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-rw-r--r--modules/mono/glue/cs_files/Basis.cs188
-rw-r--r--modules/mono/mono_gd/gd_mono_marshal.h8
2 files changed, 110 insertions, 86 deletions
diff --git a/modules/mono/glue/cs_files/Basis.cs b/modules/mono/glue/cs_files/Basis.cs
index f47be63f9c..89b3e94c35 100644
--- a/modules/mono/glue/cs_files/Basis.cs
+++ b/modules/mono/glue/cs_files/Basis.cs
@@ -47,9 +47,27 @@ namespace Godot
new Basis(0f, -1f, 0f, 0f, 0f, -1f, 1f, 0f, 0f)
};
- public Vector3 x;
- public Vector3 y;
- public Vector3 z;
+ public Vector3 x
+ {
+ get => GetAxis(0);
+ set => SetAxis(0, value);
+ }
+
+ public Vector3 y
+ {
+ get => GetAxis(1);
+ set => SetAxis(1, value);
+ }
+
+ public Vector3 z
+ {
+ get => GetAxis(2);
+ set => SetAxis(2, value);
+ }
+
+ private Vector3 _x;
+ private Vector3 _y;
+ private Vector3 _z;
public static Basis Identity
{
@@ -76,11 +94,11 @@ namespace Godot
switch (index)
{
case 0:
- return x;
+ return _x;
case 1:
- return y;
+ return _y;
case 2:
- return z;
+ return _z;
default:
throw new IndexOutOfRangeException();
}
@@ -90,13 +108,13 @@ namespace Godot
switch (index)
{
case 0:
- x = value;
+ _x = value;
return;
case 1:
- y = value;
+ _y = value;
return;
case 2:
- z = value;
+ _z = value;
return;
default:
throw new IndexOutOfRangeException();
@@ -111,11 +129,11 @@ namespace Godot
switch (index)
{
case 0:
- return x[axis];
+ return _x[axis];
case 1:
- return y[axis];
+ return _y[axis];
case 2:
- return z[axis];
+ return _z[axis];
default:
throw new IndexOutOfRangeException();
}
@@ -125,13 +143,13 @@ namespace Godot
switch (index)
{
case 0:
- x[axis] = value;
+ _x[axis] = value;
return;
case 1:
- y[axis] = value;
+ _y[axis] = value;
return;
case 2:
- z[axis] = value;
+ _z[axis] = value;
return;
default:
throw new IndexOutOfRangeException();
@@ -161,6 +179,13 @@ namespace Godot
return new Vector3(this[0, axis], this[1, axis], this[2, axis]);
}
+ public void SetAxis(int axis, Vector3 value)
+ {
+ this[0, axis] = value.x;
+ this[1, axis] = value.y;
+ this[2, axis] = value.z;
+ }
+
public Vector3 GetEuler()
{
Basis m = this.Orthonormalized();
@@ -168,7 +193,7 @@ namespace Godot
Vector3 euler;
euler.z = 0.0f;
- real_t mxy = m.y[2];
+ real_t mxy = m[1, 2];
if (mxy < 1.0f)
@@ -176,19 +201,19 @@ namespace Godot
if (mxy > -1.0f)
{
euler.x = Mathf.Asin(-mxy);
- euler.y = Mathf.Atan2(m.x[2], m.z[2]);
- euler.z = Mathf.Atan2(m.y[0], m.y[1]);
+ euler.y = Mathf.Atan2(m[0, 2], m[2, 2]);
+ euler.z = Mathf.Atan2(m[1, 0], m[1, 1]);
}
else
{
euler.x = Mathf.PI * 0.5f;
- euler.y = -Mathf.Atan2(-m.x[1], m.x[0]);
+ euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
}
}
else
{
euler.x = -Mathf.PI * 0.5f;
- euler.y = -Mathf.Atan2(m.x[1], m.x[0]);
+ euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
}
return euler;
@@ -356,49 +381,48 @@ namespace Godot
);
}
- public Quat Quat() {
- real_t trace = x[0] + y[1] + z[2];
+ public Quat Quat() {
+ real_t trace = _x[0] + _y[1] + _z[2];
+
+ if (trace > 0.0f) {
+ real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
+ return new Quat(
+ (_z[1] - _y[2]) * inv_s,
+ (_x[2] - _z[0]) * inv_s,
+ (_y[0] - _x[1]) * inv_s,
+ s * 0.25f
+ );
+ } else if (_x[0] > _y[1] && _x[0] > _z[2]) {
+ real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
+ return new Quat(
+ s * 0.25f,
+ (_x[1] + _y[0]) * inv_s,
+ (_x[2] + _z[0]) * inv_s,
+ (_z[1] - _y[2]) * inv_s
+ );
+ } else if (_y[1] > _z[2]) {
+ real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
+ return new Quat(
+ (_x[1] + _y[0]) * inv_s,
+ s * 0.25f,
+ (_y[2] + _z[1]) * inv_s,
+ (_x[2] - _z[0]) * inv_s
+ );
+ } else {
+ real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
+ return new Quat(
+ (_x[2] + _z[0]) * inv_s,
+ (_y[2] + _z[1]) * inv_s,
+ s * 0.25f,
+ (_y[0] - _x[1]) * inv_s
+ );
+ }
+ }
- if (trace > 0.0f) {
- real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
- real_t inv_s = 1f / s;
- return new Quat(
- (z[1] - y[2]) * inv_s,
- (x[2] - z[0]) * inv_s,
- (y[0] - x[1]) * inv_s,
- s * 0.25f
- );
- } else if (x[0] > y[1] && x[0] > z[2]) {
- real_t s = Mathf.Sqrt(x[0] - y[1] - z[2] + 1.0f) * 2f;
- real_t inv_s = 1f / s;
- return new Quat(
- s * 0.25f,
- (x[1] + y[0]) * inv_s,
