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authorIgnacio Etcheverry <ignalfonsore@gmail.com>2019-12-28 19:12:32 +0100
committerIgnacio Etcheverry <ignalfonsore@gmail.com>2019-12-28 20:48:55 +0100
commit86274b9fc9e63c0eb6112bf4d87d67dd97fb0b86 (patch)
tree36b9c9909da20b9c7f0310a506542474bf2d1cba /modules/mono/glue/Managed/Files/Quat.cs
parent318c69351624f7794c51b5385d252af397c0404a (diff)
Mono/C#: Re-structure API solution and GodotTools post-build target
Previously we had a placeholder solution called 'Managed' to benefit from tooling while editing the a part of the C# API. Later the bindings generator would create the final 'GodotSharp' solution including these C# files as well as the auto-generated C# API. Now we replaced the 'Managed' solution with the final 'GodotSharp' solution which is no longer auto-generated, and the bindings generator only takes care of the auto-generated C# API. This has the following benefits: - It's less confusing as there will no longer be two versions of the same file (the original and a generated copy of it). Now there's only one. - We no longer need placeholder for auto-generated API classes, like Node or Resource. We used them for benefiting from tooling. Now we can just use the auto-generated API itself. - Simplifies the build system and bindings generator. Removed lot of code that is not needed anymore. Also added a post-build target to the GodotTools project to copy the output to the data dir. This makes it easy to iterate when doing changes to GodotTools, as SCons doesn't have to be executed anymore just to copy these new files.
Diffstat (limited to 'modules/mono/glue/Managed/Files/Quat.cs')
-rw-r--r--modules/mono/glue/Managed/Files/Quat.cs389
1 files changed, 0 insertions, 389 deletions
diff --git a/modules/mono/glue/Managed/Files/Quat.cs b/modules/mono/glue/Managed/Files/Quat.cs
deleted file mode 100644
index 8f60867ac3..0000000000
--- a/modules/mono/glue/Managed/Files/Quat.cs
+++ /dev/null
@@ -1,389 +0,0 @@
-using System;
-using System.Runtime.InteropServices;
-#if REAL_T_IS_DOUBLE
-using real_t = System.Double;
-#else
-using real_t = System.Single;
-#endif
-
-namespace Godot
-{
- [Serializable]
- [StructLayout(LayoutKind.Sequential)]
- public struct Quat : IEquatable<Quat>
- {
- public real_t x;
- public real_t y;
- public real_t z;
- public real_t w;
-
- public real_t this[int index]
- {
- get
- {
- switch (index)
- {
- case 0:
- return x;
- case 1:
- return y;
- case 2:
- return z;
- case 3:
- return w;
- default:
- throw new IndexOutOfRangeException();
- }
- }
- set
- {
- switch (index)
- {
- case 0:
- x = value;
- break;
- case 1:
- y = value;
- break;
- case 2:
- z = value;
- break;
- case 3:
- w = value;
- break;
- default:
- throw new IndexOutOfRangeException();
- }
- }
- }
-
- public real_t Length
- {
- get { return Mathf.Sqrt(LengthSquared); }
- }
-
- public real_t LengthSquared
- {
- get { return Dot(this); }
- }
-
- public Quat CubicSlerp(Quat b, Quat preA, Quat postB, real_t t)
- {
- real_t t2 = (1.0f - t) * t * 2f;
- Quat sp = Slerp(b, t);
- Quat sq = preA.Slerpni(postB, t);
- return sp.Slerpni(sq, t2);
- }
-
- public real_t Dot(Quat b)
- {
- return x * b.x + y * b.y + z * b.z + w * b.w;
- }
-
- public Vector3 GetEuler()
- {
- var basis = new Basis(this);
- return basis.GetEuler();
- }
-
- public Quat Inverse()
