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-rw-r--r--core/math/math_2d.h96
1 files changed, 53 insertions, 43 deletions
diff --git a/core/math/math_2d.h b/core/math/math_2d.h
index 2ec0dc39c5..adc23f01b1 100644
--- a/core/math/math_2d.h
+++ b/core/math/math_2d.h
@@ -65,35 +65,35 @@ enum VAlign {
struct Vector2 {
union {
- float x;
- float width;
+ real_t x;
+ real_t width;
};
union {
- float y;
- float height;
+ real_t y;
+ real_t height;
};
- _FORCE_INLINE_ float& operator[](int p_idx) {
+ _FORCE_INLINE_ real_t& operator[](int p_idx) {
return p_idx?y:x;
}
- _FORCE_INLINE_ const float& operator[](int p_idx) const {
+ _FORCE_INLINE_ const real_t& operator[](int p_idx) const {
return p_idx?y:x;
}
void normalize();
Vector2 normalized() const;
- float length() const;
- float length_squared() const;
+ real_t length() const;
+ real_t length_squared() const;
- float distance_to(const Vector2& p_vector2) const;
- float distance_squared_to(const Vector2& p_vector2) const;
- float angle_to(const Vector2& p_vector2) const;
- float angle_to_point(const Vector2& p_vector2) const;
+ real_t distance_to(const Vector2& p_vector2) const;
+ real_t distance_squared_to(const Vector2& p_vector2) const;
+ real_t angle_to(const Vector2& p_vector2) const;
+ real_t angle_to_point(const Vector2& p_vector2) const;
- float dot(const Vector2& p_other) const;
- float cross(const Vector2& p_other) const;
+ real_t dot(const Vector2& p_other) const;
+ real_t cross(const Vector2& p_other) const;
Vector2 cross(real_t p_other) const;
Vector2 project(const Vector2& p_vec) const;
@@ -101,10 +101,10 @@ struct Vector2 {
Vector2 clamped(real_t p_len) const;
- _FORCE_INLINE_ static Vector2 linear_interpolate(const Vector2& p_a, const Vector2& p_b,float p_t);
- _FORCE_INLINE_ Vector2 linear_interpolate(const Vector2& p_b,float p_t) const;
- Vector2 cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,float p_t) const;
- Vector2 cubic_interpolate_soft(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,float p_t) const;
+ _FORCE_INLINE_ static Vector2 linear_interpolate(const Vector2& p_a, const Vector2& p_b,real_t p_t);
+ _FORCE_INLINE_ Vector2 linear_interpolate(const Vector2& p_b,real_t p_t) const;
+ Vector2 cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const;
+ Vector2 cubic_interpolate_soft(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const;
Vector2 slide(const Vector2& p_vec) const;
Vector2 reflect(const Vector2& p_vec) const;
@@ -115,15 +115,15 @@ struct Vector2 {
void operator-=(const Vector2& p_v);
Vector2 operator*(const Vector2 &p_v1) const;
- Vector2 operator*(const float &rvalue) const;
- void operator*=(const float &rvalue);
+ Vector2 operator*(const real_t &rvalue) const;
+ void operator*=(const real_t &rvalue);
void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
Vector2 operator/(const Vector2 &p_v1) const;
- Vector2 operator/(const float &rvalue) const;
+ Vector2 operator/(const real_t &rvalue) const;
- void operator/=(const float &rvalue);
+ void operator/=(const real_t &rvalue);
Vector2 operator-() const;
@@ -135,10 +135,10 @@ struct Vector2 {
real_t angle() const;
- void set_rotation(float p_radians) {
+ void set_rotation(real_t p_radians) {
- x=Math::sin(p_radians);
- y=Math::cos(p_radians);
+ x=Math::cos(p_radians);
+ y=Math::sin(p_radians);
}
_FORCE_INLINE_ Vector2 abs() const {
@@ -146,7 +146,7 @@ struct Vector2 {
return Vector2( Math::abs(x), Math::abs(y) );
}
- Vector2 rotated(float p_by) const;
+ Vector2 rotated(real_t p_by) const;
Vector2 tangent() const {
return Vector2(y,-x);
@@ -154,12 +154,12 @@ struct Vector2 {
Vector2 floor() const;
Vector2 snapped(const Vector2& p_by) const;
- float get_aspect() const { return width/height; }
+ real_t get_aspect() const { return width/height; }
operator String() const { return String::num(x)+", "+String::num(y); }
- _FORCE_INLINE_ Vector2(float p_x,float p_y) { x=p_x; y=p_y; }
+ _FORCE_INLINE_ Vector2(real_t p_x,real_t p_y) { x=p_x; y=p_y; }
_FORCE_INLINE_ Vector2() { x=0; y=0; }
};
@@ -169,12 +169,12 @@ _FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2& p_vec)
}
-_FORCE_INLINE_ Vector2 operator*(float p_scalar, const Vector2& p_vec) {
+_FORCE_INLINE_ Vector2 operator*(real_t p_scalar, const Vector2& p_vec) {
return p_vec*p_scalar;
}
-Vector2 Vector2::linear_interpolate(const Vector2& p_b,float p_t) const {
+Vector2 Vector2::linear_interpolate(const Vector2& p_b,real_t p_t) const {
Vector2 res=*this;