- (x[2] + z[0]) * inv_s,
- (z[1] - y[2]) * inv_s
- );
- } else if (y[1] > z[2]) {
- real_t s = Mathf.Sqrt(-x[0] + y[1] - z[2] + 1.0f) * 2f;
- real_t inv_s = 1f / s;
- return new Quat(
- (x[1] + y[0]) * inv_s,
- s * 0.25f,
- (y[2] + z[1]) * inv_s,
- (x[2] - z[0]) * inv_s
- );
- } else {
- real_t s = Mathf.Sqrt(-x[0] - y[1] + z[2] + 1.0f) * 2f;
- real_t inv_s = 1f / s;
- return new Quat(
- (x[2] + z[0]) * inv_s,
- (y[2] + z[1]) * inv_s,
- s * 0.25f,
- (y[0] - x[1]) * inv_s
- );
- }
- }
-
- // Constructors
public Basis(Quat quat)
{
real_t s = 2.0f / quat.LengthSquared();
@@ -416,9 +440,9 @@ namespace Godot
real_t yz = quat.y * zs;
real_t zz = quat.z * zs;
- this.x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
- this.y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
- this.z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
+ this._x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
+ this._y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
+ this._z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
}
public Basis(Vector3 axis, real_t phi)
@@ -428,21 +452,21 @@ namespace Godot
real_t cosine = Mathf.Cos( (real_t)phi);
real_t sine = Mathf.Sin( (real_t)phi);
- this.x = new Vector3
+ this._x = new Vector3
(
axis_sq.x + cosine * (1.0f - axis_sq.x),
axis.x * axis.y * (1.0f - cosine) - axis.z * sine,
axis.z * axis.x * (1.0f - cosine) + axis.y * sine
);
- this.y = new Vector3
+ this._y = new Vector3
(
axis.x * axis.y * (1.0f - cosine) + axis.z * sine,
axis_sq.y + cosine * (1.0f - axis_sq.y),
axis.y * axis.z * (1.0f - cosine) - axis.x * sine
);
- this.z = new Vector3
+ this._z = new Vector3
(
axis.z * axis.x * (1.0f - cosine) - axis.y * sine,
axis.y * axis.z * (1.0f - cosine) + axis.x * sine,
@@ -452,16 +476,16 @@ namespace Godot
public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
{
- this.x = xAxis;
- this.y = yAxis;
- this.z = zAxis;
+ this._x = xAxis;
+ this._y = yAxis;
+ this._z = zAxis;
}
public Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz)
{
- this.x = new Vector3(xx, yx, zx);
- this.y = new Vector3(xy, yy, zy);
- this.z = new Vector3(xz, yz, zz);
+ this._x = new Vector3(xx, xy, xz);
+ this._y = new Vector3(yx, yy, yz);
+ this._z = new Vector3(zx, zy, zz);
}
public static Basis operator *(Basis left, Basis right)
@@ -496,21 +520,21 @@ namespace Godot
public bool Equals(Basis other)
{
- return x.Equals(other.x) && y.Equals(other.y) && z.Equals(other.z);
+ return _x.Equals(other[0]) && _y.Equals(other[1]) && _z.Equals(other[2]);
}
public override int GetHashCode()
{
- return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode();
+ return _x.GetHashCode() ^ _y.GetHashCode() ^ _z.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1}, {2})", new object[]
{
- this.x.ToString(),
- this.y.ToString(),
- this.z.ToString()
+ this._x.ToString(),
+ this._y.ToString(),
+ this._z.ToString()
});
}
@@ -518,9 +542,9 @@ namespace Godot
{
return String.Format("({0}, {1}, {2})", new object[]
{
- this.x.ToString(format),
- this.y.ToString(format),
- this.z.ToString(format)
+ this._x.ToString(format),
+ this._y.ToString(format),
+ this._z.ToString(format)
});
}
}
diff --git a/modules/mono/mono_gd/gd_mono_marshal.h b/modules/mono/mono_gd/gd_mono_marshal.h
index 4e28622adb..6572408ab5 100644
--- a/modules/mono/mono_gd/gd_mono_marshal.h
+++ b/modules/mono/mono_gd/gd_mono_marshal.h
@@ -195,13 +195,13 @@ Dictionary mono_object_to_Dictionary(MonoObject *p_dict);
// Transform
#define MARSHALLED_OUT_Transform(m_in, m_out) real_t m_out[12] = { \
- m_in.basis[0].x, m_in.basis[1].x, m_in.basis[2].x, \
- m_in.basis[0].y, m_in.basis[1].y, m_in.basis[2].y, \
- m_in.basis[0].z, m_in.basis[1].z, m_in.basis[2].z, \
+ m_in.basis[0].x, m_in.basis[0].y, m_in.basis[0].z, \
+ m_in.basis[1].x, m_in.basis[1].y, m_in.basis[1].z, \
+ m_in.basis[2].x, m_in.basis[2].y, m_in.basis[2].z, \
m_in.origin.x, m_in.origin.y, m_in.origin.z \
};
#define MARSHALLED_IN_Transform(m_in, m_out) Transform m_out( \
- Basis(m_in[0], m_in[3], m_in[6], m_in[1], m_in[4], m_in[7], m_in[2], m_in[5], m_in[8]), \
+ Basis(m_in[0], m_in[1], m_in[2], m_in[3], m_in[4], m_in[5], m_in[6], m_in[7], m_in[8]), \
Vector3(m_in[9], m_in[10], m_in[11]));
// AABB