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-rw-r--r--core/math/SCsub2
-rw-r--r--core/math/a_star.cpp100
-rw-r--r--core/math/a_star.h45
-rw-r--r--core/math/audio_frame.cpp2
-rw-r--r--core/math/audio_frame.h61
-rw-r--r--core/math/bsp_tree.cpp54
-rw-r--r--core/math/bsp_tree.h18
-rw-r--r--core/math/camera_matrix.cpp148
-rw-r--r--core/math/camera_matrix.h33
-rw-r--r--core/math/face3.cpp60
-rw-r--r--core/math/face3.h36
-rw-r--r--core/math/geometry.cpp64
-rw-r--r--core/math/geometry.h132
-rw-r--r--core/math/math_2d.cpp181
-rw-r--r--core/math/math_2d.h148
-rw-r--r--core/math/math_defs.h2
-rw-r--r--core/math/math_funcs.cpp196
-rw-r--r--core/math/math_funcs.h284
-rw-r--r--core/math/matrix3.cpp380
-rw-r--r--core/math/matrix3.h126
-rw-r--r--core/math/octree.h60
-rw-r--r--core/math/pcg.cpp15
-rw-r--r--core/math/pcg.h14
-rw-r--r--core/math/plane.cpp2
-rw-r--r--core/math/plane.h4
-rw-r--r--core/math/quat.cpp111
-rw-r--r--core/math/quat.h19
-rw-r--r--core/math/quick_hull.cpp12
-rw-r--r--core/math/quick_hull.h4
-rw-r--r--core/math/rect3.cpp (renamed from core/math/aabb.cpp)62
-rw-r--r--core/math/rect3.h (renamed from core/math/aabb.h)77
-rw-r--r--core/math/transform.cpp13
-rw-r--r--core/math/transform.h26
-rw-r--r--core/math/triangle_mesh.cpp105
-rw-r--r--core/math/triangle_mesh.h18
-rw-r--r--core/math/triangulate.cpp42
-rw-r--r--core/math/triangulate.h14
-rw-r--r--core/math/triangulator.cpp2
-rw-r--r--core/math/vector3.cpp78
-rw-r--r--core/math/vector3.h39
40 files changed, 1644 insertions, 1145 deletions
diff --git a/core/math/SCsub b/core/math/SCsub
index c2731d60e6..4efc902717 100644
--- a/core/math/SCsub
+++ b/core/math/SCsub
@@ -2,6 +2,6 @@
Import('env')
-env.add_source_files(env.core_sources,"*.cpp")
+env.add_source_files(env.core_sources, "*.cpp")
Export('env')
diff --git a/core/math/a_star.cpp b/core/math/a_star.cpp
index 5bbbbdaa5a..a1f471ebe3 100644
--- a/core/math/a_star.cpp
+++ b/core/math/a_star.cpp
@@ -1,3 +1,31 @@
+/*************************************************************************/
+/* a_star.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
#include "a_star.h"
#include "geometry.h"
@@ -11,7 +39,7 @@ int AStar::get_available_point_id() const {
return points.back()->key()+1;
}
-void AStar::add_point(int p_id, const Vector3 &p_pos, float p_weight_scale) {
+void AStar::add_point(int p_id, const Vector3 &p_pos, real_t p_weight_scale) {
ERR_FAIL_COND(p_id<0);
if (!points.has(p_id)) {
Point *pt = memnew( Point );
@@ -34,7 +62,7 @@ Vector3 AStar::get_point_pos(int p_id) const{
return points[p_id]->pos;
}
-float AStar::get_point_weight_scale(int p_id) const{
+real_t AStar::get_point_weight_scale(int p_id) const{
ERR_FAIL_COND_V(!points.has(p_id),0);
@@ -117,11 +145,11 @@ void AStar::clear(){
int AStar::get_closest_point(const Vector3& p_point) const{
int closest_id=-1;
- float closest_dist=1e20;
+ real_t closest_dist=1e20;
for (const Map<int,Point*>::Element *E=points.front();E;E=E->next()) {
- float d = p_point.distance_squared_to(E->get()->pos);
+ real_t d = p_point.distance_squared_to(E->get()->pos);
if (closest_id<0 || d<closest_dist) {
closest_dist=d;
closest_id=E->key();
@@ -134,7 +162,7 @@ int AStar::get_closest_point(const Vector3& p_point) const{
}
Vector3 AStar::get_closest_pos_in_segment(const Vector3& p_point) const {
- float closest_dist = 1e20;
+ real_t closest_dist = 1e20;
bool found=false;
Vector3 closest_point;
@@ -147,7 +175,7 @@ Vector3 AStar::get_closest_pos_in_segment(const Vector3& p_point) const {
};
Vector3 p = Geometry::get_closest_point_to_segment(p_point,segment);
- float d = p_point.distance_squared_to(p);
+ real_t d = p_point.distance_squared_to(p);
if (!found || d<closest_dist) {
closest_point=p;
@@ -192,14 +220,14 @@ bool AStar::_solve(Point* begin_point, Point* end_point) {
//check open list
SelfList<Point> *least_cost_point=NULL;
- float least_cost=1e30;
+ real_t least_cost=1e30;
//this could be faster (cache previous results)
for (SelfList<Point> *E=open_list.first();E;E=E->next()) {
Point *p=E->self();
- float cost=p->distance;
+ real_t cost=p->distance;
cost+=p->pos.distance_to(end_point->pos);
cost*=p->weight_scale;
@@ -221,7 +249,7 @@ bool AStar::_solve(Point* begin_point, Point* end_point) {
Point* e=p->neighbours[i];
- float distance = p->pos.distance_to(e->pos) + p->distance;
+ real_t distance = p->pos.distance_to(e->pos) + p->distance;
distance*=e->weight_scale;
@@ -267,10 +295,10 @@ bool AStar::_solve(Point* begin_point, Point* end_point) {
}
-DVector<Vector3> AStar::get_point_path(int p_from_id, int p_to_id) {
+PoolVector<Vector3> AStar::get_point_path(int p_from_id, int p_to_id) {
- ERR_FAIL_COND_V(!points.has(p_from_id),DVector<Vector3>());
- ERR_FAIL_COND_V(!points.has(p_to_id),DVector<Vector3>());
+ ERR_FAIL_COND_V(!points.has(p_from_id),PoolVector<Vector3>());
+ ERR_FAIL_COND_V(!points.has(p_to_id),PoolVector<Vector3>());
pass++;
@@ -279,7 +307,7 @@ DVector<Vector3> AStar::get_point_path(int p_from_id, int p_to_id) {
Point* b = points[p_to_id];
if (a==b) {
- DVector<Vector3> ret;
+ PoolVector<Vector3> ret;
ret.push_back(a->pos);
return ret;
}
@@ -291,7 +319,7 @@ DVector<Vector3> AStar::get_point_path(int p_from_id, int p_to_id) {
bool found_route=_solve(begin_point,end_point);
if (!found_route)
- return DVector<Vector3>();
+ return PoolVector<Vector3>();
//midpoints
Point *p=end_point;
@@ -301,11 +329,11 @@ DVector<Vector3> AStar::get_point_path(int p_from_id, int p_to_id) {
p=p->prev_point;
}
- DVector<Vector3> path;
+ PoolVector<Vector3> path;
path.resize(pc);
{
- DVector<Vector3>::Write w = path.write();
+ PoolVector<Vector3>::Write w = path.write();
Point *p=end_point;
int idx=pc-1;
@@ -323,10 +351,10 @@ DVector<Vector3> AStar::get_point_path(int p_from_id, int p_to_id) {
}
-DVector<int> AStar::get_id_path(int p_from_id, int p_to_id) {
+PoolVector<int> AStar::get_id_path(int p_from_id, int p_to_id) {
- ERR_FAIL_COND_V(!points.has(p_from_id),DVector<int>());
- ERR_FAIL_COND_V(!points.has(p_to_id),DVector<int>());
+ ERR_FAIL_COND_V(!points.has(p_from_id),PoolVector<int>());
+ ERR_FAIL_COND_V(!points.has(p_to_id),PoolVector<int>());
pass++;
@@ -335,7 +363,7 @@ DVector<int> AStar::get_id_path(int p_from_id, int p_to_id) {
Point* b = points[p_to_id];
if (a==b) {
- DVector<int> ret;
+ PoolVector<int> ret;
ret.push_back(a->id);
return ret;
}
@@ -347,7 +375,7 @@ DVector<int> AStar::get_id_path(int p_from_id, int p_to_id) {
bool found_route=_solve(begin_point,end_point);
if (!found_route)
- return DVector<int>();
+ return PoolVector<int>();
//midpoints
Point *p=end_point;
@@ -357,11 +385,11 @@ DVector<int> AStar::get_id_path(int p_from_id, int p_to_id) {
p=p->prev_point;
}
- DVector<int> path;
+ PoolVector<int> path;
path.resize(pc);
{
- DVector<int>::Write w = path.write();
+ PoolVector<int>::Write w = path.write();
p=end_point;
int idx=pc-1;
@@ -379,23 +407,23 @@ DVector<int> AStar::get_id_path(int p_from_id, int p_to_id) {
void AStar::_bind_methods() {
- ObjectTypeDB::bind_method(_MD("get_available_point_id"),&AStar::get_available_point_id);
- ObjectTypeDB::bind_method(_MD("add_point","id","pos","weight_scale"),&AStar::add_point,DEFVAL(1.0));
- ObjectTypeDB::bind_method(_MD("get_point_pos","id"),&AStar::get_point_pos);
- ObjectTypeDB::bind_method(_MD("get_point_weight_scale","id"),&AStar::get_point_weight_scale);
- ObjectTypeDB::bind_method(_MD("remove_point","id"),&AStar::remove_point);
+ ClassDB::bind_method(_MD("get_available_point_id"),&AStar::get_available_point_id);
+ ClassDB::bind_method(_MD("add_point","id","pos","weight_scale"),&AStar::add_point,DEFVAL(1.0));
+ ClassDB::bind_method(_MD("get_point_pos","id"),&AStar::get_point_pos);
+ ClassDB::bind_method(_MD("get_point_weight_scale","id"),&AStar::get_point_weight_scale);
+ ClassDB::bind_method(_MD("remove_point","id"),&AStar::remove_point);
- ObjectTypeDB::bind_method(_MD("connect_points","id","to_id"),&AStar::connect_points);
- ObjectTypeDB::bind_method(_MD("disconnect_points","id","to_id"),&AStar::disconnect_points);
- ObjectTypeDB::bind_method(_MD("are_points_connected","id","to_id"),&AStar::are_points_connected);
+ ClassDB::bind_method(_MD("connect_points","id","to_id"),&AStar::connect_points);
+ ClassDB::bind_method(_MD("disconnect_points","id","to_id"),&AStar::disconnect_points);
+ ClassDB::bind_method(_MD("are_points_connected","id","to_id"),&AStar::are_points_connected);
- ObjectTypeDB::bind_method(_MD("clear"),&AStar::clear);
+ ClassDB::bind_method(_MD("clear"),&AStar::clear);
- ObjectTypeDB::bind_method(_MD("get_closest_point","to_pos"),&AStar::get_closest_point);
- ObjectTypeDB::bind_method(_MD("get_closest_pos_in_segment","to_pos"),&AStar::get_closest_pos_in_segment);
+ ClassDB::bind_method(_MD("get_closest_point","to_pos"),&AStar::get_closest_point);
+ ClassDB::bind_method(_MD("get_closest_pos_in_segment","to_pos"),&AStar::get_closest_pos_in_segment);
- ObjectTypeDB::bind_method(_MD("get_point_path","from_id","to_id"),&AStar::get_point_path);
- ObjectTypeDB::bind_method(_MD("get_id_path","from_id","to_id"),&AStar::get_id_path);
+ ClassDB::bind_method(_MD("get_point_path","from_id","to_id"),&AStar::get_point_path);
+ ClassDB::bind_method(_MD("get_id_path","from_id","to_id"),&AStar::get_id_path);
}
diff --git a/core/math/a_star.h b/core/math/a_star.h
index a0517b5941..c4c955ed2d 100644
--- a/core/math/a_star.h
+++ b/core/math/a_star.h
@@ -1,12 +1,43 @@
+/*************************************************************************/
+/* a_star.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
#ifndef ASTAR_H
#define ASTAR_H
#include "reference.h"
#include "self_list.h"
+/**
+ @author Juan Linietsky <reduzio@gmail.com>
+*/
class AStar: public Reference {
- OBJ_TYPE(AStar,Reference)
+ GDCLASS(AStar,Reference)
uint64_t pass;
@@ -17,14 +48,14 @@ class AStar: public Reference {
int id;
Vector3 pos;
- float weight_scale;
+ real_t weight_scale;
uint64_t last_pass;
Vector<Point*> neighbours;
//used for pathfinding
Point *prev_point;
- float distance;
+ real_t distance;
Point() : list(this) {}
};
@@ -67,9 +98,9 @@ public:
int get_available_point_id() const;
- void add_point(int p_id,const Vector3& p_pos,float p_weight_scale=1);
+ void add_point(int p_id,const Vector3& p_pos,real_t p_weight_scale=1);
Vector3 get_point_pos(int p_id) const;
- float get_point_weight_scale(int p_id) const;
+ real_t get_point_weight_scale(int p_id) const;
void remove_point(int p_id);
void connect_points(int p_id,int p_with_id);
@@ -82,8 +113,8 @@ public:
int get_closest_point(const Vector3& p_point) const;
Vector3 get_closest_pos_in_segment(const Vector3& p_point) const;
- DVector<Vector3> get_point_path(int p_from_id, int p_to_id);
- DVector<int> get_id_path(int p_from_id, int p_to_id);
+ PoolVector<Vector3> get_point_path(int p_from_id, int p_to_id);
+ PoolVector<int> get_id_path(int p_from_id, int p_to_id);
AStar();
~AStar();
diff --git a/core/math/audio_frame.cpp b/core/math/audio_frame.cpp
new file mode 100644
index 0000000000..566ba23992
--- /dev/null
+++ b/core/math/audio_frame.cpp
@@ -0,0 +1,2 @@
+#include "audio_frame.h"
+
diff --git a/core/math/audio_frame.h b/core/math/audio_frame.h
new file mode 100644
index 0000000000..acd74903bb
--- /dev/null
+++ b/core/math/audio_frame.h
@@ -0,0 +1,61 @@
+#ifndef AUDIOFRAME_H
+#define AUDIOFRAME_H
+
+#include "typedefs.h"
+
+
+static inline float undenormalise(volatile float f)
+{
+ union {
+ uint32_t i;
+ float f;
+ } v;
+
+ v.f = f;
+
+ // original: return (v.i & 0x7f800000) == 0 ? 0.0f : f;
+ // version from Tim Blechmann:
+ return (v.i & 0x7f800000) < 0x08000000 ? 0.0f : f;
+}
+
+
+struct AudioFrame {
+
+ //left and right samples
+ float l,r;
+
+ _ALWAYS_INLINE_ const float& operator[](int idx) const { return idx==0?l:r; }
+ _ALWAYS_INLINE_ float& operator[](int idx) { return idx==0?l:r; }
+
+ _ALWAYS_INLINE_ AudioFrame operator+(const AudioFrame& p_frame) const { return AudioFrame(l+p_frame.l,r+p_frame.r); }
+ _ALWAYS_INLINE_ AudioFrame operator-(const AudioFrame& p_frame) const { return AudioFrame(l-p_frame.l,r-p_frame.r); }
+ _ALWAYS_INLINE_ AudioFrame operator*(const AudioFrame& p_frame) const { return AudioFrame(l*p_frame.l,r*p_frame.r); }
+ _ALWAYS_INLINE_ AudioFrame operator/(const AudioFrame& p_frame) const { return AudioFrame(l/p_frame.l,r/p_frame.r); }
+
+ _ALWAYS_INLINE_ AudioFrame operator+(float p_sample) const { return AudioFrame(l+p_sample,r+p_sample); }
+ _ALWAYS_INLINE_ AudioFrame operator-(float p_sample) const { return AudioFrame(l-p_sample,r-p_sample); }
+ _ALWAYS_INLINE_ AudioFrame operator*(float p_sample) const { return AudioFrame(l*p_sample,r*p_sample); }
+ _ALWAYS_INLINE_ AudioFrame operator/(float p_sample) const { return AudioFrame(l/p_sample,r/p_sample); }
+
+ _ALWAYS_INLINE_ void operator+=(const AudioFrame& p_frame) { l+=p_frame.l; r+=p_frame.r; }
+ _ALWAYS_INLINE_ void operator-=(const AudioFrame& p_frame) { l-=p_frame.l; r-=p_frame.r; }
+ _ALWAYS_INLINE_ void operator*=(const AudioFrame& p_frame) { l*=p_frame.l; r*=p_frame.r; }
+ _ALWAYS_INLINE_ void operator/=(const AudioFrame& p_frame) { l/=p_frame.l; r/=p_frame.r; }
+
+ _ALWAYS_INLINE_ void operator+=(float p_sample) { l+=p_sample; r+=p_sample; }
+ _ALWAYS_INLINE_ void operator-=(float p_sample) { l-=p_sample; r-=p_sample; }
+ _ALWAYS_INLINE_ void operator*=(float p_sample) { l*=p_sample; r*=p_sample; }
+ _ALWAYS_INLINE_ void operator/=(float p_sample) { l/=p_sample; r/=p_sample; }
+
+ _ALWAYS_INLINE_ void undenormalise() {
+ l = ::undenormalise(l);
+ r = ::undenormalise(r);
+ }
+
+ _ALWAYS_INLINE_ AudioFrame(float p_l, float p_r) {l=p_l; r=p_r;}
+ _ALWAYS_INLINE_ AudioFrame(const AudioFrame& p_frame) {l=p_frame.l; r=p_frame.r;}
+
+ _ALWAYS_INLINE_ AudioFrame() {}
+};
+
+#endif
diff --git a/core/math/bsp_tree.cpp b/core/math/bsp_tree.cpp
index d16495217c..1ca6385032 100644
--- a/core/math/bsp_tree.cpp
+++ b/core/math/bsp_tree.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,7 +31,7 @@
#include "print_string.h"
-void BSP_Tree::from_aabb(const AABB& p_aabb) {
+void BSP_Tree::from_aabb(const Rect3& p_aabb) {
planes.clear();
@@ -67,7 +67,7 @@ Vector<Plane> BSP_Tree::get_planes() const {
return planes;
}
-AABB BSP_Tree::get_aabb() const {
+Rect3 BSP_Tree::get_aabb() const {
return aabb;
}
@@ -87,8 +87,8 @@ int BSP_Tree::_get_points_inside(int p_node,const Vector3* p_points,int *p_indic
max+=p_center;
min+=p_center;
- float dist_min = p.distance_to(min);
- float dist_max = p.distance_to(max);
+ real_t dist_min = p.distance_to(min);
+ real_t dist_max = p.distance_to(max);
if ((dist_min * dist_max) < CMP_EPSILON ) { //intersection, test point by point
@@ -290,13 +290,13 @@ bool BSP_Tree::point_is_inside(const Vector3& p_point) const {
}
-static int _bsp_find_best_half_plane(const Face3* p_faces,const Vector<int>& p_indices,float p_tolerance) {
+static int _bsp_find_best_half_plane(const Face3* p_faces,const Vector<int>& p_indices,real_t p_tolerance) {
int ic = p_indices.size();
const int*indices=p_indices.ptr();
int best_plane = -1;
- float best_plane_cost = 1e20;
+ real_t best_plane_cost = 1e20;
// Loop to find the polygon that best divides the set.