- {
- return new Quat(-x, -y, -z, w);
- }
-
- public Quat Normalized()
- {
- return this / Length;
- }
-
- [Obsolete("Set is deprecated. Use the Quat(" + nameof(real_t) + ", " + nameof(real_t) + ", " + nameof(real_t) + ", " + nameof(real_t) + ") constructor instead.", error: true)]
- public void Set(real_t x, real_t y, real_t z, real_t w)
- {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
- }
-
- [Obsolete("Set is deprecated. Use the Quat(" + nameof(Quat) + ") constructor instead.", error: true)]
- public void Set(Quat q)
- {
- this = q;
- }
-
- [Obsolete("SetAxisAngle is deprecated. Use the Quat(" + nameof(Vector3) + ", " + nameof(real_t) + ") constructor instead.", error: true)]
- public void SetAxisAngle(Vector3 axis, real_t angle)
- {
- this = new Quat(axis, angle);
- }
-
- [Obsolete("SetEuler is deprecated. Use the Quat(" + nameof(Vector3) + ") constructor instead.", error: true)]
- public void SetEuler(Vector3 eulerYXZ)
- {
- this = new Quat(eulerYXZ);
- }
-
- public Quat Slerp(Quat b, real_t t)
- {
- // Calculate cosine
- real_t cosom = x * b.x + y * b.y + z * b.z + w * b.w;
-
- var to1 = new Quat();
-
- // Adjust signs if necessary
- if (cosom < 0.0)
- {
- cosom = -cosom;
- to1.x = -b.x;
- to1.y = -b.y;
- to1.z = -b.z;
- to1.w = -b.w;
- }
- else
- {
- to1.x = b.x;
- to1.y = b.y;
- to1.z = b.z;
- to1.w = b.w;
- }
-
- real_t sinom, scale0, scale1;
-
- // Calculate coefficients
- if (1.0 - cosom > Mathf.Epsilon)
- {
- // Standard case (Slerp)
- real_t omega = Mathf.Acos(cosom);
- sinom = Mathf.Sin(omega);
- scale0 = Mathf.Sin((1.0f - t) * omega) / sinom;
- scale1 = Mathf.Sin(t * omega) / sinom;
- }
- else
- {
- // Quaternions are very close so we can do a linear interpolation
- scale0 = 1.0f - t;
- scale1 = t;
- }
-
- // Calculate final values
- return new Quat
- (
- scale0 * x + scale1 * to1.x,
- scale0 * y + scale1 * to1.y,
- scale0 * z + scale1 * to1.z,
- scale0 * w + scale1 * to1.w
- );
- }
-
- public Quat Slerpni(Quat b, real_t t)
- {
- real_t dot = Dot(b);
-
- if (Mathf.Abs(dot) > 0.9999f)
- {
- return this;
- }
-
- real_t theta = Mathf.Acos(dot);
- real_t sinT = 1.0f / Mathf.Sin(theta);
- real_t newFactor = Mathf.Sin(t * theta) * sinT;
- real_t invFactor = Mathf.Sin((1.0f - t) * theta) * sinT;
-
- return new Quat
- (
- invFactor * x + newFactor * b.x,
- invFactor * y + newFactor * b.y,
- invFactor * z + newFactor * b.z,
- invFactor * w + newFactor * b.w
- );
- }
-
- public Vector3 Xform(Vector3 v)
- {
- Quat q = this * v;
- q *= Inverse();
- return new Vector3(q.x, q.y, q.z);
- }
-
- // Static Readonly Properties
- public static Quat Identity { get; } = new Quat(0f, 0f, 0f, 1f);
-
- // Constructors
- public Quat(real_t x, real_t y, real_t z, real_t w)
- {
- this.x = x;
- this.y = y;
- this.z = z;
- this.w = w;
- }
-
- public bool IsNormalized()
- {
- return Mathf.Abs(LengthSquared - 1) <= Mathf.Epsilon;
- }
-
- public Quat(Quat q)
- {
- this = q;
- }
-
- public Quat(Basis basis)
- {
- this = basis.Quat();
- }
-
- public Quat(Vector3 eulerYXZ)
- {
- real_t half_a1 = eulerYXZ.y * 0.5f;
- real_t half_a2 = eulerYXZ.x * 0.5f;
- real_t half_a3 = eulerYXZ.z * 0.5f;
-
- // R = Y(a1).X(a2).Z(a3) convention for Euler angles.
- // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6)
- // a3 is the angle of the first rotation, following the notation in this reference.