@@ -185,7 +185,7 @@ Vector2 Vector2::linear_interpolate(const Vector2& p_b,float p_t) const {
}
-Vector2 Vector2::linear_interpolate(const Vector2& p_a, const Vector2& p_b,float p_t) {
+Vector2 Vector2::linear_interpolate(const Vector2& p_a, const Vector2& p_b,real_t p_t) {
Vector2 res=p_a;
@@ -211,7 +211,7 @@ struct Rect2 {
const Vector2& get_size() const { return size; }
void set_size(const Vector2& p_size) { size=p_size; }
- float get_area() const { return size.width*size.height; }
+ real_t get_area() const { return size.width*size.height; }
inline bool intersects(const Rect2& p_rect) const {
if ( pos.x >= (p_rect.pos.x + p_rect.size.width) )
@@ -226,9 +226,9 @@ struct Rect2 {
return true;
}
- inline float distance_to(const Vector2& p_point) const {
+ inline real_t distance_to(const Vector2& p_point) const {
- float dist = 1e20;
+ real_t dist = 1e20;
if (p_point.x < pos.x) {
dist=MIN(dist,pos.x-p_point.x);
@@ -359,7 +359,7 @@ struct Rect2 {
operator String() const { return String(pos)+", "+String(size); }
Rect2() {}
- Rect2( float p_x, float p_y, float p_width, float p_height) { pos=Point2(p_x,p_y); size=Size2( p_width, p_height ); }
+ Rect2( real_t p_x, real_t p_y, real_t p_width, real_t p_height) { pos=Point2(p_x,p_y); size=Size2( p_width, p_height ); }
Rect2( const Point2& p_pos, const Size2& p_size ) { pos=p_pos; size=p_size; }
};
@@ -407,7 +407,7 @@ struct Point2i {
bool operator==(const Point2i& p_vec2) const;
bool operator!=(const Point2i& p_vec2) const;
- float get_aspect() const { return width/(float)height; }
+ real_t get_aspect() const { return width/(real_t)height; }
operator String() const { return String::num(x)+", "+String::num(y); }
@@ -552,11 +552,21 @@ struct Rect2i {
struct Matrix32 {
+ // Warning #1: basis of Matrix32 is stored differently from Matrix3. In terms of elements array, the basis matrix looks like "on paper":
+ // M = (elements[0][0] elements[1][0])
+ // (elements[0][1] elements[1][1])
+ // This is such that the columns, which can be interpreted as basis vectors of the coordinate system "painted" on the object, can be accessed as elements[i].
+ // Note that this is the opposite of the indices in mathematical texts, meaning: $M_{12}$ in a math book corresponds to elements[1][0] here.
+ // This requires additional care when working with explicit indices.
+ // See https://en.wikipedia.org/wiki/Row-_and_column-major_order for further reading.
+
+ // Warning #2: 2D be aware that unlike 3D code, 2D code uses a left-handed coordinate system: Y-axis points down,
+ // and angle is measure from +X to +Y in a clockwise-fashion.
Vector2 elements[3];
- _FORCE_INLINE_ float tdotx(const Vector2& v) const { return elements[0][0] * v.x + elements[1][0] * v.y; }
- _FORCE_INLINE_ float tdoty(const Vector2& v) const { return elements[0][1] * v.x + elements[1][1] * v.y; }
+ _FORCE_INLINE_ real_t tdotx(const Vector2& v) const { return elements[0][0] * v.x + elements[1][0] * v.y; }
+ _FORCE_INLINE_ real_t tdoty(const Vector2& v) const { return elements[0][1] * v.x + elements[1][1] * v.y; }
const Vector2& operator[](int p_idx) const { return elements[p_idx]; }
Vector2& operator[](int p_idx) { return elements[p_idx]; }
@@ -580,7 +590,7 @@ struct Matrix32 {
void translate( real_t p_tx, real_t p_ty);
void translate( const Vector2& p_translation );
- float basis_determinant() const;
+ real_t basis_determinant() const;
Size2 get_scale() const;
@@ -590,7 +600,7 @@ struct Matrix32 {
Matrix32 scaled(const Size2& p_scale) const;
Matrix32 basis_scaled(const Size2& p_scale) const;
Matrix32 translated(const Vector2& p_offset) const;
- Matrix32 rotated(float p_phi) const;
+ Matrix32 rotated(real_t p_phi) const;
Matrix32 untranslated() const;
@@ -603,7 +613,7 @@ struct Matrix32 {
void operator*=(const Matrix32& p_transform);
Matrix32 operator*(const Matrix32& p_transform) const;
- Matrix32 interpolate_with(const Matrix32& p_transform, float p_c) const;
+ Matrix32 interpolate_with(const Matrix32& p_transform, real_t p_c) const;
_FORCE_INLINE_ Vector2 basis_xform(const Vector2& p_vec) const;
_FORCE_INLINE_ Vector2 basis_xform_inv(const Vector2& p_vec) const;
@@ -834,8 +844,8 @@ void Matrix32::set_rotation_and_scale(real_t p_rot,const Size2& p_scale) {
elements[0][0]=Math::cos(p_rot)*p_scale.x;
elements[1][1]=Math::cos(p_rot)*p_scale.y;
- elements[0][1]=-Math::sin(p_rot)*p_scale.x;
- elements[1][0]=Math::sin(p_rot)*p_scale.y;
+ elements[1][0]=-Math::sin(p_rot)*p_scale.y;
+ elements[0][1]=Math::sin(p_rot)*p_scale.x;
}