@@ -317,7 +317,7 @@ static int _bsp_find_best_half_plane(const Face3* p_faces,const Vector<int>& p_i
for(int k=0;k<3;k++) {
- float d = p.distance_to(g.vertex[j]);
+ real_t d = p.distance_to(g.vertex[j]);
if (Math::abs(d)>p_tolerance) {
@@ -340,13 +340,13 @@ static int _bsp_find_best_half_plane(const Face3* p_faces,const Vector<int>& p_i
- //double split_cost = num_spanning / (double) face_count;
- double relation = Math::abs(num_over-num_under) / (double) ic;
+ //real_t split_cost = num_spanning / (real_t) face_count;
+ real_t relation = Math::abs(num_over-num_under) / (real_t) ic;
// being honest, i never found a way to add split cost to the mix in a meaninguful way
// in this engine, also, will likely be ignored anyway
- double plane_cost = /*split_cost +*/ relation;
+ real_t plane_cost = /*split_cost +*/ relation;
//printf("plane %i, %i over, %i under, %i spanning, cost is %g\n",i,num_over,num_under,num_spanning,plane_cost);
if (plane_cost<best_plane_cost) {
@@ -362,7 +362,7 @@ static int _bsp_find_best_half_plane(const Face3* p_faces,const Vector<int>& p_i
}
-static int _bsp_create_node(const Face3 *p_faces,const Vector<int>& p_indices,Vector<Plane> &p_planes, Vector<BSP_Tree::Node> &p_nodes,float p_tolerance) {
+static int _bsp_create_node(const Face3 *p_faces,const Vector<int>& p_indices,Vector<Plane> &p_planes, Vector<BSP_Tree::Node> &p_nodes,real_t p_tolerance) {
ERR_FAIL_COND_V( p_nodes.size() == BSP_Tree::MAX_NODES, -1 );
@@ -390,15 +390,17 @@ static int _bsp_create_node(const Face3 *p_faces,const Vector<int>& p_indices,Ve
const Face3& f=p_faces[ indices[i] ];
- //if (f.get_plane().is_almost_like(divisor_plane))
- // continue;
+ /*
+ if (f.get_plane().is_almost_like(divisor_plane))
+ continue;
+ */
int over_count=0;
int under_count=0;
for(int j=0;j<3;j++) {
- float d = divisor_plane.distance_to(f.vertex[j]);
+ real_t d = divisor_plane.distance_to(f.vertex[j]);
if (Math::abs(d)>p_tolerance) {
if (d > 0)
@@ -471,7 +473,7 @@ BSP_Tree::operator Variant() const {
Dictionary d;
d["error_radius"]=error_radius;
- Vector<float> plane_values;
+ Vector<real_t> plane_values;
plane_values.resize(planes.size()*4);
for(int i=0;i<planes.size();i++) {
@@ -484,7 +486,7 @@ BSP_Tree::operator Variant() const {
d["planes"]=plane_values;
- DVector<int> dst_nodes;
+ PoolVector<int> dst_nodes;
dst_nodes.resize(nodes.size()*3);
for(int i=0;i<nodes.size();i++) {
@@ -514,19 +516,19 @@ BSP_Tree::BSP_Tree(const Variant& p_variant) {
ERR_FAIL_COND(!d.has("aabb"));
ERR_FAIL_COND(!d.has("error_radius"));
- DVector<int> src_nodes = d["nodes"];
+ PoolVector<int> src_nodes = d["nodes"];
ERR_FAIL_COND(src_nodes.size()%3);
- if (d["planes"].get_type()==Variant::REAL_ARRAY) {
+ if (d["planes"].get_type()==Variant::POOL_REAL_ARRAY) {
- DVector<float> src_planes=d["planes"];
+ PoolVector<real_t> src_planes=d["planes"];
int plane_count=src_planes.size();
ERR_FAIL_COND(plane_count%4);
planes.resize(plane_count/4);
if (plane_count) {
- DVector<float>::Read r = src_planes.read();
+ PoolVector<real_t>::Read r = src_planes.read();
for(int i=0;i<plane_count/4;i++) {
planes[i].normal.x=r[i*4+0];
@@ -546,10 +548,10 @@ BSP_Tree::BSP_Tree(const Variant& p_variant) {
error_radius = d["error"];
aabb = d["aabb"];
-// int node_count = src_nodes.size();
+ //int node_count = src_nodes.size();
nodes.resize(src_nodes.size()/3);
- DVector<int>::Read r = src_nodes.read();
+ PoolVector<int>::Read r = src_nodes.read();
for(int i=0;i<nodes.size();i++) {
@@ -560,12 +562,12 @@ BSP_Tree::BSP_Tree(const Variant& p_variant) {
}
-BSP_Tree::BSP_Tree(const DVector<Face3>& p_faces,float p_error_radius) {
+BSP_Tree::BSP_Tree(const PoolVector<Face3>& p_faces,real_t p_error_radius) {
// compute aabb
int face_count=p_faces.size();
- DVector<Face3>::Read faces_r=p_faces.read();
+ PoolVector<Face3>::Read faces_r=p_faces.read();
const Face3 *facesptr = faces_r.ptr();
@@ -613,7 +615,7 @@ BSP_Tree::BSP_Tree(const DVector<Face3>& p_faces,float p_error_radius) {
error_radius=p_error_radius;
}
-BSP_Tree::BSP_Tree(const Vector<Node> &p_nodes, const Vector<Plane> &p_planes, const AABB& p_aabb,float p_error_radius) {
+BSP_Tree::BSP_Tree(const Vector<Node> &p_nodes, const Vector<Plane> &p_planes, const Rect3& p_aabb,real_t p_error_radius) {
nodes=p_nodes;
planes=p_planes;
diff --git a/core/math/bsp_tree.h b/core/math/bsp_tree.h
index 6c36d80e3e..c0071438db 100644
--- a/core/math/bsp_tree.h
+++ b/core/math/bsp_tree.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,7 +30,7 @@
#define BSP_TREE_H
#include "plane.h"
-#include "aabb.h"
+#include "rect3.h"
#include "face3.h"
#include "vector.h"
#include "dvector.h"
@@ -65,8 +65,8 @@ private:
Vector<Node> nodes;
Vector<Plane> planes;
- AABB aabb;
- float error_radius;
+ Rect3 aabb;
+ real_t error_radius;
int _get_points_inside(int p_node,const Vector3* p_points,int *p_indices, const Vector3& p_center,const Vector3& p_half_extents,int p_indices_count) const;
@@ -78,7 +78,7 @@ public:
bool is_empty() const { return nodes.size()==0; }
Vector<Node> get_nodes() const;
Vector<Plane> get_planes() const;
- AABB get_aabb() const;
+ Rect3 get_aabb() const;
bool point_is_inside(const Vector3& p_point) const;
int get_points_inside(const Vector3* p_points, int p_point_count) const;
@@ -87,12 +87,12 @@ public:
operator Variant() const;
- void from_aabb(const AABB& p_aabb);
+ void from_aabb(const Rect3& p_aabb);
BSP_Tree();
BSP_Tree(const Variant& p_variant);
- BSP_Tree(const DVector<Face3>& p_faces,float p_error_radius=0);
- BSP_Tree(const Vector<Node> &p_nodes, const Vector<Plane> &p_planes, const AABB& p_aabb,float p_error_radius=0);
+ BSP_Tree(const PoolVector<Face3>& p_faces,real_t p_error_radius=0);
+ BSP_Tree(const Vector<Node> &p_nodes, const Vector<Plane> &p_planes, const Rect3& p_aabb,real_t p_error_radius=0);
~BSP_Tree();
};
@@ -110,7 +110,7 @@ bool BSP_Tree::_test_convex(const Node* p_nodes, const Plane* p_planes,int p_cur
const Plane& p=p_planes[n.plane];
- float min,max;
+ real_t min,max;
p_convex.project_range(p.normal,min,max);
bool go_under = min < p.d;
diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp
index f7dd8839b8..3b47a75c65 100644
--- a/core/math/camera_matrix.cpp
+++ b/core/math/camera_matrix.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -54,7 +54,7 @@ void CameraMatrix::set_zero() {
}
-Plane CameraMatrix::xform4(const Plane& p_vec4) {
+Plane CameraMatrix::xform4(const Plane& p_vec4) const {
Plane ret;
@@ -65,15 +65,15 @@ Plane CameraMatrix::xform4(const Plane& p_vec4) {
return ret;
}
-void CameraMatrix::set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far,bool p_flip_fov) {
+void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far,bool p_flip_fov) {
if (p_flip_fov) {
p_fovy_degrees=get_fovy(p_fovy_degrees,1.0/p_aspect);
}
- float sine, cotangent, deltaZ;
- float radians = p_fovy_degrees / 2.0 * Math_PI / 180.0;
+ real_t sine, cotangent, deltaZ;
+ real_t radians = p_fovy_degrees / 2.0 * Math_PI / 180.0;
deltaZ = p_z_far - p_z_near;
sine = Math::sin(radians);
@@ -94,7 +94,7 @@ void CameraMatrix::set_perspective(float p_fovy_degrees, float p_aspect, float p
}
-void CameraMatrix::set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar) {
+void CameraMatrix::set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar) {
set_identity();
@@ -109,7 +109,7 @@ void CameraMatrix::set_orthogonal(float p_left, float p_right, float p_bottom, f
}
-void CameraMatrix::set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar,bool p_flip_fov) {
+void CameraMatrix::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar,bool p_flip_fov) {
if (!p_flip_fov) {
p_size*=p_aspect;
@@ -120,7 +120,7 @@ void CameraMatrix::set_orthogonal(float p_size, float p_aspect, float p_znear, f
-void CameraMatrix::set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far) {
+void CameraMatrix::set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far) {
#if 0
///@TODO, give a check to this. I'm not sure if it's working.
set_identity();
@@ -134,19 +134,31 @@ void CameraMatrix::set_frustum(float p_left, float p_right, float p_bottom, floa
matrix[3][2]=-1;
matrix[3][3]=0;
#else
- float *te = &matrix[0][0];
- float x = 2 * p_near / ( p_right - p_left );
- float y = 2 * p_near / ( p_top - p_bottom );
-
- float a = ( p_right + p_left ) / ( p_right - p_left );
- float b = ( p_top + p_bottom ) / ( p_top - p_bottom );
- float c = - ( p_far + p_near ) / ( p_far - p_near );
- float d = - 2 * p_far * p_near / ( p_far - p_near );
-
- te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
- te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
- te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
- te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
+ real_t *te = &matrix[0][0];
+ real_t x = 2 * p_near / ( p_right - p_left );
+ real_t y = 2 * p_near / ( p_top - p_bottom );
+
+ real_t a = ( p_right + p_left ) / ( p_right - p_left );
+ real_t b = ( p_top + p_bottom ) / ( p_top - p_bottom );
+ real_t c = - ( p_far + p_near ) / ( p_far - p_near );
+ real_t d = - 2 * p_far * p_near / ( p_far - p_near );
+
+ te[0] = x;
+ te[1] = 0;
+ te[2] = 0;
+ te[3] = 0;
+ te[4] = 0;
+ te[5] = y;
+ te[6] = 0;
+ te[7] = 0;
+ te[8] = a;
+ te[9] = b;
+ te[10] = c;
+ te[11] = -1;
+ te[12] = 0;
+ te[13] = 0;
+ te[14] = d;
+ te[15] = 0;
#endif
@@ -154,9 +166,9 @@ void CameraMatrix::set_frustum(float p_left, float p_right, float p_bottom, floa
-float CameraMatrix::get_z_far() const {
+real_t CameraMatrix::get_z_far() const {
- const float * matrix = (const float*)this->matrix;
+ const real_t * matrix = (const real_t*)this->matrix;
Plane new_plane=Plane(matrix[ 3] - matrix[ 2],
matrix[ 7] - matrix[ 6],
matrix[11] - matrix[10],
@@ -167,9 +179,9 @@ float CameraMatrix::get_z_far() const {
return new_plane.d;
}
-float CameraMatrix::get_z_near() const {
+real_t CameraMatrix::get_z_near() const {
- const float * matrix = (const float*)this->matrix;
+ const real_t * matrix = (const real_t*)this->matrix;
Plane new_plane=Plane(matrix[ 3] + matrix[ 2],
matrix[ 7] + matrix[ 6],
matrix[11] + matrix[10],
@@ -179,25 +191,28 @@ float CameraMatrix::get_z_near() const {
return new_plane.d;
}
-void CameraMatrix::get_viewport_size(float& r_width, float& r_height) const {
+void CameraMatrix::get_viewport_size(real_t& r_width, real_t& r_height) const {
- const float * matrix = (const float*)this->matrix;
+ const real_t * matrix = (const real_t*)this->matrix;
///////--- Near Plane ---///////
Plane near_plane=Plane(matrix[ 3] + matrix[ 2],
matrix[ 7] + matrix[ 6],
matrix[11] + matrix[10],
- -matrix[15] - matrix[14]).normalized();
+ -matrix[15] - matrix[14]);
+ near_plane.normalize();
///////--- Right Plane ---///////
Plane right_plane=Plane(matrix[ 3] - matrix[ 0],
matrix[ 7] - matrix[ 4],
matrix[11] - matrix[ 8],
- - matrix[15] + matrix[12]).normalized();
+ - matrix[15] + matrix[12]);
+ right_plane.normalize();
Plane top_plane=Plane(matrix[ 3] - matrix[ 1],
matrix[ 7] - matrix[ 5],
matrix[11] - matrix[ 9],
- -matrix[15] + matrix[13]).normalized();
+ -matrix[15] + matrix[13]);
+ top_plane.normalize();
Vector3 res;
near_plane.intersect_3(right_plane,top_plane,&res);
@@ -208,32 +223,35 @@ void CameraMatrix::get_viewport_size(float& r_width, float& r_height) const {
bool CameraMatrix::get_endpoints(const Transform& p_transform, Vector3 *p_8points) const {
- const float * matrix = (const float*)this->matrix;
+ const real_t * matrix = (const real_t*)this->matrix;
///////--- Near Plane ---///////
Plane near_plane=Plane(matrix[ 3] + matrix[ 2],
matrix[ 7] + matrix[ 6],
matrix[11] + matrix[10],
- -matrix[15] - matrix[14]).normalized();
+ -matrix[15] - matrix[14]);
+ near_plane.normalize();
///////--- Far Plane ---///////
Plane far_plane=Plane(matrix[ 2] - matrix[ 3],
matrix[ 6] - matrix[ 7],
matrix[10] - matrix[11],
- matrix[15] - matrix[14]).normalized();
-
+ matrix[15] - matrix[14]);
+ far_plane.normalize();
///////--- Right Plane ---///////
Plane right_plane=Plane(matrix[ 0] - matrix[ 3],
matrix[ 4] - matrix[ 7],
matrix[8] - matrix[ 11],
- - matrix[15] + matrix[12]).normalized();
+ - matrix[15] + matrix[12]);
+ right_plane.normalize();
///////--- Top Plane ---///////
Plane top_plane=Plane(matrix[ 1] - matrix[ 3],
matrix[ 5] - matrix[ 7],
matrix[9] - matrix[ 11],
- -matrix[15] + matrix[13]).normalized();
+ -matrix[15] + matrix[13]);
+ top_plane.normalize();
Vector3 near_endpoint;
Vector3 far_endpoint;
@@ -266,7 +284,7 @@ Vector<Plane> CameraMatrix::get_projection_planes(const Transform& p_transform)
Vector<Plane> planes;
- const float * matrix = (const float*)this->matrix;
+ const real_t * matrix = (const real_t*)this->matrix;
Plane new_plane;
@@ -359,9 +377,9 @@ void CameraMatrix::invert() {
int i,j,k;
int pvt_i[4], pvt_j[4]; /* Locations of pivot matrix */
- float pvt_val; /* Value of current pivot element */
- float hold; /* Temporary storage */
- float determinat; /* Determinant */
+ real_t pvt_val; /* Value of current pivot element */
+ real_t hold; /* Temporary storage */
+ real_t determinat; /* Determinant */
determinat = 1.0;
for (k=0; k<4; k++) {
@@ -474,7 +492,7 @@ CameraMatrix CameraMatrix::operator*(const CameraMatrix& p_matrix) const {
void CameraMatrix::set_light_bias() {
- float *m=&matrix[0][0];
+ real_t *m=&matrix[0][0];
m[0]=0.5,
m[1]=0.0,
@@ -495,6 +513,28 @@ void CameraMatrix::set_light_bias() {
}
+void CameraMatrix::set_light_atlas_rect(const Rect2& p_rect) {
+
+ real_t *m=&matrix[0][0];
+
+ m[0]=p_rect.size.width,
+ m[1]=0.0,
+ m[2]=0.0,
+ m[3]=0.0,
+ m[4]=0.0,
+ m[5]=p_rect.size.height,
+ m[6]=0.0,
+ m[7]=0.0,
+ m[8]=0.0,
+ m[9]=0.0,
+ m[10]=1.0,
+ m[11]=0.0,
+ m[12]=p_rect.pos.x,
+ m[13]=p_rect.pos.y,
+ m[14]=0.0,
+ m[15]=1.0;
+}
+
CameraMatrix::operator String() const {
String str;
@@ -505,20 +545,30 @@ CameraMatrix::operator String() const {
return str;
}
-float CameraMatrix::get_aspect() const {
+real_t CameraMatrix::get_aspect() const {
- float w,h;
+ real_t w,h;
get_viewport_size(w,h);
return w/h;
}
-float CameraMatrix::get_fov() const {
- const float * matrix = (const float*)this->matrix;
+int CameraMatrix::get_pixels_per_meter(int p_for_pixel_width) const {
+
+
+ Vector3 result = xform(Vector3(1,0,-1));
+
+ return int((result.x * 0.5 + 0.5) * p_for_pixel_width);
+
+}
+
+real_t CameraMatrix::get_fov() const {
+ const real_t * matrix = (const real_t*)this->matrix;
Plane right_plane=Plane(matrix[ 3] - matrix[ 0],
matrix[ 7] - matrix[ 4],
matrix[11] - matrix[ 8],
- - matrix[15] + matrix[12]).normalized();
+ - matrix[15] + matrix[12]);
+ right_plane.normalize();
return Math::rad2deg(Math::acos(Math::abs(right_plane.normal.x)))*2.0;
}
@@ -533,7 +583,7 @@ void CameraMatrix::make_scale(const Vector3 &p_scale) {
}
-void CameraMatrix::scale_translate_to_fit(const AABB& p_aabb) {
+void CameraMatrix::scale_translate_to_fit(const Rect3& p_aabb) {
Vector3 min = p_aabb.pos;
Vector3 max = p_aabb.pos+p_aabb.size;
@@ -563,7 +613,7 @@ void CameraMatrix::scale_translate_to_fit(const AABB& p_aabb) {
CameraMatrix::operator Transform() const {
Transform tr;
- const float *m=&matrix[0][0];
+ const real_t *m=&matrix[0][0];
tr.basis.elements[0][0]=m[0];
tr.basis.elements[1][0]=m[1];
@@ -587,7 +637,7 @@ CameraMatrix::operator Transform() const {
CameraMatrix::CameraMatrix(const Transform& p_transform) {
const Transform &tr = p_transform;
- float *m=&matrix[0][0];
+ real_t *m=&matrix[0][0];
m[0]=tr.basis.elements[0][0];
m[1]=tr.basis.elements[1][0];
diff --git a/core/math/camera_matrix.h b/core/math/camera_matrix.h
index d192b1fef1..c96f8259b5 100644
--- a/core/math/camera_matrix.h
+++ b/core/math/camera_matrix.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,6 +30,7 @@
#define CAMERA_MATRIX_H
#include "transform.h"
+#include "math_2d.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
@@ -47,44 +48,46 @@ struct CameraMatrix {
PLANE_BOTTOM
};
- float matrix[4][4];
+ real_t matrix[4][4];
void set_identity();
void set_zero();
void set_light_bias();
- void set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far,bool p_flip_fov=false);
- void set_orthogonal(float p_left, float p_right, float p_bottom, float p_top, float p_znear, float p_zfar);
- void set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar,bool p_flip_fov=false);
- void set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far);
+ void set_light_atlas_rect(const Rect2& p_rect);
+ void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far,bool p_flip_fov=false);
+ void set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);
+ void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar,bool p_flip_fov=false);
+ void set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);
- static float get_fovy(float p_fovx,float p_aspect) {
+ static real_t get_fovy(real_t p_fovx,real_t p_aspect) {
return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5))*2.0);
}
- float get_z_far() const;
- float get_z_near() const;
- float get_aspect() const;
- float get_fov() const;
+ real_t get_z_far() const;
+ real_t get_z_near() const;
+ real_t get_aspect() const;
+ real_t get_fov() const;
Vector<Plane> get_projection_planes(const Transform& p_transform) const;
bool get_endpoints(const Transform& p_transform,Vector3 *p_8points) const;
- void get_viewport_size(float& r_width, float& r_height) const;
+ void get_viewport_size(real_t& r_width, real_t& r_height) const;
void invert();
CameraMatrix inverse() const;
CameraMatrix operator*(const CameraMatrix& p_matrix) const;
- Plane xform4(const Plane& p_vec4);
+ Plane xform4(const Plane& p_vec4) const;
_FORCE_INLINE_ Vector3 xform(const Vector3& p_vec3) const;
operator String() const;
- void scale_translate_to_fit(const AABB& p_aabb);
+ void scale_translate_to_fit(const Rect3& p_aabb);
void make_scale(const Vector3 &p_scale);
+ int get_pixels_per_meter(int p_for_pixel_width) const;
operator Transform() const;
CameraMatrix();
@@ -99,7 +102,7 @@ Vector3 CameraMatrix::xform(const Vector3& p_vec3) const {
ret.x = matrix[0][0] * p_vec3.x + matrix[1][0] * p_vec3.y + matrix[2][0] * p_vec3.z + matrix[3][0];
ret.y = matrix[0][1] * p_vec3.x + matrix[1][1] * p_vec3.y + matrix[2][1] * p_vec3.z + matrix[3][1];
ret.z = matrix[0][2] * p_vec3.x + matrix[1][2] * p_vec3.y + matrix[2][2] * p_vec3.z + matrix[3][2];
- float w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
+ real_t w = matrix[0][3] * p_vec3.x + matrix[1][3] * p_vec3.y + matrix[2][3] * p_vec3.z + matrix[3][3];
return ret/w;
}
diff --git a/core/math/face3.cpp b/core/math/face3.cpp
index e1af91f28e..60fab6748a 100644
--- a/core/math/face3.cpp
+++ b/core/math/face3.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -168,8 +168,8 @@ Face3::Side Face3::get_side_of(const Face3& p_face,ClockDirection p_clock_dir) c
Vector3 Face3::get_random_point_inside() const {
- float a=Math::random(0,1);
- float b=Math::random(0,1);
+ real_t a=Math::random(0,1);
+ real_t b=Math::random(0,1);
if (a>b) {
SWAP(a,b);
}
@@ -205,7 +205,7 @@ ClockDirection Face3::get_clock_dir() const {
}
-bool Face3::intersects_aabb(const AABB& p_aabb) const {
+bool Face3::intersects_aabb(const Rect3& p_aabb) const {
/** TEST PLANE **/
if (!p_aabb.intersects_plane( get_plane() ))
@@ -215,9 +215,9 @@ bool Face3::intersects_aabb(const AABB& p_aabb) const {
#define TEST_AXIS(m_ax)\
{\
- float aabb_min=p_aabb.pos.m_ax;\
- float aabb_max=p_aabb.pos.m_ax+p_aabb.size.m_ax;\
- float tri_min,tri_max;\
+ real_t aabb_min=p_aabb.pos.m_ax;\
+ real_t aabb_max=p_aabb.pos.m_ax+p_aabb.size.m_ax;\
+ real_t tri_min,tri_max;\
for (int i=0;i<3;i++) {\
if (i==0 || vertex[i].m_ax > tri_max)\
tri_max=vertex[i].m_ax;\
@@ -255,7 +255,7 @@ bool Face3::intersects_aabb(const AABB& p_aabb) const {
continue; // coplanar
axis.normalize();
- float minA,maxA,minB,maxB;
+ real_t minA,maxA,minB,maxB;
p_aabb.project_range_in_plane(Plane(axis,0),minA,maxA);
project_range(axis,Transform(),minB,maxB);
@@ -272,12 +272,12 @@ Face3::operator String() const {
return String()+vertex[0]+", "+vertex[1]+", "+vertex[2];
}
-void Face3::project_range(const Vector3& p_normal,const Transform& p_transform,float& r_min, float& r_max) const {
+void Face3::project_range(const Vector3& p_normal,const Transform& p_transform,real_t& r_min, real_t& r_max) const {
for (int i=0;i<3;i++) {
Vector3 v=p_transform.xform(vertex[i]);
- float d=p_normal.dot(v);
+ real_t d=p_normal.dot(v);
if (i==0 || d > r_max)
r_max=d;