-
- real_t cos_a1 = Mathf.Cos(half_a1);
- real_t sin_a1 = Mathf.Sin(half_a1);
- real_t cos_a2 = Mathf.Cos(half_a2);
- real_t sin_a2 = Mathf.Sin(half_a2);
- real_t cos_a3 = Mathf.Cos(half_a3);
- real_t sin_a3 = Mathf.Sin(half_a3);
-
- x = sin_a1 * cos_a2 * sin_a3 + cos_a1 * sin_a2 * cos_a3;
- y = sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3;
- z = cos_a1 * cos_a2 * sin_a3 - sin_a1 * sin_a2 * cos_a3;
- w = sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3;
- }
-
- public Quat(Vector3 axis, real_t angle)
- {
- real_t d = axis.Length();
- real_t angle_t = angle;
-
- if (d == 0f)
- {
- x = 0f;
- y = 0f;
- z = 0f;
- w = 0f;
- }
- else
- {
- real_t s = Mathf.Sin(angle_t * 0.5f) / d;
-
- x = axis.x * s;
- y = axis.y * s;
- z = axis.z * s;
- w = Mathf.Cos(angle_t * 0.5f);
- }
- }
-
- public static Quat operator *(Quat left, Quat right)
- {
- return new Quat
- (
- left.w * right.x + left.x * right.w + left.y * right.z - left.z * right.y,
- left.w * right.y + left.y * right.w + left.z * right.x - left.x * right.z,
- left.w * right.z + left.z * right.w + left.x * right.y - left.y * right.x,
- left.w * right.w - left.x * right.x - left.y * right.y - left.z * right.z
- );
- }
-
- public static Quat operator +(Quat left, Quat right)
- {
- return new Quat(left.x + right.x, left.y + right.y, left.z + right.z, left.w + right.w);
- }
-
- public static Quat operator -(Quat left, Quat right)
- {
- return new Quat(left.x - right.x, left.y - right.y, left.z - right.z, left.w - right.w);
- }
-
- public static Quat operator -(Quat left)
- {
- return new Quat(-left.x, -left.y, -left.z, -left.w);
- }
-
- public static Quat operator *(Quat left, Vector3 right)
- {
- return new Quat
- (
- left.w * right.x + left.y * right.z - left.z * right.y,
- left.w * right.y + left.z * right.x - left.x * right.z,
- left.w * right.z + left.x * right.y - left.y * right.x,
- -left.x * right.x - left.y * right.y - left.z * right.z
- );
- }
-
- public static Quat operator *(Vector3 left, Quat right)
- {
- return new Quat
- (
- right.w * left.x + right.y * left.z - right.z * left.y,
- right.w * left.y + right.z * left.x - right.x * left.z,
- right.w * left.z + right.x * left.y - right.y * left.x,
- -right.x * left.x - right.y * left.y - right.z * left.z
- );
- }
-
- public static Quat operator *(Quat left, real_t right)
- {
- return new Quat(left.x * right, left.y * right, left.z * right, left.w * right);
- }
-
- public static Quat operator *(real_t left, Quat right)
- {
- return new Quat(right.x * left, right.y * left, right.z * left, right.w * left);
- }
-
- public static Quat operator /(Quat left, real_t right)
- {
- return left * (1.0f / right);
- }
-
- public static bool operator ==(Quat left, Quat right)
- {
- return left.Equals(right);
- }
-
- public static bool operator !=(Quat left, Quat right)
- {
- return !left.Equals(right);
- }
-
- public override bool Equals(object obj)
- {
- if (obj is Quat)
- {
- return Equals((Quat)obj);
- }
-
- return false;
- }
-
- public bool Equals(Quat other)
- {
- return x == other.x && y == other.y && z == other.z && w == other.w;
- }
-
- public bool IsEqualApprox(Quat other)
- {
- return Mathf.IsEqualApprox(x, other.x) && Mathf.IsEqualApprox(y, other.y) && Mathf.IsEqualApprox(z, other.z) && Mathf.IsEqualApprox(w, other.w);
- }
-
- public override int GetHashCode()
- {
- return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode();
- }
-
- public override string ToString()
- {
- return String.Format("({0}, {1}, {2}, {3})", x.ToString(), y.ToString(), z.ToString(), w.ToString());
- }
-
- public string ToString(string format)
- {
- return String.Format("({0}, {1}, {2}, {3})", x.ToString(format), y.ToString(format), z.ToString(format), w.ToString(format));
- }
- }
-}