diff options
-rw-r--r-- | modules/mono/glue/cs_files/Basis.cs | 188 | ||||
-rw-r--r-- | modules/mono/mono_gd/gd_mono_marshal.h | 8 |
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 |