@@ -316,11 +316,11 @@ void Face3::get_support(const Vector3& p_normal,const Transform& p_transform,Vec
/** FIND SUPPORT VERTEX **/
int vert_support_idx=-1;
- float support_max;
+ real_t support_max;
for (int i=0;i<3;i++) {
- float d=n.dot(vertex[i]);
+ real_t d=n.dot(vertex[i]);
if (i==0 || d > support_max) {
support_max=d;
@@ -336,7 +336,7 @@ void Face3::get_support(const Vector3& p_normal,const Transform& p_transform,Vec
continue;
// check if edge is valid as a support
- float dot=(vertex[i]-vertex[(i+1)%3]).normalized().dot(n);
+ real_t dot=(vertex[i]-vertex[(i+1)%3]).normalized().dot(n);
dot=ABS(dot);
if (dot < _EDGE_IS_VALID_SUPPORT_TRESHOLD) {
@@ -362,15 +362,15 @@ Vector3 Face3::get_closest_point_to(const Vector3& p_point) const {
Vector3 edge1 = vertex[2] - vertex[0];
Vector3 v0 = vertex[0] - p_point;
- float a = edge0.dot( edge0 );
- float b = edge0.dot( edge1 );
- float c = edge1.dot( edge1 );
- float d = edge0.dot( v0 );
- float e = edge1.dot( v0 );
+ real_t a = edge0.dot( edge0 );
+ real_t b = edge0.dot( edge1 );
+ real_t c = edge1.dot( edge1 );
+ real_t d = edge0.dot( v0 );
+ real_t e = edge1.dot( v0 );
- float det = a*c - b*b;
- float s = b*e - c*d;
- float t = b*d - a*e;
+ real_t det = a*c - b*b;
+ real_t s = b*e - c*d;
+ real_t t = b*d - a*e;
if ( s + t < det )
{
@@ -402,7 +402,7 @@ Vector3 Face3::get_closest_point_to(const Vector3& p_point) const {
}
else
{
- float invDet = 1.f / det;
+ real_t invDet = 1.f / det;
s *= invDet;
t *= invDet;
}
@@ -411,12 +411,12 @@ Vector3 Face3::get_closest_point_to(const Vector3& p_point) const {
{
if ( s < 0.f )
{
- float tmp0 = b+d;
- float tmp1 = c+e;
+ real_t tmp0 = b+d;
+ real_t tmp1 = c+e;
if ( tmp1 > tmp0 )
{
- float numer = tmp1 - tmp0;
- float denom = a-2*b+c;
+ real_t numer = tmp1 - tmp0;
+ real_t denom = a-2*b+c;
s = CLAMP( numer/denom, 0.f, 1.f );
t = 1-s;
}
@@ -430,8 +430,8 @@ Vector3 Face3::get_closest_point_to(const Vector3& p_point) const {
{
if ( a+d > b+e )
{
- float numer = c+e-b-d;
- float denom = a-2*b+c;
+ real_t numer = c+e-b-d;
+ real_t denom = a-2*b+c;
s = CLAMP( numer/denom, 0.f, 1.f );
t = 1-s;
}
@@ -443,8 +443,8 @@ Vector3 Face3::get_closest_point_to(const Vector3& p_point) const {
}
else
{
- float numer = c+e-b-d;
- float denom = a-2*b+c;
+ real_t numer = c+e-b-d;
+ real_t denom = a-2*b+c;
s = CLAMP( numer/denom, 0.f, 1.f );
t = 1.f - s;
}
diff --git a/core/math/face3.h b/core/math/face3.h
index 3a81da74db..a0da588ea5 100644
--- a/core/math/face3.h
+++ b/core/math/face3.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,7 +31,7 @@
#include "vector3.h"
#include "plane.h"
-#include "aabb.h"
+#include "rect3.h"
#include "transform.h"
class Face3 {
@@ -76,18 +76,18 @@ public:
ClockDirection get_clock_dir() const; ///< todo, test if this is returning the proper clockwisity
void get_support(const Vector3& p_normal,const Transform& p_transform,Vector3 *p_vertices,int* p_count,int p_max) const;
- void project_range(const Vector3& p_normal,const Transform& p_transform,float& r_min, float& r_max) const;
+ void project_range(const Vector3& p_normal,const Transform& p_transform,real_t& r_min, real_t& r_max) const;
- AABB get_aabb() const {
+ Rect3 get_aabb() const {
- AABB aabb( vertex[0], Vector3() );
+ Rect3 aabb( vertex[0], Vector3() );
aabb.expand_to( vertex[1] );
aabb.expand_to( vertex[2] );
return aabb;
}
- bool intersects_aabb(const AABB& p_aabb) const;
- _FORCE_INLINE_ bool intersects_aabb2(const AABB& p_aabb) const;
+ bool intersects_aabb(const Rect3& p_aabb) const;
+ _FORCE_INLINE_ bool intersects_aabb2(const Rect3& p_aabb) const;
operator String() const;
inline Face3() {}
@@ -96,7 +96,7 @@ public:
};
-bool Face3::intersects_aabb2(const AABB& p_aabb) const {
+bool Face3::intersects_aabb2(const Rect3& p_aabb) const {
Vector3 perp = (vertex[0]-vertex[2]).cross(vertex[0]-vertex[1]);
@@ -109,9 +109,9 @@ bool Face3::intersects_aabb2(const AABB& p_aabb) const {
(perp.z>0) ? -half_extents.z : half_extents.z
);
- float d = perp.dot(vertex[0]);
- float dist_a = perp.dot(ofs+sup)-d;
- float dist_b = perp.dot(ofs-sup)-d;
+ real_t d = perp.dot(vertex[0]);
+ real_t dist_a = perp.dot(ofs+sup)-d;
+ real_t dist_b = perp.dot(ofs-sup)-d;
if (dist_a*dist_b > 0)
return false; //does not intersect the plane
@@ -119,9 +119,9 @@ bool Face3::intersects_aabb2(const AABB& p_aabb) const {
#define TEST_AXIS(m_ax)\
{\
- float aabb_min=p_aabb.pos.m_ax;\
- float aabb_max=p_aabb.pos.m_ax+p_aabb.size.m_ax;\
- float tri_min,tri_max;\
+ real_t aabb_min=p_aabb.pos.m_ax;\
+ real_t aabb_max=p_aabb.pos.m_ax+p_aabb.size.m_ax;\
+ real_t tri_min,tri_max;\
for (int i=0;i<3;i++) {\
if (i==0 || vertex[i].m_ax > tri_max)\
tri_max=vertex[i].m_ax;\
@@ -236,16 +236,16 @@ bool Face3::intersects_aabb2(const AABB& p_aabb) const {
(axis.z>0) ? -half_extents.z : half_extents.z
);
- float maxB = axis.dot(ofs+sup2);
- float minB = axis.dot(ofs-sup2);
+ real_t maxB = axis.dot(ofs+sup2);
+ real_t minB = axis.dot(ofs-sup2);
if (minB>maxB) {
SWAP(maxB,minB);
}
- float minT=1e20,maxT=-1e20;
+ real_t minT=1e20,maxT=-1e20;
for (int k=0;k<3;k++) {
- float d=axis.dot(vertex[k]);
+ real_t d=axis.dot(vertex[k]);
if (d > maxT)
maxT=d;
diff --git a/core/math/geometry.cpp b/core/math/geometry.cpp
index 790903eff5..6570dfe672 100644
--- a/core/math/geometry.cpp
+++ b/core/math/geometry.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -204,21 +204,21 @@ static bool _group_face(_FaceClassify *p_faces, int len, int p_index,int p_group
}
-DVector< DVector< Face3 > > Geometry::separate_objects( DVector< Face3 > p_array ) {
+PoolVector< PoolVector< Face3 > > Geometry::separate_objects( PoolVector< Face3 > p_array ) {
- DVector< DVector< Face3 > > objects;
+ PoolVector< PoolVector< Face3 > > objects;
int len = p_array.size();
- DVector<Face3>::Read r=p_array.read();
+ PoolVector<Face3>::Read r=p_array.read();
const Face3* arrayptr = r.ptr();
- DVector< _FaceClassify> fc;
+ PoolVector< _FaceClassify> fc;
fc.resize( len );
- DVector< _FaceClassify >::Write fcw=fc.write();
+ PoolVector< _FaceClassify >::Write fcw=fc.write();
_FaceClassify * _fcptr = fcw.ptr();
@@ -231,7 +231,7 @@ DVector< DVector< Face3 > > Geometry::separate_objects( DVector< Face3 > p_array
if (error) {
- ERR_FAIL_COND_V(error, DVector< DVector< Face3 > >() ); // invalid geometry
+ ERR_FAIL_COND_V(error, PoolVector< PoolVector< Face3 > >() ); // invalid geometry
}
/* group connected faces in separate objects */
@@ -257,8 +257,8 @@ DVector< DVector< Face3 > > Geometry::separate_objects( DVector< Face3 > p_array
if (group>=0) {
objects.resize(group);
- DVector< DVector<Face3> >::Write obw=objects.write();
- DVector< Face3 > *group_faces = obw.ptr();
+ PoolVector< PoolVector<Face3> >::Write obw=objects.write();
+ PoolVector< Face3 > *group_faces = obw.ptr();
for (int i=0;i<len;i++) {
if (!_fcptr[i].valid)
@@ -304,7 +304,7 @@ enum _CellFlags {
static inline void _plot_face(uint8_t*** p_cell_status,int x,int y,int z,int len_x,int len_y,int len_z,const Vector3& voxelsize,const Face3& p_face) {
- AABB aabb( Vector3(x,y,z),Vector3(len_x,len_y,len_z));
+ Rect3 aabb( Vector3(x,y,z),Vector3(len_x,len_y,len_z));
aabb.pos=aabb.pos*voxelsize;
aabb.size=aabb.size*voxelsize;
@@ -487,7 +487,7 @@ static inline void _mark_outside(uint8_t*** p_cell_status,int x,int y,int z,int
}
}
-static inline void _build_faces(uint8_t*** p_cell_status,int x,int y,int z,int len_x,int len_y,int len_z,DVector<Face3>& p_faces) {
+static inline void _build_faces(uint8_t*** p_cell_status,int x,int y,int z,int len_x,int len_y,int len_z,PoolVector<Face3>& p_faces) {
ERR_FAIL_INDEX(x,len_x);
ERR_FAIL_INDEX(y,len_y);
@@ -580,16 +580,16 @@ static inline void _build_faces(uint8_t*** p_cell_status,int x,int y,int z,int l
}
-DVector< Face3 > Geometry::wrap_geometry( DVector< Face3 > p_array,float *p_error ) {
+PoolVector< Face3 > Geometry::wrap_geometry( PoolVector< Face3 > p_array,real_t *p_error ) {
#define _MIN_SIZE 1.0
#define _MAX_LENGTH 20
int face_count=p_array.size();
- DVector<Face3>::Read facesr=p_array.read();
+ PoolVector<Face3>::Read facesr=p_array.read();
const Face3 *faces = facesr.ptr();
- AABB global_aabb;
+ Rect3 global_aabb;
for(int i=0;i<face_count;i++) {
@@ -696,7 +696,7 @@ DVector< Face3 > Geometry::wrap_geometry( DVector< Face3 > p_array,float *p_erro
//print_line("Wrapper (3/6): Building Faces");
- DVector<Face3> wrapped_faces;
+ PoolVector<Face3> wrapped_faces;
for (int i=0;i<div_x;i++) {
@@ -714,7 +714,7 @@ DVector< Face3 > Geometry::wrap_geometry( DVector< Face3 > p_array,float *p_erro
// transform face vertices to global coords
int wrapped_faces_count=wrapped_faces.size();
- DVector<Face3>::Write wrapped_facesw=wrapped_faces.write();
+ PoolVector<Face3>::Write wrapped_facesw=wrapped_faces.write();
Face3* wrapped_faces_ptr=wrapped_facesw.ptr();
for(int i=0;i<wrapped_faces_count;i++) {
@@ -748,14 +748,14 @@ DVector< Face3 > Geometry::wrap_geometry( DVector< Face3 > p_array,float *p_erro
return wrapped_faces;
}
-Geometry::MeshData Geometry::build_convex_mesh(const DVector<Plane> &p_planes) {
+Geometry::MeshData Geometry::build_convex_mesh(const PoolVector<Plane> &p_planes) {
MeshData mesh;
#define SUBPLANE_SIZE 1024.0
- float subplane_size = 1024.0; // should compute this from the actual plane
+ real_t subplane_size = 1024.0; // should compute this from the actual plane
for (int i=0;i<p_planes.size();i++) {
Plane p =p_planes[i];
@@ -896,9 +896,9 @@ Geometry::MeshData Geometry::build_convex_mesh(const DVector<Plane> &p_planes) {
}
-DVector<Plane> Geometry::build_box_planes(const Vector3& p_extents) {
+PoolVector<Plane> Geometry::build_box_planes(const Vector3& p_extents) {
- DVector<Plane> planes;
+ PoolVector<Plane> planes;
planes.push_back( Plane( Vector3(1,0,0), p_extents.x ) );
planes.push_back( Plane( Vector3(-1,0,0), p_extents.x ) );
@@ -910,9 +910,9 @@ DVector<Plane> Geometry::build_box_planes(const Vector3& p_extents) {
return planes;
}
-DVector<Plane> Geometry::build_cylinder_planes(float p_radius, float p_height, int p_sides, Vector3::Axis p_axis) {
+PoolVector<Plane> Geometry::build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis) {
- DVector<Plane> planes;
+ PoolVector<Plane> planes;
for (int i=0;i<p_sides;i++) {
@@ -933,10 +933,10 @@ DVector<Plane> Geometry::build_cylinder_planes(float p_radius, float p_height, i
}
-DVector<Plane> Geometry::build_sphere_planes(float p_radius, int p_lats,int p_lons, Vector3::Axis p_axis) {
+PoolVector<Plane> Geometry::build_sphere_planes(real_t p_radius, int p_lats,int p_lons, Vector3::Axis p_axis) {
- DVector<Plane> planes;
+ PoolVector<Plane> planes;
Vector3 axis;
axis[p_axis]=1.0;
@@ -957,7 +957,7 @@ DVector<Plane> Geometry::build_sphere_planes(float p_radius, int p_lats,int p_lo
for (int j=1;j<=p_lats;j++) {
//todo this is stupid, fix
- Vector3 angle = normal.linear_interpolate(axis,j/(float)p_lats).normalized();
+ Vector3 angle = normal.linear_interpolate(axis,j/(real_t)p_lats).normalized();
Vector3 pos = angle*p_radius;
planes.push_back( Plane( pos, angle ) );
planes.push_back( Plane( pos * axis_neg, angle * axis_neg) );
@@ -969,9 +969,9 @@ DVector<Plane> Geometry::build_sphere_planes(float p_radius, int p_lats,int p_lo
}
-DVector<Plane> Geometry::build_capsule_planes(float p_radius, float p_height, int p_sides, int p_lats, Vector3::Axis p_axis) {
+PoolVector<Plane> Geometry::build_capsule_planes(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis) {
- DVector<Plane> planes;
+ PoolVector<Plane> planes;
Vector3 axis;
axis[p_axis]=1.0;
@@ -991,7 +991,7 @@ DVector<Plane> Geometry::build_capsule_planes(float p_radius, float p_height, in
for (int j=1;j<=p_lats;j++) {
- Vector3 angle = normal.linear_interpolate(axis,j/(float)p_lats).normalized();
+ Vector3 angle = normal.linear_interpolate(axis,j/(real_t)p_lats).normalized();
Vector3 pos = axis*p_height*0.5 + angle*p_radius;
planes.push_back( Plane( pos, angle ) );
planes.push_back( Plane( pos * axis_neg, angle * axis_neg) );
@@ -1108,13 +1108,13 @@ void Geometry::make_atlas(const Vector<Size2i>& p_rects,Vector<Point2i>& r_resul
//find the result with the best aspect ratio
int best=-1;
- float best_aspect=1e20;
+ real_t best_aspect=1e20;
for(int i=0;i<results.size();i++) {
- float h = nearest_power_of_2(results[i].max_h);
- float w = nearest_power_of_2(results[i].max_w);
- float aspect = h>w ? h/w : w/h;
+ real_t h = nearest_power_of_2(results[i].max_h);
+ real_t w = nearest_power_of_2(results[i].max_w);
+ real_t aspect = h>w ? h/w : w/h;
if (aspect < best_aspect) {
best=i;
best_aspect=aspect;
diff --git a/core/math/geometry.h b/core/math/geometry.h
index b353423851..13cbbdce6f 100644
--- a/core/math/geometry.h
+++ b/core/math/geometry.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -48,15 +48,15 @@ public:
- static float get_closest_points_between_segments( const Vector2& p1,const Vector2& q1, const Vector2& p2,const Vector2& q2, Vector2& c1, Vector2& c2) {
+ static real_t get_closest_points_between_segments( const Vector2& p1,const Vector2& q1, const Vector2& p2,const Vector2& q2, Vector2& c1, Vector2& c2) {
Vector2 d1 = q1 - p1; // Direction vector of segment S1
Vector2 d2 = q2 - p2; // Direction vector of segment S2
Vector2 r = p1 - p2;
- float a = d1.dot(d1); // Squared length of segment S1, always nonnegative
- float e = d2.dot(d2); // Squared length of segment S2, always nonnegative
- float f = d2.dot(r);
- float s,t;
+ real_t a = d1.dot(d1); // Squared length of segment S1, always nonnegative
+ real_t e = d2.dot(d2); // Squared length of segment S2, always nonnegative
+ real_t f = d2.dot(r);
+ real_t s,t;
// Check if either or both segments degenerate into points
if (a <= CMP_EPSILON && e <= CMP_EPSILON) {
// Both segments degenerate into points
@@ -66,25 +66,25 @@ public:
}
if (a <= CMP_EPSILON) {
// First segment degenerates into a point
- s = 0.0f;
+ s = 0.0;
t = f / e; // s = 0 => t = (b*s + f) / e = f / e
- t = CLAMP(t, 0.0f, 1.0f);
+ t = CLAMP(t, 0.0, 1.0);
} else {
- float c = d1.dot(r);
+ real_t c = d1.dot(r);
if (e <= CMP_EPSILON) {
// Second segment degenerates into a point
- t = 0.0f;
- s = CLAMP(-c / a, 0.0f, 1.0f); // t = 0 => s = (b*t - c) / a = -c / a
+ t = 0.0;
+ s = CLAMP(-c / a, 0.0, 1.0); // t = 0 => s = (b*t - c) / a = -c / a
} else {
// The general nondegenerate case starts here
- float b = d1.dot(d2);
- float denom = a*e-b*b; // Always nonnegative
+ real_t b = d1.dot(d2);
+ real_t denom = a*e-b*b; // Always nonnegative
// If segments not parallel, compute closest point on L1 to L2 and
// clamp to segment S1. Else pick arbitrary s (here 0)
- if (denom != 0.0f) {
- s = CLAMP((b*f - c*e) / denom, 0.0f, 1.0f);
+ if (denom != 0.0) {
+ s = CLAMP((b*f - c*e) / denom, 0.0, 1.0);
} else
- s = 0.0f;
+ s = 0.0;
// Compute point on L2 closest to S1(s) using
// t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
t = (b*s + f) / e;
@@ -92,12 +92,12 @@ public:
//If t in [0,1] done. Else clamp t, recompute s for the new value
// of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
// and clamp s to [0, 1]
- if (t < 0.0f) {
- t = 0.0f;
- s = CLAMP(-c / a, 0.0f, 1.0f);
- } else if (t > 1.0f) {
- t = 1.0f;
- s = CLAMP((b - c) / a, 0.0f, 1.0f);
+ if (t < 0.0) {
+ t = 0.0;
+ s = CLAMP(-c / a, 0.0, 1.0);
+ } else if (t > 1.0) {
+ t = 1.0;
+ s = CLAMP((b - c) / a, 0.0, 1.0);
}
}
}
@@ -113,8 +113,8 @@ public:
#define d_of(m,n,o,p) ( (m.x - n.x) * (o.x - p.x) + (m.y - n.y) * (o.y - p.y) + (m.z - n.z) * (o.z - p.z) )
//caluclate the parpametric position on the 2 curves, mua and mub
- float mua = ( d_of(p1,q1,q2,q1) * d_of(q2,q1,p2,p1) - d_of(p1,q1,p2,p1) * d_of(q2,q1,q2,q1) ) / ( d_of(p2,p1,p2,p1) * d_of(q2,q1,q2,q1) - d_of(q2,q1,p2,p1) * d_of(q2,q1,p2,p1) );
- float mub = ( d_of(p1,q1,q2,q1) + mua * d_of(q2,q1,p2,p1) ) / d_of(q2,q1,q2,q1);
+ real_t mua = ( d_of(p1,q1,q2,q1) * d_of(q2,q1,p2,p1) - d_of(p1,q1,p2,p1) * d_of(q2,q1,q2,q1) ) / ( d_of(p2,p1,p2,p1) * d_of(q2,q1,q2,q1) - d_of(q2,q1,p2,p1) * d_of(q2,q1,p2,p1) );
+ real_t mub = ( d_of(p1,q1,q2,q1) + mua * d_of(q2,q1,p2,p1) ) / d_of(q2,q1,q2,q1);
//clip the value between [0..1] constraining the solution to lie on the original curves
if (mua < 0) mua = 0;
@@ -125,7 +125,7 @@ public:
c2 = q1.linear_interpolate(q2,mub);
}
- static float get_closest_distance_between_segments( const Vector3& p_from_a,const Vector3& p_to_a, const Vector3& p_from_b,const Vector3& p_to_b) {
+ static real_t get_closest_distance_between_segments( const Vector3& p_from_a,const Vector3& p_to_a, const Vector3& p_from_b,const Vector3& p_to_b) {
Vector3 u = p_to_a - p_from_a;
Vector3 v = p_to_b - p_from_b;
Vector3 w = p_from_a - p_to_a;
@@ -273,22 +273,22 @@ public:
Vector3 sphere_pos=p_sphere_pos-p_from;
Vector3 rel=(p_to-p_from);
- float rel_l=rel.length();
+ real_t rel_l=rel.length();
if (rel_l<CMP_EPSILON)
return false; // both points are the same
Vector3 normal=rel/rel_l;
- float sphere_d=normal.dot(sphere_pos);
+ real_t sphere_d=normal.dot(sphere_pos);
//Vector3 ray_closest=normal*sphere_d;
- float ray_distance=sphere_pos.distance_to(normal*sphere_d);
+ real_t ray_distance=sphere_pos.distance_to(normal*sphere_d);
if (ray_distance>=p_sphere_radius)
return false;
- float inters_d2=p_sphere_radius*p_sphere_radius - ray_distance*ray_distance;
- float inters_d=sphere_d;
+ real_t inters_d2=p_sphere_radius*p_sphere_radius - ray_distance*ray_distance;
+ real_t inters_d=sphere_d;
if (inters_d2>=CMP_EPSILON)
inters_d-=Math::sqrt(inters_d2);
@@ -297,7 +297,7 @@ public:
if (inters_d<0 || inters_d>rel_l)
return false;
- Vector3 result=p_from+normal*inters_d;;
+ Vector3 result=p_from+normal*inters_d;
if (r_res)
*r_res=result;
@@ -307,17 +307,17 @@ public:
return true;
}
- static inline bool segment_intersects_cylinder( const Vector3& p_from, const Vector3& p_to, float p_height,float p_radius,Vector3* r_res=0,Vector3 *r_norm=0) {
+ static inline bool segment_intersects_cylinder( const Vector3& p_from, const Vector3& p_to, real_t p_height,real_t p_radius,Vector3* r_res=0,Vector3 *r_norm=0) {
Vector3 rel=(p_to-p_from);
- float rel_l=rel.length();
+ real_t rel_l=rel.length();
if (rel_l<CMP_EPSILON)
return false; // both points are the same
// first check if they are parallel
Vector3 normal=(rel/rel_l);
Vector3 crs = normal.cross(Vector3(0,0,1));
- float crs_l=crs.length();
+ real_t crs_l=crs.length();
Vector3 z_dir;
@@ -328,13 +328,13 @@ public:
z_dir=crs/crs_l;
}
- float dist=z_dir.dot(p_from);
+ real_t dist=z_dir.dot(p_from);
if (dist>=p_radius)
return false; // too far away
// convert to 2D
- float w2=p_radius*p_radius-dist*dist;
+ real_t w2=p_radius*p_radius-dist*dist;
if (w2<CMP_EPSILON)
return false; //avoid numerical error
Size2 size(Math::sqrt(w2),p_height*0.5);
@@ -344,7 +344,7 @@ public:
Vector2 from2D(x_dir.dot(p_from),p_from.z);
Vector2 to2D(x_dir.dot(p_to),p_to.z);
- float min=0,max=1;
+ real_t min=0,max=1;
int axis=-1;
@@ -464,12 +464,12 @@ public:
Vector3 p=p_point-p_segment[0];
Vector3 n=p_segment[1]-p_segment[0];
- float l =n.length();
+ real_t l =n.length();
if (l<1e-10)
return p_segment[0]; // both points are the same, just give any
n/=l;
- float d=n.dot(p);
+ real_t d=n.dot(p);
if (d<=0.0)
return p_segment[0]; // before first point
@@ -483,12 +483,12 @@ public:
Vector3 p=p_point-p_segment[0];
Vector3 n=p_segment[1]-p_segment[0];
- float l =n.length();
+ real_t l =n.length();
if (l<1e-10)
return p_segment[0]; // both points are the same, just give any
n/=l;
- float d=n.dot(p);
+ real_t d=n.dot(p);
return p_segment[0]+n*d; // inside
}
@@ -497,12 +497,12 @@ public:
Vector2 p=p_point-p_segment[0];
Vector2 n=p_segment[1]-p_segment[0];
- float l =n.length();
+ real_t l =n.length();
if (l<1e-10)
return p_segment[0]; // both points are the same, just give any
n/=l;
- float d=n.dot(p);
+ real_t d=n.dot(p);
if (d<=0.0)
return p_segment[0]; // before first point
@@ -529,12 +529,12 @@ public:
Vector2 p=p_point-p_segment[0];
Vector2 n=p_segment[1]-p_segment[0];
- float l =n.length();
+ real_t l =n.length();
if (l<1e-10)
return p_segment[0]; // both points are the same, just give any
n/=l;
- float d=n.dot(p);
+ real_t d=n.dot(p);
return p_segment[0]+n*d; // inside
}
@@ -555,7 +555,7 @@ public:
if ((C.y<0 && D.y<0) || (C.y>=0 && D.y>=0))
return false;
- float ABpos=D.x+(C.x-D.x)*D.y/(D.y-C.y);
+ real_t ABpos=D.x+(C.x-D.x)*D.y/(D.y-C.y);
// Fail if segment C-D crosses line A-B outside of segment A-B.
