to = cross(p_to); + real_t unsigned_angle = Math::atan2(cross_to.length(), dot(p_to)); + real_t sign = cross_to.dot(p_axis); + return (sign < 0) ? -unsigned_angle : unsigned_angle; +} + Vector3 Vector3::direction_to(const Vector3 &p_to) const { Vector3 ret(p_to.x - x, p_to.y - y, p_to.z - z); ret.normalize(); diff --git a/core/variant/variant_call.cpp b/core/variant/variant_call.cpp index 8f2cba138b..48f9816074 100644 --- a/core/variant/variant_call.cpp +++ b/core/variant/variant_call.cpp @@ -1059,6 +1059,7 @@ static void _register_variant_builtin_methods() { bind_method(Vector3, min_axis, sarray(), varray()); bind_method(Vector3, max_axis, sarray(), varray()); bind_method(Vector3, angle_to, sarray("to"), varray()); + bind_method(Vector3, signed_angle_to, sarray("to", "axis"), varray()); bind_method(Vector3, direction_to, sarray("b"), varray()); bind_method(Vector3, distance_to, sarray("b"), varray()); bind_method(Vector3, distance_squared_to, sarray("b"), varray()); diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 2d129a2c86..ea80b7c248 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -68,7 +68,7 @@ <argument index="0" name="to" type="Vector3"> </argument> <description> - Returns the minimum angle to the given vector, in radians. + Returns the unsigned minimum angle to the given vector, in radians. </description> </method> <method name="bounce"> @@ -465,6 +465,17 @@ Returns a vector with each component set to one or negative one, depending on the signs of this vector's components, or zero if the component is zero, by calling [method @GlobalScope.sign] on each component. </description> </method> + <method name="signed_angle_to"> + <return type="float"> + </return> + <argument index="0" name="to" type="Vector3"> + </argument> + <argument index="1" name="axis" type="Vector3"> + </argument> + <description> + Returns the signed angle to the given vector, in radians. The sign of the angle is positive in a counter-clockwise direction and negative in a clockwise direction when viewed from the side specified by the [code]axis[/code]. + </description> + </method> <method name="slerp"> <return type="Vector3"> </return> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs index 42dbdf25c3..3b895bbbf6 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs @@ -111,10 +111,10 @@ namespace Godot } /// <summary> - /// Returns the minimum angle to the given vector, in radians. + /// Returns the unsigned minimum angle to the given vector, in radians. /// </summary> /// <param name="to">The other vector to compare this vector to.</param> - /// <returns>The angle between the two vectors, in radians.</returns> + /// <returns>The unsigned angle between the two vectors, in radians.</returns> public real_t AngleTo(Vector3 to) { return Mathf.Atan2(Cross(to).Length(), Dot(to)); @@ -469,6 +469,23 @@ namespace Godot } /// <summary> + /// Returns the signed angle to the given vector, in radians. + /// The sign of the angle is positive in a counter-clockwise + /// direction and negative in a clockwise direction when viewed + /// from the side specified by the `axis`. + /// </summary> + /// <param name="to">The other vector to compare this vector to.</param> + /// <param name="axis">The reference axis to use for the angle sign.</param> + /// <returns>The signed angle between the two vectors, in radians.</returns> + public real_t SignedAngleTo(Vector3 to, Vector3 axis) + { + Vector3 crossTo = Cross(to); + real_t unsignedAngle = Mathf.Atan2(crossTo.Length(), Dot(to)); + real_t sign = crossTo.Dot(axis); + return (sign < 0) ? -unsignedAngle : unsignedAngle; + } + + /// <summary> /// Returns the result of the spherical linear interpolation between /// this vector and `to` by amount `weight`. /// |