if (ABpos<0 || ABpos>1.0)
@@ -595,7 +595,7 @@ public:
static inline bool triangle_sphere_intersection_test(const Vector3 *p_triangle,const Vector3& p_normal,const Vector3& p_sphere_pos, real_t p_sphere_radius,Vector3& r_triangle_contact,Vector3& r_sphere_contact) {
- float d=p_normal.dot(p_sphere_pos)-p_normal.dot(p_triangle[0]);
+ real_t d=p_normal.dot(p_sphere_pos)-p_normal.dot(p_triangle[0]);
if (d > p_sphere_radius || d < -p_sphere_radius) // not touching the plane of the face, return
return false;
@@ -629,7 +629,7 @@ public:
Vector3 axis =n1.cross(n2).cross(n1);
axis.normalize(); // ugh
- float ad=axis.dot(n2);
+ real_t ad=axis.dot(n2);
if (ABS(ad)>p_sphere_radius) {
// no chance with this edge, too far away
@@ -639,7 +639,7 @@ public:
// check point within edge capsule cylinder
/** 4th TEST INSIDE EDGE POINTS **/
- float sphere_at = n1.dot(n2);
+ real_t sphere_at = n1.dot(n2);
if (sphere_at>=0 && sphere_at<n1.dot(n1)) {
@@ -650,7 +650,7 @@ public:
return true;
}
- float r2=p_sphere_radius*p_sphere_radius;
+ real_t r2=p_sphere_radius*p_sphere_radius;
if (n2.length_squared()<r2) {
@@ -726,8 +726,8 @@ public:
int outside_count = 0;
for (int a = 0; a < polygon.size(); a++) {
- //float p_plane.d = (*this) * polygon[a];
- float dist = p_plane.distance_to(polygon[a]);
+ //real_t p_plane.d = (*this) * polygon[a];
+ real_t dist = p_plane.distance_to(polygon[a]);
if (dist <-CMP_POINT_IN_PLANE_EPSILON) {
location_cache[a] = LOC_INSIDE;
inside_count++;
@@ -750,9 +750,7 @@ public:
return Vector<Vector3>(); //empty
}
-// long count = 0;
long previous = polygon.size() - 1;
-
Vector<Vector3> clipped;
for (int index = 0; index < polygon.size(); index++) {
@@ -763,8 +761,8 @@ public:
const Vector3& v2 = polygon[index];
Vector3 segment= v1 - v2;
- double den=p_plane.normal.dot( segment );
- double dist=p_plane.distance_to( v1 ) / den;
+ real_t den=p_plane.normal.dot( segment );
+ real_t dist=p_plane.distance_to( v1 ) / den;
dist=-dist;
clipped.push_back( v1 + segment * dist );
}
@@ -773,8 +771,8 @@ public:
if ((loc == LOC_INSIDE) && (location_cache[previous] == LOC_OUTSIDE)) {
const Vector3& v2 = polygon[previous];
Vector3 segment= v1 - v2;
- double den=p_plane.normal.dot( segment );
- double dist=p_plane.distance_to( v1 ) / den;
+ real_t den=p_plane.normal.dot( segment );
+ real_t dist=p_plane.distance_to( v1 ) / den;
dist=-dist;
clipped.push_back( v1 + segment * dist );
}
@@ -808,9 +806,9 @@ public:
}
- static DVector< DVector< Face3 > > separate_objects( DVector< Face3 > p_array );
+ static PoolVector< PoolVector< Face3 > > separate_objects( PoolVector< Face3 > p_array );
- static DVector< Face3 > wrap_geometry( DVector< Face3 > p_array, float *p_error=NULL ); ///< create a "wrap" that encloses the given geometry
+ static PoolVector< Face3 > wrap_geometry( PoolVector< Face3 > p_array, real_t *p_error=NULL ); ///< create a "wrap" that encloses the given geometry
struct MeshData {
@@ -886,9 +884,9 @@ public:
}
- static double vec2_cross(const Point2 &O, const Point2 &A, const Point2 &B)
+ static real_t vec2_cross(const Point2 &O, const Point2 &A, const Point2 &B)
{
- return (double)(A.x - O.x) * (B.y - O.y) - (double)(A.y - O.y) * (B.x - O.x);
+ return (real_t)(A.x - O.x) * (B.y - O.y) - (real_t)(A.y - O.y) * (B.x - O.x);
}
// Returns a list of points on the convex hull in counter-clockwise order.
@@ -919,11 +917,11 @@ public:
return H;
}
- static MeshData build_convex_mesh(const DVector<Plane> &p_planes);
- static DVector<Plane> build_sphere_planes(float p_radius, int p_lats, int p_lons, Vector3::Axis p_axis=Vector3::AXIS_Z);
- static DVector<Plane> build_box_planes(const Vector3& p_extents);
- static DVector<Plane> build_cylinder_planes(float p_radius, float p_height, int p_sides, Vector3::Axis p_axis=Vector3::AXIS_Z);
- static DVector<Plane> build_capsule_planes(float p_radius, float p_height, int p_sides, int p_lats, Vector3::Axis p_axis=Vector3::AXIS_Z);
+ static MeshData build_convex_mesh(const PoolVector<Plane> &p_planes);
+ static PoolVector<Plane> build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis=Vector3::AXIS_Z);
+ static PoolVector<Plane> build_box_planes(const Vector3& p_extents);
+ static PoolVector<Plane> build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis=Vector3::AXIS_Z);
+ static PoolVector<Plane> build_capsule_planes(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis=Vector3::AXIS_Z);
static void make_atlas(const Vector<Size2i>& p_rects,Vector<Point2i>& r_result, Size2i& r_size);
diff --git a/core/math/math_2d.cpp b/core/math/math_2d.cpp
index e616f05914..76eeece688 100644
--- a/core/math/math_2d.cpp
+++ b/core/math/math_2d.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,22 +31,22 @@
real_t Vector2::angle() const {
- return Math::atan2(x,y);
+ return Math::atan2(y,x);
}
-float Vector2::length() const {
+real_t Vector2::length() const {
return Math::sqrt( x*x + y*y );
}
-float Vector2::length_squared() const {
+real_t Vector2::length_squared() const {
return x*x + y*y;
}
void Vector2::normalize() {
- float l = x*x + y*y;
+ real_t l = x*x + y*y;
if (l!=0) {
l=Math::sqrt(l);
@@ -62,32 +62,32 @@ Vector2 Vector2::normalized() const {
return v;
}
-float Vector2::distance_to(const Vector2& p_vector2) const {
+real_t Vector2::distance_to(const Vector2& p_vector2) const {
return Math::sqrt( (x-p_vector2.x)*(x-p_vector2.x) + (y-p_vector2.y)*(y-p_vector2.y));
}
-float Vector2::distance_squared_to(const Vector2& p_vector2) const {
+real_t Vector2::distance_squared_to(const Vector2& p_vector2) const {
return (x-p_vector2.x)*(x-p_vector2.x) + (y-p_vector2.y)*(y-p_vector2.y);
}
-float Vector2::angle_to(const Vector2& p_vector2) const {
+real_t Vector2::angle_to(const Vector2& p_vector2) const {
- return Math::atan2( tangent().dot(p_vector2), dot(p_vector2) );
+ return Math::atan2( cross(p_vector2), dot(p_vector2) );
}
-float Vector2::angle_to_point(const Vector2& p_vector2) const {
+real_t Vector2::angle_to_point(const Vector2& p_vector2) const {
- return Math::atan2( x-p_vector2.x, y - p_vector2.y );
+ return Math::atan2( y - p_vector2.y, x-p_vector2.x );
}
-float Vector2::dot(const Vector2& p_other) const {
+real_t Vector2::dot(const Vector2& p_other) const {
return x*p_other.x + y*p_other.y;
}
-float Vector2::cross(const Vector2& p_other) const {
+real_t Vector2::cross(const Vector2& p_other) const {
return x*p_other.y - y*p_other.x;
}
@@ -120,11 +120,11 @@ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
};
-Vector2 Vector2::operator*(const float &rvalue) const {
+Vector2 Vector2::operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
};
-void Vector2::operator*=(const float &rvalue) {
+void Vector2::operator*=(const real_t &rvalue) {
x *= rvalue; y *= rvalue;
};
@@ -134,12 +134,12 @@ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
};
-Vector2 Vector2::operator/(const float &rvalue) const {
+Vector2 Vector2::operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
};
-void Vector2::operator/=(const float &rvalue) {
+void Vector2::operator/=(const real_t &rvalue) {
x /= rvalue; y /= rvalue;
};
@@ -162,7 +162,7 @@ Vector2 Vector2::floor() const {
return Vector2( Math::floor(x), Math::floor(y) );
}
-Vector2 Vector2::rotated(float p_by) const {
+Vector2 Vector2::rotated(real_t p_by) const {
Vector2 v;
v.set_rotation(angle()+p_by);
@@ -198,7 +198,7 @@ Vector2 Vector2::clamped(real_t p_len) const {
return v;
}
-Vector2 Vector2::cubic_interpolate_soft(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,float p_t) const {
+Vector2 Vector2::cubic_interpolate_soft(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const {
#if 0
k[0] = ((*this) (vi[0] + 1, vi[1], vi[2])) - ((*this) (vi[0],
vi[1],vi[2])); //fk = a0
@@ -219,13 +219,13 @@ Vector2 Vector2::cubic_interpolate_soft(const Vector2& p_b,const Vector2& p_pre_
//dk = (fk+1 - fk-1)*0.5
//Dk = (fk+1 - fk)
- float dk =
+ real_t dk =
#endif
return Vector2();
}
-Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,float p_t) const {
+Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const {
@@ -234,20 +234,20 @@ Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, co
Vector2 p2=p_b;
Vector2 p3=p_post_b;
- float t = p_t;
- float t2 = t * t;
- float t3 = t2 * t;
+ real_t t = p_t;
+ real_t t2 = t * t;
+ real_t t3 = t2 * t;
Vector2 out;
- out = 0.5f * ( ( p1 * 2.0f) +
+ out = 0.5 * ( ( p1 * 2.0) +
( -p0 + p2 ) * t +
- ( 2.0f * p0 - 5.0f * p1 + 4 * p2 - p3 ) * t2 +
- ( -p0 + 3.0f * p1 - 3.0f * p2 + p3 ) * t3 );
+ ( 2.0 * p0 - 5.0 * p1 + 4 * p2 - p3 ) * t2 +
+ ( -p0 + 3.0 * p1 - 3.0 * p2 + p3 ) * t3 );
return out;
/*
- float mu = p_t;
- float mu2 = mu*mu;
+ real_t mu = p_t;
+ real_t mu2 = mu*mu;
Vector2 a0 = p_post_b - p_b - p_pre_a + *this;
Vector2 a1 = p_pre_a - *this - a0;
@@ -257,7 +257,7 @@ Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, co
return ( a0*mu*mu2 + a1*mu2 + a2*mu + a3 );
*/
/*
- float t = p_t;
+ real_t t = p_t;
real_t t2 = t*t;
real_t t3 = t2*t;
@@ -291,7 +291,7 @@ bool Rect2::intersects_segment(const Point2& p_from, const Point2& p_to, Point2*
real_t min=0,max=1;
int axis=0;
- float sign=0;
+ real_t sign=0;
for(int i=0;i<2;i++) {
real_t seg_from=p_from[i];
@@ -299,7 +299,7 @@ bool Rect2::intersects_segment(const Point2& p_from, const Point2& p_to, Point2*
real_t box_begin=pos[i];
real_t box_end=box_begin+size[i];
real_t cmin,cmax;
- float csign;
+ real_t csign;
if (seg_from < seg_to) {
@@ -408,25 +408,26 @@ bool Point2i::operator!=(const Point2i& p_vec2) const {
return x!=p_vec2.x || y!=p_vec2.y;
}
-void Matrix32::invert() {
-
+void Transform2D::invert() {
+ // FIXME: this function assumes the basis is a rotation matrix, with no scaling.
+ // Transform2D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
SWAP(elements[0][1],elements[1][0]);
elements[2] = basis_xform(-elements[2]);
}
-Matrix32 Matrix32::inverse() const {
+Transform2D Transform2D::inverse() const {
- Matrix32 inv=*this;
+ Transform2D inv=*this;
inv.invert();
return inv;
}
-void Matrix32::affine_invert() {
+void Transform2D::affine_invert() {
- float det = basis_determinant();
+ real_t det = basis_determinant();
ERR_FAIL_COND(det==0);
- float idet = 1.0 / det;
+ real_t idet = 1.0 / det;
SWAP( elements[0][0],elements[1][1] );
elements[0]*=Vector2(idet,-idet);
@@ -436,72 +437,74 @@ void Matrix32::affine_invert() {
}
-Matrix32 Matrix32::affine_inverse() const {
+Transform2D Transform2D::affine_inverse() const {
- Matrix32 inv=*this;
+ Transform2D inv=*this;
inv.affine_invert();
return inv;
}
-void Matrix32::rotate(real_t p_phi) {
-
- Matrix32 rot(p_phi,Vector2());
- *this *= rot;
+void Transform2D::rotate(real_t p_phi) {
+ *this = Transform2D(p_phi,Vector2()) * (*this);
}
-real_t Matrix32::get_rotation() const {
-
- return Math::atan2(elements[1].x,elements[1].y);
+real_t Transform2D::get_rotation() const {
+ real_t det = basis_determinant();
+ Transform2D m = orthonormalized();
+ if (det < 0) {
+ m.scale_basis(Size2(-1,-1));
+ }
+ return Math::atan2(m[0].y,m[0].x);
}
-void Matrix32::set_rotation(real_t p_rot) {
+void Transform2D::set_rotation(real_t p_rot) {
real_t cr = Math::cos(p_rot);
real_t sr = Math::sin(p_rot);
elements[0][0]=cr;
+ elements[0][1]=sr;
+ elements[1][0]=-sr;
elements[1][1]=cr;
- elements[0][1]=-sr;
- elements[1][0]=sr;
}
-Matrix32::Matrix32(real_t p_rot, const Vector2& p_pos) {
+Transform2D::Transform2D(real_t p_rot, const Vector2& p_pos) {
real_t cr = Math::cos(p_rot);
real_t sr = Math::sin(p_rot);
elements[0][0]=cr;
+ elements[0][1]=sr;
+ elements[1][0]=-sr;
elements[1][1]=cr;
- elements[0][1]=-sr;
- elements[1][0]=sr;
elements[2]=p_pos;
}
-Size2 Matrix32::get_scale() const {
-
- return Size2( elements[0].length(), elements[1].length() );
+Size2 Transform2D::get_scale() const {
+ real_t det_sign = basis_determinant() > 0 ? 1 : -1;
+ return det_sign * Size2( elements[0].length(), elements[1].length() );
}
-void Matrix32::scale(const Size2& p_scale) {
-
- elements[0]*=p_scale;
- elements[1]*=p_scale;
+void Transform2D::scale(const Size2& p_scale) {
+ scale_basis(p_scale);
elements[2]*=p_scale;
}
-void Matrix32::scale_basis(const Size2& p_scale) {
+void Transform2D::scale_basis(const Size2& p_scale) {
- elements[0]*=p_scale;
- elements[1]*=p_scale;
+ elements[0][0]*=p_scale.x;
+ elements[0][1]*=p_scale.y;
+ elements[1][0]*=p_scale.x;
+ elements[1][1]*=p_scale.y;
}
-void Matrix32::translate( real_t p_tx, real_t p_ty) {
+void Transform2D::translate( real_t p_tx, real_t p_ty) {
translate(Vector2(p_tx,p_ty));
}
-void Matrix32::translate( const Vector2& p_translation ) {
+void Transform2D::translate( const Vector2& p_translation ) {
elements[2]+=basis_xform(p_translation);
}
-void Matrix32::orthonormalize() {
+void Transform2D::orthonormalize() {
// Gram-Schmidt Process
@@ -515,15 +518,15 @@ void Matrix32::orthonormalize() {
elements[0]=x;
elements[1]=y;
}
-Matrix32 Matrix32::orthonormalized() const {
+Transform2D Transform2D::orthonormalized() const {
- Matrix32 on=*this;
+ Transform2D on=*this;
on.orthonormalize();
return on;
}
-bool Matrix32::operator==(const Matrix32& p_transform) const {
+bool Transform2D::operator==(const Transform2D& p_transform) const {
for(int i=0;i<3;i++) {
if (elements[i]!=p_transform.elements[i])
@@ -533,7 +536,7 @@ bool Matrix32::operator==(const Matrix32& p_transform) const {
return true;
}
-bool Matrix32::operator!=(const Matrix32& p_transform) const {
+bool Transform2D::operator!=(const Transform2D& p_transform) const {
for(int i=0;i<3;i++) {
if (elements[i]!=p_transform.elements[i])
@@ -544,11 +547,11 @@ bool Matrix32::operator!=(const Matrix32& p_transform) const {
}
-void Matrix32::operator*=(const Matrix32& p_transform) {
+void Transform2D::operator*=(const Transform2D& p_transform) {
elements[2] = xform(p_transform.elements[2]);
- float x0,x1,y0,y1;
+ real_t x0,x1,y0,y1;
x0 = tdotx(p_transform.elements[0]);
x1 = tdoty(p_transform.elements[0]);
@@ -562,59 +565,59 @@ void Matrix32::operator*=(const Matrix32& p_transform) {
}
-Matrix32 Matrix32::operator*(const Matrix32& p_transform) const {
+Transform2D Transform2D::operator*(const Transform2D& p_transform) const {
- Matrix32 t = *this;
+ Transform2D t = *this;
t*=p_transform;
return t;
}
-Matrix32 Matrix32::scaled(const Size2& p_scale) const {
+Transform2D Transform2D::scaled(const Size2& p_scale) const {
- Matrix32 copy=*this;
+ Transform2D copy=*this;
copy.scale(p_scale);
return copy;
}
-Matrix32 Matrix32::basis_scaled(const Size2& p_scale) const {
+Transform2D Transform2D::basis_scaled(const Size2& p_scale) const {
- Matrix32 copy=*this;
+ Transform2D copy=*this;
copy.scale_basis(p_scale);
return copy;
}
-Matrix32 Matrix32::untranslated() const {
+Transform2D Transform2D::untranslated() const {
- Matrix32 copy=*this;
+ Transform2D copy=*this;
copy.elements[2]=Vector2();
return copy;
}
-Matrix32 Matrix32::translated(const Vector2& p_offset) const {
+Transform2D Transform2D::translated(const Vector2& p_offset) const {
- Matrix32 copy=*this;
+ Transform2D copy=*this;
copy.translate(p_offset);
return copy;
}
-Matrix32 Matrix32::rotated(float p_phi) const {
+Transform2D Transform2D::rotated(real_t p_phi) const {
- Matrix32 copy=*this;
+ Transform2D copy=*this;
copy.rotate(p_phi);
return copy;
}
-float Matrix32::basis_determinant() const {
+real_t Transform2D::basis_determinant() const {
return elements[0].x * elements[1].y - elements[0].y * elements[1].x;
}
-Matrix32 Matrix32::interpolate_with(const Matrix32& p_transform, float p_c) const {
+Transform2D Transform2D::interpolate_with(const Transform2D& p_transform, real_t p_c) const {
//extract parameters
Vector2 p1 = get_origin();
@@ -645,12 +648,12 @@ Matrix32 Matrix32::interpolate_with(const Matrix32& p_transform, float p_c) cons
}
//construct matrix
- Matrix32 res(Math::atan2(v.y, v.x), Vector2::linear_interpolate(p1, p2, p_c));
+ Transform2D res(Math::atan2(v.y, v.x), Vector2::linear_interpolate(p1, p2, p_c));
res.scale_basis(Vector2::linear_interpolate(s1, s2, p_c));
return res;
}
-Matrix32::operator String() const {
+Transform2D::operator String() const {
return String(String()+elements[0]+", "+elements[1]+", "+elements[2]);
}
diff --git a/core/math/math_2d.h b/core/math/math_2d.h
index 38c1ac9656..a24c4266ee 100644
--- a/core/math/math_2d.h
+++ b/core/math/math_2d.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -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 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;
@@ -198,7 +198,7 @@ Vector2 Vector2::linear_interpolate(const Vector2& p_a, const Vector2& p_b,float
typedef Vector2 Size2;
typedef Vector2 Point2;
-struct Matrix32;
+struct Transform2D;
struct Rect2 {
@@ -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);
@@ -249,7 +249,7 @@ struct Rect2 {
return dist;
}
- _FORCE_INLINE_ bool intersects_transformed(const Matrix32& p_xform, const Rect2& p_rect) const;
+ _FORCE_INLINE_ bool intersects_transformed(const Transform2D& p_xform, const Rect2& p_rect) const;
bool intersects_segment(const Point2& p_from, const Point2& p_to, Point2* r_pos=NULL, Point2* r_normal=NULL) const;
@@ -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); }
@@ -551,12 +551,22 @@ struct Rect2i {
-struct Matrix32 {
+struct Transform2D {
+ // Warning #1: basis of Transform2D is stored differently from Basis. 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]; }
@@ -565,10 +575,10 @@ struct Matrix32 {
_FORCE_INLINE_ void set_axis(int p_axis,const Vector2& p_vec) { ERR_FAIL_INDEX(p_axis,3); elements[p_axis]=p_vec; }
void invert();
- Matrix32 inverse() const;
+ Transform2D inverse() const;
void affine_invert();
- Matrix32 affine_inverse() const;
+ Transform2D affine_inverse() const;
void set_rotation(real_t p_phi);
real_t get_rotation() const;
@@ -580,30 +590,30 @@ 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;
_FORCE_INLINE_ const Vector2& get_origin() const { return elements[2]; }
_FORCE_INLINE_ void set_origin(const Vector2& p_origin) { elements[2]=p_origin; }
- 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;
+ Transform2D scaled(const Size2& p_scale) const;
+ Transform2D basis_scaled(const Size2& p_scale) const;
+ Transform2D translated(const Vector2& p_offset) const;
+ Transform2D rotated(real_t p_phi) const;
- Matrix32 untranslated() const;
+ Transform2D untranslated() const;
void orthonormalize();
- Matrix32 orthonormalized() const;
+ Transform2D orthonormalized() const;
- bool operator==(const Matrix32& p_transform) const;
- bool operator!=(const Matrix32& p_transform) const;
+ bool operator==(const Transform2D& p_transform) const;
+ bool operator!=(const Transform2D& p_transform) const;
- void operator*=(const Matrix32& p_transform);
- Matrix32 operator*(const Matrix32& p_transform) const;
+ void operator*=(const Transform2D& p_transform);
+ Transform2D operator*(const Transform2D& p_transform) const;
- Matrix32 interpolate_with(const Matrix32& p_transform, float p_c) const;
+ Transform2D interpolate_with(const Transform2D& 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;
@@ -614,7 +624,7 @@ struct Matrix32 {
operator String() const;
- Matrix32(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
+ Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
elements[0][0] = xx;
elements[0][1] = xy;
@@ -624,11 +634,11 @@ struct Matrix32 {
elements[2][1] = oy;
}
- Matrix32(real_t p_rot, const Vector2& p_pos);
- Matrix32() { elements[0][0]=1.0; elements[1][1]=1.0; }
+ Transform2D(real_t p_rot, const Vector2& p_pos);
+ Transform2D() { elements[0][0]=1.0; elements[1][1]=1.0; }
};
-bool Rect2::intersects_transformed(const Matrix32& p_xform, const Rect2& p_rect) const {
+bool Rect2::intersects_transformed(const Transform2D& p_xform, const Rect2& p_rect) const {
//SAT intersection between local and transformed rect2
@@ -783,7 +793,7 @@ bool Rect2::intersects_transformed(const Matrix32& p_xform, const Rect2& p_rect)
}
-Vector2 Matrix32::basis_xform(const Vector2& v) const {
+Vector2 Transform2D::basis_xform(const Vector2& v) const {
return Vector2(
tdotx(v),
@@ -791,7 +801,7 @@ Vector2 Matrix32::basis_xform(const Vector2& v) const {
);
}
-Vector2 Matrix32::basis_xform_inv(const Vector2& v) const{
+Vector2 Transform2D::basis_xform_inv(const Vector2& v) const{
return Vector2(
elements[0].dot(v),
@@ -799,14 +809,14 @@ Vector2 Matrix32::basis_xform_inv(const Vector2& v) const{
);
}
-Vector2 Matrix32::xform(const Vector2& v) const {
+Vector2 Transform2D::xform(const Vector2& v) const {
return Vector2(
tdotx(v),
tdoty(v)
) + elements[2];
}
-Vector2 Matrix32::xform_inv(const Vector2& p_vec) const {
+Vector2 Transform2D::xform_inv(const Vector2& p_vec) const {
Vector2 v = p_vec - elements[2];
@@ -816,7 +826,7 @@ Vector2 Matrix32::xform_inv(const Vector2& p_vec) const {
);
}
-Rect2 Matrix32::xform(const Rect2& p_rect) const {
+Rect2 Transform2D::xform(const Rect2& p_rect) const {
Vector2 x=elements[0]*p_rect.size.x;
Vector2 y=elements[1]*p_rect.size.y;
@@ -830,16 +840,16 @@ Rect2 Matrix32::xform(const Rect2& p_rect) const {
return new_rect;
}
-void Matrix32::set_rotation_and_scale(real_t p_rot,const Size2& p_scale) {
+void Transform2D::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;
}
-Rect2 Matrix32::xform_inv(const Rect2& p_rect) const {
+Rect2 Transform2D::xform_inv(const Rect2& p_rect) const {
Vector2 ends[4]={
xform_inv( p_rect.pos ),
diff --git a/core/math/math_defs.h b/core/math/math_defs.h
index e6a56c5e45..feaff38a44 100644
--- a/core/math/math_defs.h
+++ b/core/math/math_defs.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/math_funcs.cpp b/core/math/math_funcs.cpp
index 46c0218707..c730b4fa30 100644
--- a/core/math/math_funcs.cpp
+++ b/core/math/math_funcs.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,12 +27,9 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "math_funcs.h"
-
#include "core/os/os.h"
-#include <math.h>
-#include "float.h"
-uint32_t Math::default_seed=1;
+pcg32_random_t Math::default_pcg = {1, PCG_DEFAULT_INC_64};
#define PHI 0x9e3779b9
@@ -40,153 +37,30 @@ uint32_t Math::default_seed=1;
static uint32_t Q[4096];
#endif
-uint32_t Math::rand_from_seed(uint32_t *seed) {
- // Xorshift31 PRNG
- if ( *seed == 0 ) *seed = Math::RANDOM_MAX;
- (*seed) ^= (*seed) << 13;
- (*seed) ^= (*seed) >> 17;
- (*seed) ^= (*seed) << 5;
- return (*seed) & Math::RANDOM_MAX;
+// TODO: we should eventually expose pcg.inc too
+uint32_t Math::rand_from_seed(uint64_t *seed) {
+ pcg32_random_t pcg = {*seed, PCG_DEFAULT_INC_64};
+ uint32_t r = pcg32_random_r(&pcg);
+ *seed = pcg.state;
+ return r;
}
-void Math::seed(uint32_t x) {
- default_seed=x;
+void Math::seed(uint64_t x) {
+ default_pcg.state=x;
}
void Math::randomize() {
OS::Time time = OS::get_singleton()->get_time();
- seed(OS::get_singleton()->get_ticks_usec()*(time.hour+1)*(time.min+1)*(time.sec+1)*rand()); /* *OS::get_singleton()->get_time().sec); // windows doesn't have get_time(), returns always 0 */
+ seed(OS::get_singleton()->get_ticks_usec()*(time.hour+1)*(time.min+1)*(time.sec+1)*rand()); // TODO: can be simplified.
}
uint32_t Math::rand() {
-
- return rand_from_seed(&default_seed);
-}
-
-double Math::randf() {
-
- return (double)rand() / (double)Math::RANDOM_MAX;
-}
-
-double Math::sin(double p_x) {
-
- return ::sin(p_x);
-
-}
-
-double Math::cos(double p_x) {
-
- return ::cos(p_x);
-
+ return pcg32_random_r(&default_pcg);
}
-double Math::tan(double p_x) {
-
- return ::tan(p_x);
-
-}
-double Math::sinh(double p_x) {
-
- return ::sinh(p_x);
-}
-
-double Math::cosh(double p_x) {
-
- return ::cosh(p_x);
-}
-
-double Math::tanh(double p_x) {
-
- return ::tanh(p_x);
-}
-
-
-double Math::deg2rad(double p_y) {
-
- return p_y*Math_PI/180.0;
-}
-
-double Math::rad2deg(double p_y) {
-
- return p_y*180.0/Math_PI;
-}
-
-double Math::round(double p_val) {
-
- if (p_val>=0) {
- return ::floor(p_val+0.5);
- } else {
- p_val=-p_val;
- return -::floor(p_val+0.5);
- }
-}
-
-double Math::asin(double p_x) {
-
- return ::asin(p_x);
-
-}
-
-double Math::acos(double p_x) {
-
- return ::acos(p_x);
-}
-
-double Math::atan(double p_x) {
-
- return ::atan(p_x);
-}
-
-double Math::dectime(double p_value,double p_amount, double p_step) {
-
- float sgn = p_value < 0 ? -1.0 : 1.0;
- float val = absf(p_value);
- val-=p_amount*p_step;
- if (val<0.0)
- val=0.0;
- return val*sgn;
-}
-
-double Math::atan2(double p_y, double p_x) {
-
- return ::atan2(p_y,p_x);
-
-}
-double Math::sqrt(double p_x) {
-
- return ::sqrt(p_x);
-}
-
-double Math::fmod(double p_x,double p_y) {
-
- return ::fmod(p_x,p_y);
-}
-
-double Math::fposmod(double p_x,double p_y) {
-
- if (p_x>=0) {
-
- return Math::fmod(p_x,p_y);
-
- } else {
-
- return p_y-Math::fmod(-p_x,p_y);
- }
-
-}
-double Math::floor(double p_x) {
-
- return ::floor(p_x);
-}
-
-double Math::ceil(double p_x) {
-
- return ::ceil(p_x);
-}
int Math::step_decimals(double p_step) {
-
static const int maxn=9;
static const double sd[maxn]={
0.9999, // somehow compensate for floating point error
@@ -200,7 +74,7 @@ int Math::step_decimals(double p_step) {
0.000000009999
};
- double as=absf(p_step);
+ double as=Math::abs(p_step);
for(int i=0;i<maxn;i++) {
if (as>=sd[i]) {
return i;
@@ -210,8 +84,16 @@ int Math::step_decimals(double p_step) {
return maxn;
}
-double Math::ease(double p_x, double p_c) {
+double Math::dectime(double p_value,double p_amount, double p_step) {
+ double sgn = p_value < 0 ? -1.0 : 1.0;
+ double val = Math::abs(p_value);
+ val-=p_amount*p_step;
+ if (val<0.0)
+ val=0.0;
+ return val*sgn;
+}
+double Math::ease(double p_x, double p_c) {
if (p_x<0)
p_x=0;
else if (p_x>1.0)
@@ -232,32 +114,15 @@ double Math::ease(double p_x, double p_c) {
}
} else
return 0; // no ease (raw)
-
}
double Math::stepify(double p_value,double p_step) {
-
if (p_step!=0) {
-
- p_value=floor( p_value / p_step + 0.5 ) * p_step;
+ p_value=Math::floor( p_value / p_step + 0.5 ) * p_step;
}
return p_value;
}
-bool Math::is_nan(double p_val) {
-
- return (p_val!=p_val);
-}
-
-bool Math::is_inf(double p_val) {
-
-#ifdef _MSC_VER
- return !_finite(p_val);
-#else
- return isinf(p_val);
-#endif
-
-}
uint32_t Math::larger_prime(uint32_t p_val) {
@@ -307,22 +172,15 @@ uint32_t Math::larger_prime(uint32_t p_val) {
}
double Math::random(double from, double to) {
-
unsigned int r = Math::rand();
double ret = (double)r/(double)RANDOM_MAX;
return (ret)*(to-from) + from;
}
-double Math::pow(double x, double y) {
-
- return ::pow(x,y);
+float Math::random(float from, float to) {
+ unsigned int r = Math::rand();
+ float ret = (float)r/(float)RANDOM_MAX;
+ return (ret)*(to-from) + from;
}
-double Math::log(double x) {
- return ::log(x);
-}
-double Math::exp(double x) {
-
- return ::exp(x);
-}
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index fc76d96b2e..511af91835 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,84 +31,153 @@
#include "typedefs.h"
#include "math_defs.h"
+#include "pcg.h"
-#ifndef NO_MATH_H
-#include "math.h"
-#endif
+#include <math.h>
+#include <float.h>
+
+#define Math_PI 3.14159265358979323846
+#define Math_SQRT12 0.7071067811865475244008443621048490
+#define Math_LN2 0.693147180559945309417
class Math {
+ static pcg32_random_t default_pcg;
- static uint32_t default_seed;
public:
- Math() {}; // useless to instance
+ Math() {} // useless to instance
enum {
RANDOM_MAX=2147483647L
};
- static double sin(double p_x);
- static double cos(double p_x);
- static double tan(double p_x);
- static double sinh(double p_x);
- static double cosh(double p_x);
- static double tanh(double p_x);
- static double asin(double p_x);
- static double acos(double p_x);
- static double atan(double p_x);
- static double atan2(double p_y, double p_x);
- static double deg2rad(double p_y);
- static double rad2deg(double p_y);
- static double sqrt(double p_x);
- static double fmod(double p_x,double p_y);
- static double fposmod(double p_x,double p_y);
- static uint32_t rand_from_seed(uint32_t *seed);
- static double floor(double p_x);
- static double ceil(double p_x);
- static double ease(double p_x, double p_c);
- static int step_decimals(double p_step);
- static double stepify(double p_value,double p_step);
- static void seed(uint32_t x=0);
- static void randomize();
- static uint32_t larger_prime(uint32_t p_val);
- static double dectime(double p_value,double p_amount, double p_step);
+ static _ALWAYS_INLINE_ double sin(double p_x) { return ::sin(p_x); }
+ static _ALWAYS_INLINE_ float sin(float p_x) { return ::sinf(p_x); }
- static inline double linear2db(double p_linear) {
+ static _ALWAYS_INLINE_ double cos(double p_x) { return ::cos(p_x); }
+ static _ALWAYS_INLINE_ float cos(float p_x) { return ::cosf(p_x); }
- return Math::log( p_linear ) * 8.6858896380650365530225783783321;
- }
+ static _ALWAYS_INLINE_ double tan(double p_x) { return ::tan(p_x); }
+ static _ALWAYS_INLINE_ float tan(float p_x) { return ::tanf(p_x); }
+
+ static _ALWAYS_INLINE_ double sinh(double p_x) { return ::sinh(p_x); }
+ static _ALWAYS_INLINE_ float sinh(float p_x) { return ::sinhf(p_x); }
+
+ static _ALWAYS_INLINE_ double cosh(double p_x) { return ::cosh(p_x); }
+ static _ALWAYS_INLINE_ float cosh(float p_x) { return ::coshf(p_x); }
+
+ static _ALWAYS_INLINE_ double tanh(double p_x) { return ::tanh(p_x); }
+ static _ALWAYS_INLINE_ float tanh(float p_x) { return ::tanhf(p_x); }
- static inline double db2linear(double p_db) {
+ static _ALWAYS_INLINE_ double asin(double p_x) { return ::asin(p_x); }
+ static _ALWAYS_INLINE_ float asin(float p_x) { return ::asinf(p_x); }
- return Math::exp( p_db * 0.11512925464970228420089957273422 );
+ static _ALWAYS_INLINE_ double acos(double p_x) { return ::acos(p_x); }
+ static _ALWAYS_INLINE_ float acos(float p_x) { return ::acosf(p_x); }
+
+ static _ALWAYS_INLINE_ double atan(double p_x) { return ::atan(p_x); }
+ static _ALWAYS_INLINE_ float atan(float p_x) { return ::atanf(p_x); }
+
+ static _ALWAYS_INLINE_ double atan2(double p_y, double p_x) { return ::atan2(p_y,p_x); }
+ static _ALWAYS_INLINE_ float atan2(float p_y, float p_x) { return ::atan2f(p_y,p_x); }
+
+ static _ALWAYS_INLINE_ double sqrt(double p_x) { return ::sqrt(p_x); }
+ static _ALWAYS_INLINE_ float sqrt(float p_x) { return ::sqrtf(p_x); }
+
+ static _ALWAYS_INLINE_ double fmod(double p_x,double p_y) { return ::fmod(p_x,p_y); }
+ static _ALWAYS_INLINE_ float fmod(float p_x,float p_y) { return ::fmodf(p_x,p_y); }
+
+ static _ALWAYS_INLINE_ double floor(double p_x) { return ::floor(p_x); }
+ static _ALWAYS_INLINE_ float floor(float p_x) { return ::floorf(p_x); }
+
+ static _ALWAYS_INLINE_ double ceil(double p_x) { return ::ceil(p_x); }
+ static _ALWAYS_INLINE_ float ceil(float p_x) { return ::ceilf(p_x); }
+
+ static _ALWAYS_INLINE_ double pow(double p_x, double p_y) { return ::pow(p_x,p_y); }
+ static _ALWAYS_INLINE_ float pow(float p_x, float p_y) { return ::powf(p_x,p_y); }
+
+ static _ALWAYS_INLINE_ double log(double p_x) { return ::log(p_x); }
+ static _ALWAYS_INLINE_ float log(float p_x) { return ::logf(p_x); }
+
+ static _ALWAYS_INLINE_ double exp(double p_x) { return ::exp(p_x); }
+ static _ALWAYS_INLINE_ float exp(float p_x) { return ::expf(p_x); }
+
+ static _ALWAYS_INLINE_ bool is_nan(double p_val) { return (p_val!=p_val); }
+ static _ALWAYS_INLINE_ bool is_nan(float p_val) { return (p_val!=p_val); }
+
+ static _ALWAYS_INLINE_ bool is_inf(double p_val) {
+ #ifdef _MSC_VER
+ return !_finite(p_val);
+ #else
+ return isinf(p_val);
+ #endif
+ }
+
+ static _ALWAYS_INLINE_ bool is_inf(float p_val) {
+ #ifdef _MSC_VER
+ return !_finite(p_val);
+ #else
+ return isinf(p_val);
+ #endif
}
+
+ static _ALWAYS_INLINE_ double abs(double g) { return absd(g); }
+ static _ALWAYS_INLINE_ float abs(float g) { return absf(g); }
+ static _ALWAYS_INLINE_ int abs(int g) { return g > 0 ? g : -g; }
- static bool is_nan(double p_val);
- static bool is_inf(double p_val);
+ static _ALWAYS_INLINE_ double fposmod(double p_x,double p_y) { return (p_x>=0) ? Math::fmod(p_x,p_y) : p_y-Math::fmod(-p_x,p_y); }
+ static _ALWAYS_INLINE_ float fposmod(float p_x,float p_y) { return (p_x>=0) ? Math::fmod(p_x,p_y) : p_y-Math::fmod(-p_x,p_y); }
+ static _ALWAYS_INLINE_ double deg2rad(double p_y) { return p_y*Math_PI/180.0; }
+ static _ALWAYS_INLINE_ float deg2rad(float p_y) { return p_y*Math_PI/180.0; }
+ static _ALWAYS_INLINE_ double rad2deg(double p_y) { return p_y*180.0/Math_PI; }
+ static _ALWAYS_INLINE_ float rad2deg(float p_y) { return p_y*180.0/Math_PI; }
- static uint32_t rand();
- static double randf();
+ static _ALWAYS_INLINE_ double lerp(double a, double b, double c) { return a+(b-a)*c; }
+ static _ALWAYS_INLINE_ float lerp(float a, float b, float c) { return a+(b-a)*c; }
- static double round(double p_val);
+ static _ALWAYS_INLINE_ double linear2db(double p_linear) { return Math::log( p_linear ) * 8.6858896380650365530225783783321; }
+ static _ALWAYS_INLINE_ float linear2db(float p_linear) { return Math::log( p_linear ) * 8.6858896380650365530225783783321; }
- static double random(double from, double to);
+ static _ALWAYS_INLINE_ double db2linear(double p_db) { return Math::exp( p_db * 0.11512925464970228420089957273422 ); }
+ static _ALWAYS_INLINE_ float db2linear(float p_db) { return Math::exp( p_db * 0.11512925464970228420089957273422 ); }
+ static _ALWAYS_INLINE_ double round(double p_val) { return (p_val>=0) ? Math::floor(p_val+0.5) : -Math::floor(-p_val+0.5); }
+ static _ALWAYS_INLINE_ float round(float p_val) { return (p_val>=0) ? Math::floor(p_val+0.5) : -Math::floor(-p_val+0.5); }
- static _FORCE_INLINE_ real_t abs(real_t g) {
+ // double only, as these functions are mainly used by the editor and not performance-critical,
+ static double ease(double p_x, double p_c);
+ static int step_decimals(double p_step);
+ static double stepify(double p_value,double p_step);
+ static double dectime(double p_value,double p_amount, double p_step);
-#ifdef REAL_T_IS_DOUBLE
+ static uint32_t larger_prime(uint32_t p_val);
- return absd(g);
-#else
+ static void seed(uint64_t x=0);
+ static void randomize();
+ static uint32_t rand_from_seed(uint64_t *seed);
+ static uint32_t rand();
+ static _ALWAYS_INLINE_ double randf() { return (double)rand() / (double)Math::RANDOM_MAX; }
+ static _ALWAYS_INLINE_ float randd() { return (float)rand() / (float)Math::RANDOM_MAX; }
- return absf(g);
-#endif
+ static double random(double from, double to);
+ static float random(float from, float to);
+ static real_t random(int from, int to) { return (real_t)random((real_t)from, (real_t)to); }
+
+
+ static _ALWAYS_INLINE_ bool isequal_approx(real_t a, real_t b) {
+ // TODO: Comparing floats for approximate-equality is non-trivial.
+ // Using epsilon should cover the typical cases in Godot (where a == b is used to compare two reals), such as matrix and vector comparison operators.
+ // A proper implementation in terms of ULPs should eventually replace the contents of this function.
+ // See https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/ for details.
+
+ return abs(a-b) < CMP_EPSILON;
}
- static _FORCE_INLINE_ float absf(float g) {
+
+ static _ALWAYS_INLINE_ float absf(float g) {
union {
float f;
@@ -120,7 +189,7 @@ public:
return u.f;
}
- static _FORCE_INLINE_ double absd(double g) {
+ static _ALWAYS_INLINE_ double absd(double g) {
union {
double d;
@@ -132,12 +201,12 @@ public:
}
//this function should be as fast as possible and rounding mode should not matter
- static _FORCE_INLINE_ int fast_ftoi(float a) {
+ static _ALWAYS_INLINE_ int fast_ftoi(float a) {
static int b;
#if (defined(_WIN32_WINNT) && _WIN32_WINNT >= 0x0603) || WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP // windows 8 phone?
- b = (int)((a>0.0f) ? (a + 0.5f):(a -0.5f));
+ b = (int)((a>0.0) ? (a + 0.5):(a -0.5));
#elif defined(_MSC_VER) && _MSC_VER < 1800
__asm fld a
@@ -160,25 +229,118 @@ public:
#if defined(__GNUC__)
- static _FORCE_INLINE_ int64_t dtoll(double p_double) { return (int64_t)p_double; } ///@TODO OPTIMIZE
+ static _ALWAYS_INLINE_ int64_t dtoll(double p_double) { return (int64_t)p_double; } ///@TODO OPTIMIZE
+ static _ALWAYS_INLINE_ int64_t dtoll(float p_float) { return (int64_t)p_float; } ///@TODO OPTIMIZE and rename
#else
- static _FORCE_INLINE_ int64_t dtoll(double p_double) { return (int64_t)p_double; } ///@TODO OPTIMIZE
+ static _ALWAYS_INLINE_ int64_t dtoll(double p_double) { return (int64_t)p_double; } ///@TODO OPTIMIZE
+ static _ALWAYS_INLINE_ int64_t dtoll(float p_float) { return (int64_t)p_float; } ///@TODO OPTIMIZE and rename
#endif
- static _FORCE_INLINE_ float lerp(float a, float b, float c) {
- return a+(b-a)*c;
+ static _ALWAYS_INLINE_ uint32_t halfbits_to_floatbits(uint16_t h)
+ {
+ uint16_t h_exp, h_sig;
+ uint32_t f_sgn, f_exp, f_sig;
+
+ h_exp = (h&0x7c00u);
+ f_sgn = ((uint32_t)h&0x8000u) << 16;
+ switch (h_exp) {
+ case 0x0000u: /* 0 or subnormal */
+ h_sig = (h&0x03ffu);
+ /* Signed zero */
+ if (h_sig == 0) {
+ return f_sgn;
+ }
+ /* Subnormal */
+ h_sig <<= 1;
+ while ((h_sig&0x0400u) == 0) {
+ h_sig <<= 1;
+ h_exp++;
+ }
+ f_exp = ((uint32_t)(127 - 15 - h_exp)) << 23;
+ f_sig = ((uint32_t)(h_sig&0x03ffu)) << 13;
+ return f_sgn + f_exp + f_sig;
+ case 0x7c00u: /* inf or NaN */
+ /* All-ones exponent and a copy of the significand */
+ return f_sgn + 0x7f800000u + (((uint32_t)(h&0x03ffu)) << 13);
+ default: /* normalized */
+ /* Just need to adjust the exponent and shift */
+ return f_sgn + (((uint32_t)(h&0x7fffu) + 0x1c000u) << 13);
+ }
}
- static double pow(double x, double y);
- static double log(double x);
- static double exp(double x);
+ static _ALWAYS_INLINE_ float halfptr_to_float(const uint16_t *h) {
+
+ union {
+ uint32_t u32;
+ float f32;
+ } u;
+
+ u.u32=halfbits_to_floatbits(*h);
+ return u.f32;
+ }
+
+ static _ALWAYS_INLINE_ uint16_t make_half_float(float f) {
+
+ union {
+ float fv;
+ uint32_t ui;
+ } ci;
+ ci.fv=f;
+
+ uint32_t x = ci.ui;
+ uint32_t sign = (unsigned short)(x >> 31);
+ uint32_t mantissa;
+ uint32_t exp;
+ uint16_t hf;
+
+ // get mantissa
+ mantissa = x & ((1 << 23) - 1);
+ // get exponent bits
+ exp = x & (0xFF << 23);
+ if (exp >= 0x47800000)
+ {
+ // check if the original single precision float number is a NaN
+ if (mantissa && (exp == (0xFF << 23)))
+ {
+ // we have a single precision NaN
+ mantissa = (1 << 23) - 1;
+ }
+ else
+ {
+ // 16-bit half-float representation stores number as Inf
+ mantissa = 0;
+ }
+ hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) |
+ (uint16_t)(mantissa >> 13);
+ }
+ // check if exponent is <= -15
+ else if (exp <= 0x38000000)
+ {
+
+ /*// store a denorm half-float value or zero
+ exp = (0x38000000 - exp) >> 23;
+ mantissa >>= (14 + exp);
+
+ hf = (((uint16_t)sign) << 15) | (uint16_t)(mantissa);
+ */
+ hf=0; //denormals do not work for 3D, convert to zero
+ }
+ else
+ {
+ hf = (((uint16_t)sign) << 15) |
+ (uint16_t)((exp - 0x38000000) >> 13) |
+ (uint16_t)(mantissa >> 13);
+ }
+
+ return hf;
+ }
+
+
};
-#define Math_PI 3.14159265358979323846
-#define Math_SQRT12 0.7071067811865475244008443621048490
#endif // MATH_FUNCS_H
diff --git a/core/math/matrix3.cpp b/core/math/matrix3.cpp
index 71e6b62212..1fabfbbd4c 100644
--- a/core/math/matrix3.cpp
+++ b/core/math/matrix3.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,7 +33,7 @@
#define cofac(row1,col1, row2, col2)\
(elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])
-void Matrix3::from_z(const Vector3& p_z) {
+void Basis::from_z(const Vector3& p_z) {
if (Math::abs(p_z.z) > Math_SQRT12 ) {
@@ -53,7 +53,7 @@ void Matrix3::from_z(const Vector3& p_z) {
elements[2]=p_z;
}
-void Matrix3::invert() {
+void Basis::invert() {
real_t co[3]={
@@ -72,7 +72,8 @@ void Matrix3::invert() {
}
-void Matrix3::orthonormalize() {
+void Basis::orthonormalize() {
+ ERR_FAIL_COND(determinant() == 0);
// Gram-Schmidt Process
@@ -92,100 +93,230 @@ void Matrix3::orthonormalize() {
}
-Matrix3 Matrix3::orthonormalized() const {
+Basis Basis::orthonormalized() const {
- Matrix3 c = *this;
+ Basis c = *this;
c.orthonormalize();
return c;
}
+bool Basis::is_orthogonal() const {
+ Basis id;
+ Basis m = (*this)*transposed();
-Matrix3 Matrix3::inverse() const {
+ return isequal_approx(id,m);
+}
+
+bool Basis::is_rotation() const {
+ return Math::isequal_approx(determinant(), 1) && is_orthogonal();
+}
+
+
+bool Basis::is_symmetric() const {
+
+ if (Math::abs(elements[0][1] - elements[1][0]) > CMP_EPSILON)
+ return false;
+ if (Math::abs(elements[0][2] - elements[2][0]) > CMP_EPSILON)
+ return false;
+ if (Math::abs(elements[1][2] - elements[2][1]) > CMP_EPSILON)
+ return false;
+
+ return true;
+}
+
+
+Basis Basis::diagonalize() {
+
+ //NOTE: only implemented for symmetric matrices
+ //with the Jacobi iterative method method
+
+ ERR_FAIL_COND_V(!is_symmetric(), Basis());
+
+ const int ite_max = 1024;
+
+ real_t off_matrix_norm_2 = elements[0][1] * elements[0][1] + elements[0][2] * elements[0][2] + elements[1][2] * elements[1][2];
+
+ int ite = 0;
+ Basis acc_rot;
+ while (off_matrix_norm_2 > CMP_EPSILON2 && ite++ < ite_max ) {
+ real_t el01_2 = elements[0][1] * elements[0][1];
+ real_t el02_2 = elements[0][2] * elements[0][2];
+ real_t el12_2 = elements[1][2] * elements[1][2];
+ // Find the pivot element
+ int i, j;
+ if (el01_2 > el02_2) {
+ if (el12_2 > el01_2) {
+ i = 1;
+ j = 2;
+ } else {
+ i = 0;
+ j = 1;
+ }
+ } else {
+ if (el12_2 > el02_2) {
+ i = 1;
+ j = 2;
+ } else {
+ i = 0;
+ j = 2;
+ }
+ }
+
+ // Compute the rotation angle
+ real_t angle;
+ if (Math::abs(elements[j][j] - elements[i][i]) < CMP_EPSILON) {
+ angle = Math_PI / 4;
+ } else {
+ angle = 0.5 * Math::atan(2 * elements[i][j] / (elements[j][j] - elements[i][i]));
+ }
- Matrix3 inv=*this;
+ // Compute the rotation matrix
+ Basis rot;
+ rot.elements[i][i] = rot.elements[j][j] = Math::cos(angle);
+ rot.elements[i][j] = - (rot.elements[j][i] = Math::sin(angle));
+
+ // Update the off matrix norm
+ off_matrix_norm_2 -= elements[i][j] * elements[i][j];
+
+ // Apply the rotation
+ *this = rot * *this * rot.transposed();
+ acc_rot = rot * acc_rot;
+ }
+
+ return acc_rot;
+}
+
+Basis Basis::inverse() const {
+
+ Basis inv=*this;
inv.invert();
return inv;
}
-void Matrix3::transpose() {
+void Basis::transpose() {
SWAP(elements[0][1],elements[1][0]);
SWAP(elements[0][2],elements[2][0]);
SWAP(elements[1][2],elements[2][1]);
}
-Matrix3 Matrix3::transposed() const {
+Basis Basis::transposed() const {
- Matrix3 tr=*this;
+ Basis tr=*this;
tr.transpose();
return tr;
}
-void Matrix3::scale(const Vector3& p_scale) {
+// Multiplies the matrix from left by the scaling matrix: M -> S.M
+// See the comment for Basis::rotated for further explanation.
+void Basis::scale(const Vector3& p_scale) {
elements[0][0]*=p_scale.x;
- elements[1][0]*=p_scale.x;
- elements[2][0]*=p_scale.x;
- elements[0][1]*=p_scale.y;
+ elements[0][1]*=p_scale.x;
+ elements[0][2]*=p_scale.x;
+ elements[1][0]*=p_scale.y;
elements[1][1]*=p_scale.y;
- elements[2][1]*=p_scale.y;
- elements[0][2]*=p_scale.z;
- elements[1][2]*=p_scale.z;
+ elements[1][2]*=p_scale.y;
+ elements[2][0]*=p_scale.z;
+ elements[2][1]*=p_scale.z;
elements[2][2]*=p_scale.z;
}
-Matrix3 Matrix3::scaled( const Vector3& p_scale ) const {
+Basis Basis::scaled( const Vector3& p_scale ) const {
- Matrix3 m = *this;
+ Basis m = *this;
m.scale(p_scale);
return m;
}
-Vector3 Matrix3::get_scale() const {
-
- return Vector3(
+Vector3 Basis::get_scale() const {
+ // We are assuming M = R.S, and performing a polar decomposition to extract R and S.
+ // FIXME: We eventually need a proper polar decomposition.
+ // As a cheap workaround until then, to ensure that R is a proper rotation matrix with determinant +1
+ // (such that it can be represented by a Quat or Euler angles), we absorb the sign flip into the scaling matrix.
+ // As such, it works in conjuction with get_rotation().
+ real_t det_sign = determinant() > 0 ? 1 : -1;
+ return det_sign*Vector3(
Vector3(elements[0][0],elements[1][0],elements[2][0]).length(),
Vector3(elements[0][1],elements[1][1],elements[2][1]).length(),
Vector3(elements[0][2],elements[1][2],elements[2][2]).length()
);
}
-void Matrix3::rotate(const Vector3& p_axis, real_t p_phi) {
- *this = *this * Matrix3(p_axis, p_phi);
+// Multiplies the matrix from left by the rotation matrix: M -> R.M
+// Note that this does *not* rotate the matrix itself.
+//
+// The main use of Basis is as Transform.basis, which is used a the transformation matrix
+// of 3D object. Rotate here refers to rotation of the object (which is R * (*this)),
+// not the matrix itself (which is R * (*this) * R.transposed()).
+Basis Basis::rotated(const Vector3& p_axis, real_t p_phi) const {
+ return Basis(p_axis, p_phi) * (*this);
}
-Matrix3 Matrix3::rotated(const Vector3& p_axis, real_t p_phi) const {
+void Basis::rotate(const Vector3& p_axis, real_t p_phi) {
+ *this = rotated(p_axis, p_phi);
+}
- return *this * Matrix3(p_axis, p_phi);
+Basis Basis::rotated(const Vector3& p_euler) const {
+ return Basis(p_euler) * (*this);
+}
+void Basis::rotate(const Vector3& p_euler) {
+ *this = rotated(p_euler);
}
-Vector3 Matrix3::get_euler() const {
+Vector3 Basis::get_rotation() const {
+ // Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S,
+ // and returns the Euler angles corresponding to the rotation part, complementing get_scale().
+ // See the comment in get_scale() for further information.
+ Basis m = orthonormalized();
+ real_t det = m.determinant();
+ if (det < 0) {
+ // Ensure that the determinant is 1, such that result is a proper rotation matrix which can be represented by Euler angles.
+ m.scale(Vector3(-1,-1,-1));
+ }
+
+ return m.get_euler();
+}
+// get_euler returns a vector containing the Euler angles in the format
+// (a1,a2,a3), where a3 is the angle of the first rotation, and a1 is the last
+// (following the convention they are commonly defined in the literature).
+//
+// The current implementation uses XYZ convention (Z is the first rotation),
+// so euler.z is the angle of the (first) rotation around Z axis and so on,
+//
+// And thus, assuming the matrix is a rotation matrix, this function returns
+// the angles in the decomposition R = X(a1).Y(a2).Z(a3) where Z(a) rotates
+// around the z-axis by a and so on.
+Vector3 Basis::get_euler() const {
+
+ // Euler angles in XYZ convention.
+ // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
+ //
// rot = cy*cz -cy*sz sy
- // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx
- // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy
-
- Matrix3 m = *this;
- m.orthonormalize();
+ // cz*sx*sy+cx*sz cx*cz-sx*sy*sz -cy*sx
+ // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy
Vector3 euler;
- euler.y = Math::asin(m[0][2]);
+ ERR_FAIL_COND_V(is_rotation() == false, euler);
+
+ euler.y = Math::asin(elements[0][2]);
if ( euler.y < Math_PI*0.5) {
if ( euler.y > -Math_PI*0.5) {
- euler.x = Math::atan2(-m[1][2],m[2][2]);
- euler.z = Math::atan2(-m[0][1],m[0][0]);
+ euler.x = Math::atan2(-elements[1][2],elements[2][2]);
+ euler.z = Math::atan2(-elements[0][1],elements[0][0]);
} else {
- real_t r = Math::atan2(m[1][0],m[1][1]);
+ real_t r = Math::atan2(elements[1][0],elements[1][1]);
euler.z = 0.0;
euler.x = euler.z - r;
}
} else {
- real_t r = Math::atan2(m[0][1],m[1][1]);
+ real_t r = Math::atan2(elements[0][1],elements[1][1]);
euler.z = 0;
euler.x = r - euler.z;
}
@@ -195,43 +326,59 @@ Vector3 Matrix3::get_euler() const {
}
-void Matrix3::set_euler(const Vector3& p_euler) {
+// set_euler expects a vector containing the Euler angles in the format
+// (c,b,a), where a is the angle of the first rotation, and c is the last.
+// The current implementation uses XYZ convention (Z is the first rotation).
+void Basis::set_euler(const Vector3& p_euler) {
real_t c, s;
c = Math::cos(p_euler.x);
s = Math::sin(p_euler.x);
- Matrix3 xmat(1.0,0.0,0.0,0.0,c,-s,0.0,s,c);
+ Basis xmat(1.0,0.0,0.0,0.0,c,-s,0.0,s,c);
c = Math::cos(p_euler.y);
s = Math::sin(p_euler.y);
- Matrix3 ymat(c,0.0,s,0.0,1.0,0.0,-s,0.0,c);
+ Basis ymat(c,0.0,s,0.0,1.0,0.0,-s,0.0,c);
c = Math::cos(p_euler.z);
s = Math::sin(p_euler.z);
- Matrix3 zmat(c,-s,0.0,s,c,0.0,0.0,0.0,1.0);
+ Basis zmat(c,-s,0.0,s,c,0.0,0.0,0.0,1.0);
//optimizer will optimize away all this anyway
*this = xmat*(ymat*zmat);
}
-bool Matrix3::operator==(const Matrix3& p_matrix) const {
+bool Basis::isequal_approx(const Basis& a, const Basis& b) const {
+
+ for (int i=0;i<3;i++) {
+ for (int j=0;j<3;j++) {
+ if (Math::isequal_approx(a.elements[i][j],b.elements[i][j]) == false)
+ return false;
+ }
+ }
+
+ return true;
+}
+
+bool Basis::operator==(const Basis& p_matrix) const {
for (int i=0;i<3;i++) {
for (int j=0;j<3;j++) {
- if (elements[i][j]!=p_matrix.elements[i][j])
+ if (elements[i][j] != p_matrix.elements[i][j])
return false;
}
}
return true;
}
-bool Matrix3::operator!=(const Matrix3& p_matrix) const {
+
+bool Basis::operator!=(const Basis& p_matrix) const {
return (!(*this==p_matrix));
}
-Matrix3::operator String() const {
+Basis::operator String() const {
String mtx;
for (int i=0;i<3;i++) {
@@ -248,12 +395,10 @@ Matrix3::operator String() const {
return mtx;
}
-Matrix3::operator Quat() const {
+Basis::operator Quat() const {
+ ERR_FAIL_COND_V(is_rotation() == false, Quat());
- Matrix3 m=*this;
- m.orthonormalize();
-
- real_t trace = m.elements[0][0] + m.elements[1][1] + m.elements[2][2];
+ real_t trace = elements[0][0] + elements[1][1] + elements[2][2];
real_t temp[4];
if (trace > 0.0)
@@ -262,66 +407,66 @@ Matrix3::operator Quat() const {
temp[3]=(s * 0.5);
s = 0.5 / s;
- temp[0]=((m.elements[2][1] - m.elements[1][2]) * s);
- temp[1]=((m.elements[0][2] - m.elements[2][0]) * s);
- temp[2]=((m.elements[1][0] - m.elements[0][1]) * s);
+ temp[0]=((elements[2][1] - elements[1][2]) * s);
+ temp[1]=((elements[0][2] - elements[2][0]) * s);
+ temp[2]=((elements[1][0] - elements[0][1]) * s);
}
else
{
- int i = m.elements[0][0] < m.elements[1][1] ?
- (m.elements[1][1] < m.elements[2][2] ? 2 : 1) :
- (m.elements[0][0] < m.elements[2][2] ? 2 : 0);
+ int i = elements[0][0] < elements[1][1] ?
+ (elements[1][1] < elements[2][2] ? 2 : 1) :
+ (elements[0][0] < elements[2][2] ? 2 : 0);
int j = (i + 1) % 3;
int k = (i + 2) % 3;
- real_t s = Math::sqrt(m.elements[i][i] - m.elements[j][j] - m.elements[k][k] + 1.0);
+ real_t s = Math::sqrt(elements[i][i] - elements[j][j] - elements[k][k] + 1.0);
temp[i] = s * 0.5;
s = 0.5 / s;
- temp[3] = (m.elements[k][j] - m.elements[j][k]) * s;
- temp[j] = (m.elements[j][i] + m.elements[i][j]) * s;
- temp[k] = (m.elements[k][i] + m.elements[i][k]) * s;
+ temp[3] = (elements[k][j] - elements[j][k]) * s;
+ temp[j] = (elements[j][i] + elements[i][j]) * s;
+ temp[k] = (elements[k][i] + elements[i][k]) * s;
}
return Quat(temp[0],temp[1],temp[2],temp[3]);
}
-static const Matrix3 _ortho_bases[24]={
- Matrix3(1, 0, 0, 0, 1, 0, 0, 0, 1),
- Matrix3(0, -1, 0, 1, 0, 0, 0, 0, 1),
- Matrix3(-1, 0, 0, 0, -1, 0, 0, 0, 1),
- Matrix3(0, 1, 0, -1, 0, 0, 0, 0, 1),
- Matrix3(1, 0, 0, 0, 0, -1, 0, 1, 0),
- Matrix3(0, 0, 1, 1, 0, 0, 0, 1, 0),
- Matrix3(-1, 0, 0, 0, 0, 1, 0, 1, 0),
- Matrix3(0, 0, -1, -1, 0, 0, 0, 1, 0),
- Matrix3(1, 0, 0, 0, -1, 0, 0, 0, -1),
- Matrix3(0, 1, 0, 1, 0, 0, 0, 0, -1),
- Matrix3(-1, 0, 0, 0, 1, 0, 0, 0, -1),
- Matrix3(0, -1, 0, -1, 0, 0, 0, 0, -1),
- Matrix3(1, 0, 0, 0, 0, 1, 0, -1, 0),
- Matrix3(0, 0, -1, 1, 0, 0, 0, -1, 0),
- Matrix3(-1, 0, 0, 0, 0, -1, 0, -1, 0),
- Matrix3(0, 0, 1, -1, 0, 0, 0, -1, 0),
- Matrix3(0, 0, 1, 0, 1, 0, -1, 0, 0),
- Matrix3(0, -1, 0, 0, 0, 1, -1, 0, 0),
- Matrix3(0, 0, -1, 0, -1, 0, -1, 0, 0),
- Matrix3(0, 1, 0, 0, 0, -1, -1, 0, 0),
- Matrix3(0, 0, 1, 0, -1, 0, 1, 0, 0),
- Matrix3(0, 1, 0, 0, 0, 1, 1, 0, 0),
- Matrix3(0, 0, -1, 0, 1, 0, 1, 0, 0),
- Matrix3(0, -1, 0, 0, 0, -1, 1, 0, 0)
+static const Basis _ortho_bases[24]={
+ Basis(1, 0, 0, 0, 1, 0, 0, 0, 1),
+ Basis(0, -1, 0, 1, 0, 0, 0, 0, 1),
+ Basis(-1, 0, 0, 0, -1, 0, 0, 0, 1),
+ Basis(0, 1, 0, -1, 0, 0, 0, 0, 1),
+ Basis(1, 0, 0, 0, 0, -1, 0, 1, 0),
+ Basis(0, 0, 1, 1, 0, 0, 0, 1, 0),
+ Basis(-1, 0, 0, 0, 0, 1, 0, 1, 0),
+ Basis(0, 0, -1, -1, 0, 0, 0, 1, 0),
+ Basis(1, 0, 0, 0, -1, 0, 0, 0, -1),
+ Basis(0, 1, 0, 1, 0, 0, 0, 0, -1),
+ Basis(-1, 0, 0, 0, 1, 0, 0, 0, -1),
+ Basis(0, -1, 0, -1, 0, 0, 0, 0, -1),
+ Basis(1, 0, 0, 0, 0, 1, 0, -1, 0),
+ Basis(0, 0, -1, 1, 0, 0, 0, -1, 0),
+ Basis(-1, 0, 0, 0, 0, -1, 0, -1, 0),
+ Basis(0, 0, 1, -1, 0, 0, 0, -1, 0),
+ Basis(0, 0, 1, 0, 1, 0, -1, 0, 0),
+ Basis(0, -1, 0, 0, 0, 1, -1, 0, 0),
+ Basis(0, 0, -1, 0, -1, 0, -1, 0, 0),
+ Basis(0, 1, 0, 0, 0, -1, -1, 0, 0),
+ Basis(0, 0, 1, 0, -1, 0, 1, 0, 0),
+ Basis(0, 1, 0, 0, 0, 1, 1, 0, 0),
+ Basis(0, 0, -1, 0, 1, 0, 1, 0, 0),
+ Basis(0, -1, 0, 0, 0, -1, 1, 0, 0)
};
-int Matrix3::get_orthogonal_index() const {
+int Basis::get_orthogonal_index() const {
//could be sped up if i come up with a way
- Matrix3 orth=*this;
+ Basis orth=*this;
for(int i=0;i<3;i++) {
for(int j=0;j<3;j++) {
- float v = orth[i][j];
+ real_t v = orth[i][j];
if (v>0.5)
v=1.0;
else if (v<-0.5)
@@ -344,7 +489,7 @@ int Matrix3::get_orthogonal_index() const {
return 0;
}
-void Matrix3::set_orthogonal_index(int p_index){
+void Basis::set_orthogonal_index(int p_index){
//there only exist 24 orthogonal bases in r3
ERR_FAIL_INDEX(p_index,24);
@@ -355,12 +500,13 @@ void Matrix3::set_orthogonal_index(int p_index){
}
-void Matrix3::get_axis_and_angle(Vector3 &r_axis,real_t& r_angle) const {
+void Basis::get_axis_and_angle(Vector3 &r_axis,real_t& r_angle) const {
+ ERR_FAIL_COND(is_rotation() == false);
- double angle,x,y,z; // variables for result
- double epsilon = 0.01; // margin to allow for rounding errors
- double epsilon2 = 0.1; // margin to distinguish between 0 and 180 degrees
+ real_t angle,x,y,z; // variables for result
+ real_t epsilon = 0.01; // margin to allow for rounding errors
+ real_t epsilon2 = 0.1; // margin to distinguish between 0 and 180 degrees
if ( (Math::abs(elements[1][0]-elements[0][1])< epsilon)
&& (Math::abs(elements[2][0]-elements[0][2])< epsilon)
@@ -379,12 +525,12 @@ void Matrix3::get_axis_and_angle(Vector3 &r_axis,real_t& r_angle) const {
}
// otherwise this singularity is angle = 180
angle = Math_PI;
- double xx = (elements[0][0]+1)/2;
- double yy = (elements[1][1]+1)/2;
- double zz = (elements[2][2]+1)/2;
- double xy = (elements[1][0]+elements[0][1])/4;
- double xz = (elements[2][0]+elements[0][2])/4;
- double yz = (elements[2][1]+elements[1][2])/4;
+ real_t xx = (elements[0][0]+1)/2;
+ real_t yy = (elements[1][1]+1)/2;
+ real_t zz = (elements[2][2]+1)/2;
+ real_t xy = (elements[1][0]+elements[0][1])/4;
+ real_t xz = (elements[2][0]+elements[0][2])/4;
+ real_t yz = (elements[2][1]+elements[1][2])/4;
if ((xx > yy) && (xx > zz)) { // elements[0][0] is the largest diagonal term
if (xx< epsilon) {
x = 0;
@@ -421,28 +567,27 @@ void Matrix3::get_axis_and_angle(Vector3 &r_axis,real_t& r_angle) const {
return;
}
// as we have reached here there are no singularities so we can handle normally
- double s = Math::sqrt((elements[1][2] - elements[2][1])*(elements[1][2] - elements[2][1])
+ real_t s = Math::sqrt((elements[1][2] - elements[2][1])*(elements[1][2] - elements[2][1])
+(elements[2][0] - elements[0][2])*(elements[2][0] - elements[0][2])
- +(elements[0][1] - elements[1][0])*(elements[0][1] - elements[1][0])); // used to normalise
- if (Math::abs(s) < 0.001) s=1;
- // prevent divide by zero, should not happen if matrix is orthogonal and should be
- // caught by singularity test above, but I've left it in just in case
+ +(elements[0][1] - elements[1][0])*(elements[0][1] - elements[1][0])); // s=|axis||sin(angle)|, used to normalise
+
angle = Math::acos(( elements[0][0] + elements[1][1] + elements[2][2] - 1)/2);
- x = (elements[1][2] - elements[2][1])/s;
- y = (elements[2][0] - elements[0][2])/s;
- z = (elements[0][1] - elements[1][0])/s;
+ if (angle < 0) s = -s;
+ x = (elements[2][1] - elements[1][2])/s;
+ y = (elements[0][2] - elements[2][0])/s;
+ z = (elements[1][0] - elements[0][1])/s;
r_axis=Vector3(x,y,z);
r_angle=angle;
}
-Matrix3::Matrix3(const Vector3& p_euler) {
+Basis::Basis(const Vector3& p_euler) {
set_euler( p_euler );
}
-Matrix3::Matrix3(const Quat& p_quat) {
+Basis::Basis(const Quat& p_quat) {
real_t d = p_quat.length_squared();
real_t s = 2.0 / d;
@@ -456,7 +601,8 @@ Matrix3::Matrix3(const Quat& p_quat) {
}
-Matrix3::Matrix3(const Vector3& p_axis, real_t p_phi) {
+Basis::Basis(const Vector3& p_axis, real_t p_phi) {
+ // Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle
Vector3 axis_sq(p_axis.x*p_axis.x,p_axis.y*p_axis.y,p_axis.z*p_axis.z);
@@ -464,15 +610,15 @@ Matrix3::Matrix3(const Vector3& p_axis, real_t p_phi) {
real_t sine= Math::sin(p_phi);
elements[0][0] = axis_sq.x + cosine * ( 1.0 - axis_sq.x );
- elements[0][1] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine;
- elements[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine;
+ elements[0][1] = p_axis.x * p_axis.y * ( 1.0 - cosine ) - p_axis.z * sine;
+ elements[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine;
- elements[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) - p_axis.z * sine;
+ elements[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine;
elements[1][1] = axis_sq.y + cosine * ( 1.0 - axis_sq.y );
- elements[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine;
+ elements[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine;
- elements[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine;
- elements[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine;
+ elements[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine;
+ elements[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine;
elements[2][2] = axis_sq.z + cosine * ( 1.0 - axis_sq.z );
}
diff --git a/core/math/matrix3.h b/core/math/matrix3.h
index e514f490f7..abce1ee45d 100644
--- a/core/math/matrix3.h
+++ b/core/math/matrix3.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -26,16 +26,18 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
+#include "vector3.h"
+
#ifndef MATRIX3_H
#define MATRIX3_H
-#include "vector3.h"
#include "quat.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
-class Matrix3 {
+class Basis {
public:
Vector3 elements[3];
@@ -52,10 +54,10 @@ public:
void invert();
void transpose();
- Matrix3 inverse() const;
- Matrix3 transposed() const;
+ Basis inverse() const;
+ Basis transposed() const;
- _FORCE_INLINE_ float determinant() const;
+ _FORCE_INLINE_ real_t determinant() const;
void from_z(const Vector3& p_z);
@@ -71,10 +73,14 @@ public:
}
void rotate(const Vector3& p_axis, real_t p_phi);
- Matrix3 rotated(const Vector3& p_axis, real_t p_phi) const;
+ Basis rotated(const Vector3& p_axis, real_t p_phi) const;
+
+ void rotate(const Vector3& p_euler);
+ Basis rotated(const Vector3& p_euler) const;
+ Vector3 get_rotation() const;
void scale( const Vector3& p_scale );
- Matrix3 scaled( const Vector3& p_scale ) const;
+ Basis scaled( const Vector3& p_scale ) const;
Vector3 get_scale() const;
Vector3 get_euler() const;
@@ -91,17 +97,28 @@ public:
return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2];
}
- bool operator==(const Matrix3& p_matrix) const;
- bool operator!=(const Matrix3& p_matrix) const;
+ bool isequal_approx(const Basis& a, const Basis& b) const;
+
+ bool operator==(const Basis& p_matrix) const;
+ bool operator!=(const Basis& p_matrix) const;
_FORCE_INLINE_ Vector3 xform(const Vector3& p_vector) const;
_FORCE_INLINE_ Vector3 xform_inv(const Vector3& p_vector) const;
- _FORCE_INLINE_ void operator*=(const Matrix3& p_matrix);
- _FORCE_INLINE_ Matrix3 operator*(const Matrix3& p_matrix) const;
+ _FORCE_INLINE_ void operator*=(const Basis& p_matrix);
+ _FORCE_INLINE_ Basis operator*(const Basis& p_matrix) const;
+ _FORCE_INLINE_ void operator+=(const Basis& p_matrix);
+ _FORCE_INLINE_ Basis operator+(const Basis& p_matrix) const;
+ _FORCE_INLINE_ void operator-=(const Basis& p_matrix);
+ _FORCE_INLINE_ Basis operator-(const Basis& p_matrix) const;
+ _FORCE_INLINE_ void operator*=(real_t p_val);
+ _FORCE_INLINE_ Basis operator*(real_t p_val) const;
int get_orthogonal_index() const;
void set_orthogonal_index(int p_index);
+ bool is_orthogonal() const;
+ bool is_rotation() const;
+
operator String() const;
void get_axis_and_angle(Vector3 &r_axis,real_t& r_angle) const;
@@ -130,6 +147,10 @@ public:
return Vector3(elements[i][0],elements[i][1],elements[i][2]);
}
+ _FORCE_INLINE_ Vector3 get_main_diagonal() const {
+ return Vector3(elements[0][0],elements[1][1],elements[2][2]);
+ }
+
_FORCE_INLINE_ void set_row(int i, const Vector3& p_row) {
elements[i][0]=p_row.x;
elements[i][1]=p_row.y;
@@ -142,9 +163,9 @@ public:
elements[2].zero();
}
- _FORCE_INLINE_ Matrix3 transpose_xform(const Matrix3& m) const
+ _FORCE_INLINE_ Basis transpose_xform(const Basis& m) const
{
- return Matrix3(
+ return Basis(
elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x,
elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y,
elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z,
@@ -155,21 +176,31 @@ public:
elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y,
elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z);
}
- Matrix3(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) {
+ 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) {
set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
}
void orthonormalize();
- Matrix3 orthonormalized() const;
+ Basis orthonormalized() const;
+
+ bool is_symmetric() const;
+ Basis diagonalize();
operator Quat() const;
- Matrix3(const Quat& p_quat); // euler
- Matrix3(const Vector3& p_euler); // euler
- Matrix3(const Vector3& p_axis, real_t p_phi);
+ Basis(const Quat& p_quat); // euler
+ Basis(const Vector3& p_euler); // euler
+ Basis(const Vector3& p_axis, real_t p_phi);
- _FORCE_INLINE_ Matrix3() {
+ _FORCE_INLINE_ Basis(const Vector3& row0, const Vector3& row1, const Vector3& row2)
+ {
+ elements[0]=row0;
+ elements[1]=row1;
+ elements[2]=row2;
+ }
+
+ _FORCE_INLINE_ Basis() {
elements[0][0]=1;
elements[0][1]=0;
@@ -185,7 +216,7 @@ public:
};
-_FORCE_INLINE_ void Matrix3::operator*=(const Matrix3& p_matrix) {
+_FORCE_INLINE_ void Basis::operator*=(const Basis& p_matrix) {
set(
p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
@@ -194,16 +225,59 @@ _FORCE_INLINE_ void Matrix3::operator*=(const Matrix3& p_matrix) {
}
-_FORCE_INLINE_ Matrix3 Matrix3::operator*(const Matrix3& p_matrix) const {
+_FORCE_INLINE_ Basis Basis::operator*(const Basis& p_matrix) const {
- return Matrix3(
+ return Basis(
p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]) );
}
-Vector3 Matrix3::xform(const Vector3& p_vector) const {
+
+_FORCE_INLINE_ void Basis::operator+=(const Basis& p_matrix) {
+
+ elements[0] += p_matrix.elements[0];
+ elements[1] += p_matrix.elements[1];
+ elements[2] += p_matrix.elements[2];
+}
+
+_FORCE_INLINE_ Basis Basis::operator+(const Basis& p_matrix) const {
+
+ Basis ret(*this);
+ ret += p_matrix;
+ return ret;
+}
+
+_FORCE_INLINE_ void Basis::operator-=(const Basis& p_matrix) {
+
+ elements[0] -= p_matrix.elements[0];
+ elements[1] -= p_matrix.elements[1];
+ elements[2] -= p_matrix.elements[2];
+}
+
+_FORCE_INLINE_ Basis Basis::operator-(const Basis& p_matrix) const {
+
+ Basis ret(*this);
+ ret -= p_matrix;
+ return ret;
+}
+
+_FORCE_INLINE_ void Basis::operator*=(real_t p_val) {
+
+ elements[0]*=p_val;
+ elements[1]*=p_val;
+ elements[2]*=p_val;
+}
+
+_FORCE_INLINE_ Basis Basis::operator*(real_t p_val) const {
+
+ Basis ret(*this);
+ ret *= p_val;
+ return ret;
+}
+
+Vector3 Basis::xform(const Vector3& p_vector) const {
return Vector3(
elements[0].dot(p_vector),
@@ -212,7 +286,7 @@ Vector3 Matrix3::xform(const Vector3& p_vector) const {
);
}
-Vector3 Matrix3::xform_inv(const Vector3& p_vector) const {
+Vector3 Basis::xform_inv(const Vector3& p_vector) const {
return Vector3(
(elements[0][0]*p_vector.x ) + ( elements[1][0]*p_vector.y ) + ( elements[2][0]*p_vector.z ),
@@ -221,7 +295,7 @@ Vector3 Matrix3::xform_inv(const Vector3& p_vector) const {
);
}
-float Matrix3::determinant() const {
+real_t Basis::determinant() const {
return elements[0][0]*(elements[1][1]*elements[2][2] - elements[2][1]*elements[1][2]) -
elements[1][0]*(elements[0][1]*elements[2][2] - elements[2][1]*elements[0][2]) +
diff --git a/core/math/octree.h b/core/math/octree.h
index 6080b21680..e566df6a4f 100644
--- a/core/math/octree.h
+++ b/core/math/octree.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,7 +30,7 @@
#define OCTREE_H
#include "vector3.h"
-#include "aabb.h"
+#include "rect3.h"
#include "list.h"
#include "variant.h"
#include "map.h"
@@ -107,7 +107,7 @@ private:
struct Octant {
// cached for FAST plane check
- AABB aabb;
+ Rect3 aabb;
uint64_t last_pass;
Octant *parent;
@@ -130,8 +130,10 @@ private:
~Octant() {
- //for (int i=0;i<8;i++)
- // memdelete_notnull(children[i]);
+ /*
+ for (int i=0;i<8;i++)
+ memdelete_notnull(children[i]);
+ */
}
};
@@ -152,8 +154,8 @@ private:
OctreeElementID _id;
Octant *common_parent;
- AABB aabb;
- AABB container_aabb;
+ Rect3 aabb;
+ Rect3 container_aabb;
List<PairData*,AL> pair_list;
@@ -250,8 +252,10 @@ private:
E->get().eA=p_A->pair_list.push_back(&E->get());
E->get().eB=p_B->pair_list.push_back(&E->get());
-// if (pair_callback)
-// pair_callback(pair_callback_userdata,p_A->userdata,p_B->userdata);
+ /*
+ if (pair_callback)
+ pair_callback(pair_callback_userdata,p_A->userdata,p_B->userdata);
+ */
} else {
E->get().refcount++;
@@ -338,7 +342,7 @@ private:
void _insert_element(Element *p_element,Octant *p_octant);
- void _ensure_valid_root(const AABB& p_aabb);
+ void _ensure_valid_root(const Rect3& p_aabb);
bool _remove_element_from_octant(Element *p_element,Octant *p_octant,Octant *p_limit=NULL);
void _remove_element(Element *p_element);
void _pair_element(Element *p_element,Octant *p_octant);
@@ -356,7 +360,7 @@ private:
};
void _cull_convex(Octant *p_octant,_CullConvexData *p_cull);
- void _cull_AABB(Octant *p_octant,const AABB& p_aabb, T** p_result_array,int *p_result_idx,int p_result_max,int *p_subindex_array,uint32_t p_mask);
+ void _cull_AABB(Octant *p_octant,const Rect3& p_aabb, T** p_result_array,int *p_result_idx,int p_result_max,int *p_subindex_array,uint32_t p_mask);
void _cull_segment(Octant *p_octant,const Vector3& p_from, const Vector3& p_to,T** p_result_array,int *p_result_idx,int p_result_max,int *p_subindex_array,uint32_t p_mask);
void _cull_point(Octant *p_octant,const Vector3& p_point,T** p_result_array,int *p_result_idx,int p_result_max,int *p_subindex_array,uint32_t p_mask);
@@ -375,8 +379,8 @@ private:
}
public:
- OctreeElementID create(T* p_userdata, const AABB& p_aabb=AABB(), int p_subindex=0, bool p_pairable=false,uint32_t p_pairable_type=0,uint32_t pairable_mask=1);
- void move(OctreeElementID p_id, const AABB& p_aabb);
+ OctreeElementID create(T* p_userdata, const Rect3& p_aabb=Rect3(), int p_subindex=0, bool p_pairable=false,uint32_t p_pairable_type=0,uint32_t pairable_mask=1);
+ void move(OctreeElementID p_id, const Rect3& p_aabb);
void set_pairable(OctreeElementID p_id,bool p_pairable=false,uint32_t p_pairable_type=0,uint32_t pairable_mask=1);
void erase(OctreeElementID p_id);
@@ -385,7 +389,7 @@ public:
int get_subindex(OctreeElementID p_id) const;
int cull_convex(const Vector<Plane>& p_convex,T** p_result_array,int p_result_max,uint32_t p_mask=0xFFFFFFFF);
- int cull_AABB(const AABB& p_aabb,T** p_result_array,int p_result_max,int *p_subindex_array=NULL,uint32_t p_mask=0xFFFFFFFF);
+ int cull_AABB(const Rect3& p_aabb,T** p_result_array,int p_result_max,int *p_subindex_array=NULL,uint32_t p_mask=0xFFFFFFFF);
int cull_segment(const Vector3& p_from, const Vector3& p_to,T** p_result_array,int p_result_max,int *p_subindex_array=NULL,uint32_t p_mask=0xFFFFFFFF);
int cull_point(const Vector3& p_point,T** p_result_array,int p_result_max,int *p_subindex_array=NULL,uint32_t p_mask=0xFFFFFFFF);
@@ -431,7 +435,7 @@ int Octree<T,use_pairs,AL>::get_subindex(OctreeElementID p_id) const {
template<class T,bool use_pairs,class AL>
void Octree<T,use_pairs,AL>::_insert_element(Element *p_element,Octant *p_octant) {
- float element_size = p_element->aabb.get_longest_axis_size() * 1.01; // avoid precision issues
+ real_t element_size = p_element->aabb.get_longest_axis_size() * 1.01; // avoid precision issues
if (p_octant->aabb.size.x/OCTREE_DIVISOR < element_size) {
//if (p_octant->aabb.size.x*0.5 < element_size) {
@@ -487,7 +491,7 @@ void Octree<T,use_pairs,AL>::_insert_element(Element *p_element,Octant *p_octant
} else {
/* check againt AABB where child should be */
- AABB aabb=p_octant->aabb;
+ Rect3 aabb=p_octant->aabb;
aabb.size*=0.5;
if (i&1)
@@ -549,12 +553,12 @@ void Octree<T,use_pairs,AL>::_insert_element(Element *p_element,Octant *p_octant
template<class T,bool use_pairs,class AL>
-void Octree<T,use_pairs,AL>::_ensure_valid_root(const AABB& p_aabb) {
+void Octree<T,use_pairs,AL>::_ensure_valid_root(const Rect3& p_aabb) {
if (!root) {
// octre is empty
- AABB base( Vector3(), Vector3(1.0,1.0,1.0) * unit_size);
+ Rect3 base( Vector3(), Vector3(1.0,1.0,1.0) * unit_size);
while ( !base.encloses(p_aabb) ) {
@@ -578,7 +582,7 @@ void Octree<T,use_pairs,AL>::_ensure_valid_root(const AABB& p_aabb) {
} else {
- AABB base=root->aabb;
+ Rect3 base=root->aabb;
while( !base.encloses( p_aabb ) ) {
@@ -814,7 +818,7 @@ void Octree<T,use_pairs,AL>::_remove_element(Element *p_element) {
}
template<class T,bool use_pairs,class AL>
-OctreeElementID Octree<T,use_pairs,AL>::create(T* p_userdata, const AABB& p_aabb, int p_subindex,bool p_pairable,uint32_t p_pairable_type,uint32_t p_pairable_mask) {
+OctreeElementID Octree<T,use_pairs,AL>::create(T* p_userdata, const Rect3& p_aabb, int p_subindex,bool p_pairable,uint32_t p_pairable_type,uint32_t p_pairable_mask) {
// check for AABB validity
#ifdef DEBUG_ENABLED
@@ -857,7 +861,7 @@ OctreeElementID Octree<T,use_pairs,AL>::create(T* p_userdata, const AABB& p_aabb
template<class T,bool use_pairs,class AL>
-void Octree<T,use_pairs,AL>::move(OctreeElementID p_id, const AABB& p_aabb) {
+void Octree<T,use_pairs,AL>::move(OctreeElementID p_id, const Rect3& p_aabb) {
#ifdef DEBUG_ENABLED
// check for AABB validity
@@ -906,7 +910,7 @@ void Octree<T,use_pairs,AL>::move(OctreeElementID p_id, const AABB& p_aabb) {
if (old_has_surf) {
_remove_element(&e); // removing
e.common_parent=NULL;
- e.aabb=AABB();
+ e.aabb=Rect3();
_optimize();
} else {
_ensure_valid_root(p_aabb); // inserting
@@ -935,7 +939,7 @@ void Octree<T,use_pairs,AL>::move(OctreeElementID p_id, const AABB& p_aabb) {
return;
}
- AABB combined=e.aabb;
+ Rect3 combined=e.aabb;
combined.merge_with(p_aabb);
_ensure_valid_root(combined);
@@ -970,8 +974,10 @@ void Octree<T,use_pairs,AL>::move(OctreeElementID p_id, const AABB& p_aabb) {
Octant *o=E->get().octant;
typename List<typename Element::OctantOwner,AL>::Element *N=E->next();
-// if (!use_pairs)
-// o->elements.erase( E->get().E );
+ /*
+ if (!use_pairs)
+ o->elements.erase( E->get().E );
+ */
if (use_pairs && e.pairable)
o->pairable_elements.erase( E->get().E );
@@ -1129,7 +1135,7 @@ void Octree<T,use_pairs,AL>::_cull_convex(Octant *p_octant,_CullConvexData *p_cu
template<class T,bool use_pairs,class AL>
-void Octree<T,use_pairs,AL>::_cull_AABB(Octant *p_octant,const AABB& p_aabb, T** p_result_array,int *p_result_idx,int p_result_max,int *p_subindex_array,uint32_t p_mask) {
+void Octree<T,use_pairs,AL>::_cull_AABB(Octant *p_octant,const Rect3& p_aabb, T** p_result_array,int *p_result_idx,int p_result_max,int *p_subindex_array,uint32_t p_mask) {
if (*p_result_idx==p_result_max)
return; //pointless
@@ -1376,7 +1382,7 @@ int Octree<T,use_pairs,AL>::cull_convex(const Vector<Plane>& p_convex,T** p_resu
template<class T,bool use_pairs,class AL>
-int Octree<T,use_pairs,AL>::cull_AABB(const AABB& p_aabb,T** p_result_array,int p_result_max,int *p_subindex_array,uint32_t p_mask) {
+int Octree<T,use_pairs,AL>::cull_AABB(const Rect3& p_aabb,T** p_result_array,int p_result_max,int *p_subindex_array,uint32_t p_mask) {
if (!root)
diff --git a/core/math/pcg.cpp b/core/math/pcg.cpp
new file mode 100644
index 0000000000..eac3b36d36
--- /dev/null
+++ b/core/math/pcg.cpp
@@ -0,0 +1,15 @@
+// *Really* minimal PCG32 code / (c) 2014 M.E. O'Neill / pcg-random.org
+// Licensed under Apache License 2.0 (NO WARRANTY, etc. see website)
+
+#include "pcg.h"
+
+uint32_t pcg32_random_r(pcg32_random_t* rng)
+{
+ uint64_t oldstate = rng->state;
+ // Advance internal state
+ rng->state = oldstate * 6364136223846793005ULL + (rng->inc|1);
+ // Calculate output function (XSH RR), uses old state for max ILP
+ uint32_t xorshifted = ((oldstate >> 18u) ^ oldstate) >> 27u;
+ uint32_t rot = oldstate >> 59u;
+ return (xorshifted >> rot) | (xorshifted << ((-rot) & 31));
+}
diff --git a/core/math/pcg.h b/core/math/pcg.h
new file mode 100644
index 0000000000..81f4c9770e
--- /dev/null
+++ b/core/math/pcg.h
@@ -0,0 +1,14 @@
+// *Really* minimal PCG32 code / (c) 2014 M.E. O'Neill / pcg-random.org
+// Licensed under Apache License 2.0 (NO WARRANTY, etc. see website)
+
+#ifndef RANDOM_H
+#define RANDOM_H
+
+#include "typedefs.h"
+
+#define PCG_DEFAULT_INC_64 1442695040888963407ULL
+
+typedef struct { uint64_t state; uint64_t inc; } pcg32_random_t;
+uint32_t pcg32_random_r(pcg32_random_t* rng);
+
+#endif // RANDOM_H
diff --git a/core/math/plane.cpp b/core/math/plane.cpp
index b29350fe3c..2a97932049 100644
--- a/core/math/plane.cpp
+++ b/core/math/plane.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/core/math/plane.h b/core/math/plane.h
index 81a968682e..8235c59135 100644
--- a/core/math/plane.h
+++ b/core/math/plane.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -99,7 +99,7 @@ real_t Plane::distance_to(const Vector3 &p_point) const {
bool Plane::has_point(const Vector3 &p_point,real_t _epsilon) const {
- float dist=normal.dot(p_point) - d;
+ real_t dist=normal.dot(p_point) - d;
dist=ABS(dist);
return ( dist <= _epsilon);
diff --git a/core/math/quat.cpp b/core/math/quat.cpp
index 73124e5e8e..4085f9b84a 100644
--- a/core/math/quat.cpp
+++ b/core/math/quat.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,22 +27,40 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "quat.h"
+#include "matrix3.h"
#include "print_string.h"
+// set_euler expects a vector containing the Euler angles in the format
+// (c,b,a), where a is the angle of the first rotation, and c is the last.
+// The current implementation uses XYZ convention (Z is the first rotation).
void Quat::set_euler(const Vector3& p_euler) {
- real_t half_yaw = p_euler.x * 0.5;
- real_t half_pitch = p_euler.y * 0.5;
- real_t half_roll = p_euler.z * 0.5;
- real_t cos_yaw = Math::cos(half_yaw);
- real_t sin_yaw = Math::sin(half_yaw);
- real_t cos_pitch = Math::cos(half_pitch);
- real_t sin_pitch = Math::sin(half_pitch);
- real_t cos_roll = Math::cos(half_roll);
- real_t sin_roll = Math::sin(half_roll);
- set(cos_roll * sin_pitch * cos_yaw+sin_roll * cos_pitch * sin_yaw,
- cos_roll * cos_pitch * sin_yaw - sin_roll * sin_pitch * cos_yaw,
- sin_roll * cos_pitch * cos_yaw - cos_roll * sin_pitch * sin_yaw,
- cos_roll * cos_pitch * cos_yaw+sin_roll * sin_pitch * sin_yaw);
+ real_t half_a1 = p_euler.x * 0.5;
+ real_t half_a2 = p_euler.y * 0.5;
+ real_t half_a3 = p_euler.z * 0.5;
+
+ // R = X(a1).Y(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-2)
+ // a3 is the angle of the first rotation, following the notation in this reference.
+
+ real_t cos_a1 = Math::cos(half_a1);
+ real_t sin_a1 = Math::sin(half_a1);
+ real_t cos_a2 = Math::cos(half_a2);
+ real_t sin_a2 = Math::sin(half_a2);
+ real_t cos_a3 = Math::cos(half_a3);
+ real_t sin_a3 = Math::sin(half_a3);
+
+ set(sin_a1*cos_a2*cos_a3 + sin_a2*sin_a3*cos_a1,
+ -sin_a1*sin_a3*cos_a2 + sin_a2*cos_a1*cos_a3,
+ sin_a1*sin_a2*cos_a3 + sin_a3*cos_a1*cos_a2,
+ -sin_a1*sin_a2*sin_a3 + cos_a1*cos_a2*cos_a3);
+}
+
+// get_euler returns a vector containing the Euler angles in the format
+// (a1,a2,a3), where a3 is the angle of the first rotation, and a1 is the last.
+// The current implementation uses XYZ convention (Z is the first rotation).
+Vector3 Quat::get_euler() const {
+ Basis m(*this);
+ return m.get_euler();
}
void Quat::operator*=(const Quat& q) {
@@ -106,8 +124,8 @@ Quat Quat::slerp(const Quat& q, const real_t& t) const {
// Standard case (slerp)
real_t sine = Math::sqrt(1 - cosine*cosine);
real_t angle = Math::atan2(sine, cosine);
- real_t inv_sine = 1.0f / sine;
- real_t coeff_0 = Math::sin((1.0f - t) * angle) * inv_sine;
+ real_t inv_sine = 1.0 / sine;
+ real_t coeff_0 = Math::sin((1.0 - t) * angle) * inv_sine;
real_t coeff_1 = Math::sin(t * angle) * inv_sine;
Quat ret= src * coeff_0 + dst * coeff_1;
@@ -119,33 +137,32 @@ Quat Quat::slerp(const Quat& q, const real_t& t) const {
// 2. "rkP" and "q" are almost invedste of each other (cosine ~= -1), there
// are an infinite number of possibilities interpolation. but we haven't
// have method to fix this case, so just use linear interpolation here.
- Quat ret = src * (1.0f - t) + dst *t;
+ Quat ret = src * (1.0 - t) + dst *t;
// taking the complement requires renormalisation
ret.normalize();
return ret;
}
#else
- real_t to1[4];
+ Quat to1;
real_t omega, cosom, sinom, scale0, scale1;
// calc cosine
- cosom = x * q.x + y * q.y + z * q.z
- + w * q.w;
-
+ cosom = dot(q);
// adjust signs (if necessary)
if ( cosom <0.0 ) {
- cosom = -cosom; to1[0] = - q.x;
- to1[1] = - q.y;
- to1[2] = - q.z;
- to1[3] = - q.w;
+ cosom = -cosom;
+ to1.x = - q.x;
+ to1.y = - q.y;
+ to1.z = - q.z;
+ to1.w = - q.w;
} else {
- to1[0] = q.x;
- to1[1] = q.y;
- to1[2] = q.z;
- to1[3] = q.w;
+ to1.x = q.x;
+ to1.y = q.y;
+ to1.z = q.z;
+ to1.w = q.w;
}
@@ -165,10 +182,10 @@ Quat Quat::slerp(const Quat& q, const real_t& t) const {
}
// calculate final values
return Quat(
- scale0 * x + scale1 * to1[0],
- scale0 * y + scale1 * to1[1],
- scale0 * z + scale1 * to1[2],
- scale0 * w + scale1 * to1[3]
+ scale0 * x + scale1 * to1.x,
+ scale0 * y + scale1 * to1.y,
+ scale0 * z + scale1 * to1.z,
+ scale0 * w + scale1 * to1.w
);
#endif
}
@@ -177,19 +194,19 @@ Quat Quat::slerpni(const Quat& q, const real_t& t) const {
const Quat &from = *this;
- float dot = from.dot(q);
+ real_t dot = from.dot(q);
- if (Math::absf(dot) > 0.9999f) return from;
+ if (Math::absf(dot) > 0.9999) return from;
- float theta = Math::acos(dot),
- sinT = 1.0f / Math::sin(theta),
+ real_t theta = Math::acos(dot),
+ sinT = 1.0 / Math::sin(theta),
newFactor = Math::sin(t * theta) * sinT,
- invFactor = Math::sin((1.0f - t) * theta) * sinT;
+ invFactor = Math::sin((1.0 - t) * theta) * sinT;
- return Quat( invFactor * from.x + newFactor * q.x,
- invFactor * from.y + newFactor * q.y,
- invFactor * from.z + newFactor * q.z,
- invFactor * from.w + newFactor * q.w );
+ return Quat(invFactor * from.x + newFactor * q.x,
+ invFactor * from.y + newFactor * q.y,
+ invFactor * from.z + newFactor * q.z,
+ invFactor * from.w + newFactor * q.w);
#if 0
real_t to1[4];
@@ -203,7 +220,7 @@ Quat Quat::slerpni(const Quat& q, const real_t& t) const {
// adjust signs (if necessary)
if ( cosom <0.0 && false) {
- cosom = -cosom; to1[0] = - q.x;
+ cosom = -cosom;to1[0] = - q.x;
to1[1] = - q.y;
to1[2] = - q.z;
to1[3] = - q.w;
@@ -242,7 +259,7 @@ Quat Quat::slerpni(const Quat& q, const real_t& t) const {
Quat Quat::cubic_slerp(const Quat& q, const Quat& prep, const Quat& postq,const real_t& t) const {
//the only way to do slerp :|
- float t2 = (1.0-t)*t*2;
+ real_t t2 = (1.0-t)*t*2;
Quat sp = this->slerp(q,t);
Quat sq = prep.slerpni(postq,t);
return sp.slerpni(sq,t2);
@@ -260,8 +277,10 @@ Quat::Quat(const Vector3& axis, const real_t& angle) {
if (d==0)
set(0,0,0,0);
else {
- real_t s = Math::sin(-angle * 0.5) / d;
+ real_t sin_angle = Math::sin(angle * 0.5);
+ real_t cos_angle = Math::cos(angle * 0.5);
+ real_t s = sin_angle / d;
set(axis.x * s, axis.y * s, axis.z * s,
- Math::cos(-angle * 0.5));
+ cos_angle);
}
}
diff --git a/core/math/quat.h b/core/math/quat.h
index 0d206bb3b7..d3a50343a3 100644
--- a/core/math/quat.h
+++ b/core/math/quat.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -26,13 +26,15 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
+#include "vector3.h"
+
#ifndef QUAT_H
#define QUAT_H
#include "math_defs.h"
#include "math_funcs.h"
#include "ustring.h"
-#include "vector3.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
@@ -49,15 +51,16 @@ public:
Quat inverse() const;
_FORCE_INLINE_ real_t dot(const Quat& q) const;
void set_euler(const Vector3& p_euler);
+ Vector3 get_euler() const;
Quat slerp(const Quat& q, const real_t& t) const;
Quat slerpni(const Quat& q, const real_t& t) const;
Quat cubic_slerp(const Quat& q, const Quat& prep, const Quat& postq,const real_t& t) const;
_FORCE_INLINE_ void get_axis_and_angle(Vector3& r_axis, real_t &r_angle) const {
r_angle = 2 * Math::acos(w);
- r_axis.x = -x / Math::sqrt(1-w*w);
- r_axis.y = -y / Math::sqrt(1-w*w);
- r_axis.z = -z / Math::sqrt(1-w*w);
+ r_axis.x = x / Math::sqrt(1-w*w);
+ r_axis.y = y / Math::sqrt(1-w*w);
+ r_axis.z = z / Math::sqrt(1-w*w);
}
void operator*=(const Quat& q);
@@ -116,8 +119,8 @@ public:
w=0;
} else {
- real_t s = Math::sqrt((1.0f + d) * 2.0f);
- real_t rs = 1.0f / s;
+ real_t s = Math::sqrt((1.0 + d) * 2.0);
+ real_t rs = 1.0 / s;
x=c.x*rs;
y=c.y*rs;
@@ -183,12 +186,10 @@ Quat Quat::operator/(const real_t& s) const {
bool Quat::operator==(const Quat& p_quat) const {
-
return x==p_quat.x && y==p_quat.y && z==p_quat.z && w==p_quat.w;
}
bool Quat::operator!=(const Quat& p_quat) const {
-
return x!=p_quat.x || y!=p_quat.y || z!=p_quat.z || w!=p_quat.w;
}
diff --git a/core/math/quick_hull.cpp b/core/math/quick_hull.cpp
index 956824d3d0..32fc0e01e8 100644
--- a/core/math/quick_hull.cpp
+++ b/core/math/quick_hull.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -38,7 +38,7 @@ Error QuickHull::build(const Vector<Vector3>& p_points, Geometry::MeshData &r_me
/* CREATE AABB VOLUME */
- AABB aabb;
+ Rect3 aabb;
for(int i=0;i<p_points.size();i++) {
if (i==0) {
@@ -86,7 +86,7 @@ Error QuickHull::build(const Vector<Vector3>& p_points, Geometry::MeshData &r_me
if (!valid_points[i])
continue;
- float d = p_points[i][longest_axis];
+ real_t d = p_points[i][longest_axis];
if (i==0 || d < min) {
simplex[0]=i;
@@ -105,7 +105,7 @@ Error QuickHull::build(const Vector<Vector3>& p_points, Geometry::MeshData &r_me
{
- float maxd;
+ real_t maxd;
Vector3 rel12 = p_points[simplex[0]] - p_points[simplex[1]];
for(int i=0;i<p_points.size();i++) {
@@ -127,7 +127,7 @@ Error QuickHull::build(const Vector<Vector3>& p_points, Geometry::MeshData &r_me
//fourth vertex is the one most further away from the plane
{
- float maxd;
+ real_t maxd;
Plane p(p_points[simplex[0]],p_points[simplex[1]],p_points[simplex[2]]);
for(int i=0;i<p_points.size();i++) {
@@ -483,7 +483,7 @@ Error QuickHull::build(const Vector<Vector3>& p_points, Geometry::MeshData &r_me
//fill mesh
r_mesh.faces.clear();
r_mesh.faces.resize(ret_faces.size());
-// print_line("FACECOUNT: "+itos(r_mesh.faces.size()));
+ //print_line("FACECOUNT: "+itos(r_mesh.faces.size()));
int idx=0;
for (List<Geometry::MeshData::Face>::Element *E=ret_faces.front();E;E=E->next()) {
diff --git a/core/math/quick_hull.h b/core/math/quick_hull.h
index 8c009b907d..7bd23d31f2 100644
--- a/core/math/quick_hull.h
+++ b/core/math/quick_hull.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -29,7 +29,7 @@
#ifndef QUICK_HULL_H
#define QUICK_HULL_H
-#include "aabb.h"
+#include "rect3.h"
#include "set.h"
#include "list.h"
#include "geometry.h"
diff --git a/core/math/aabb.cpp b/core/math/rect3.cpp
index 6d8a5a72f0..d3f95b89e8 100644
--- a/core/math/aabb.cpp
+++ b/core/math/rect3.cpp
@@ -1,11 +1,11 @@
/*************************************************************************/
-/* aabb.cpp */
+/* rect3.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -26,28 +26,28 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "aabb.h"
+#include "rect3.h"
#include "print_string.h"
-float AABB::get_area() const {
+real_t Rect3::get_area() const {
return size.x*size.y*size.z;
}
-bool AABB::operator==(const AABB& p_rval) const {
+bool Rect3::operator==(const Rect3& p_rval) const {
return ((pos==p_rval.pos) && (size==p_rval.size));
}
-bool AABB::operator!=(const AABB& p_rval) const {
+bool Rect3::operator!=(const Rect3& p_rval) const {
return ((pos!=p_rval.pos) || (size!=p_rval.size));
}
-void AABB::merge_with(const AABB& p_aabb) {
+void Rect3::merge_with(const Rect3& p_aabb) {
Vector3 beg_1,beg_2;
Vector3 end_1,end_2;
@@ -70,7 +70,7 @@ void AABB::merge_with(const AABB& p_aabb) {
size=max-min;
}
-AABB AABB::intersection(const AABB& p_aabb) const {
+Rect3 Rect3::intersection(const Rect3& p_aabb) const {
Vector3 src_min=pos;
Vector3 src_max=pos+size;
@@ -80,7 +80,7 @@ AABB AABB::intersection(const AABB& p_aabb) const {
Vector3 min,max;
if (src_min.x > dst_max.x || src_max.x < dst_min.x )
- return AABB();
+ return Rect3();
else {
min.x= ( src_min.x > dst_min.x ) ? src_min.x :dst_min.x;
@@ -89,7 +89,7 @@ AABB AABB::intersection(const AABB& p_aabb) const {
}
if (src_min.y > dst_max.y || src_max.y < dst_min.y )
- return AABB();
+ return Rect3();
else {
min.y= ( src_min.y > dst_min.y ) ? src_min.y :dst_min.y;
@@ -98,7 +98,7 @@ AABB AABB::intersection(const AABB& p_aabb) const {
}
if (src_min.z > dst_max.z || src_max.z < dst_min.z )
- return AABB();
+ return Rect3();
else {
min.z= ( src_min.z > dst_min.z ) ? src_min.z :dst_min.z;
@@ -107,15 +107,15 @@ AABB AABB::intersection(const AABB& p_aabb) const {
}
- return AABB( min, max-min );
+ return Rect3( min, max-min );
}
-bool AABB::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r_clip,Vector3* r_normal) const {
+bool Rect3::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r_clip,Vector3* r_normal) const {
Vector3 c1, c2;
Vector3 end = pos+size;
- float near=-1e20;
- float far=1e20;
+ real_t near=-1e20;
+ real_t far=1e20;
int axis=0;
for (int i=0;i<3;i++){
@@ -155,11 +155,11 @@ bool AABB::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r
}
-bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3* r_clip,Vector3* r_normal) const {
+bool Rect3::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3* r_clip,Vector3* r_normal) const {
real_t min=0,max=1;
int axis=0;
- float sign=0;
+ real_t sign=0;
for(int i=0;i<3;i++) {
real_t seg_from=p_from[i];
@@ -167,7 +167,7 @@ bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3
real_t box_begin=pos[i];
real_t box_end=box_begin+size[i];
real_t cmin,cmax;
- float csign;
+ real_t csign;
if (seg_from < seg_to) {
@@ -216,7 +216,7 @@ bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3
}
-bool AABB::intersects_plane(const Plane &p_plane) const {
+bool Rect3::intersects_plane(const Plane &p_plane) const {
Vector3 points[8] = {
Vector3( pos.x , pos.y , pos.z ),
@@ -246,7 +246,7 @@ bool AABB::intersects_plane(const Plane &p_plane) const {
-Vector3 AABB::get_longest_axis() const {
+Vector3 Rect3::get_longest_axis() const {
Vector3 axis(1,0,0);
real_t max_size=size.x;
@@ -263,7 +263,7 @@ Vector3 AABB::get_longest_axis() const {
return axis;
}
-int AABB::get_longest_axis_index() const {
+int Rect3::get_longest_axis_index() const {
int axis=0;
real_t max_size=size.x;
@@ -282,7 +282,7 @@ int AABB::get_longest_axis_index() const {
}
-Vector3 AABB::get_shortest_axis() const {
+Vector3 Rect3::get_shortest_axis() const {
Vector3 axis(1,0,0);
real_t max_size=size.x;
@@ -299,7 +299,7 @@ Vector3 AABB::get_shortest_axis() const {
return axis;
}
-int AABB::get_shortest_axis_index() const {
+int Rect3::get_shortest_axis_index() const {
int axis=0;
real_t max_size=size.x;
@@ -317,26 +317,26 @@ int AABB::get_shortest_axis_index() const {
return axis;
}
-AABB AABB::merge(const AABB& p_with) const {
+Rect3 Rect3::merge(const Rect3& p_with) const {
- AABB aabb=*this;
+ Rect3 aabb=*this;
aabb.merge_with(p_with);
return aabb;
}
-AABB AABB::expand(const Vector3& p_vector) const {
- AABB aabb=*this;
+Rect3 Rect3::expand(const Vector3& p_vector) const {
+ Rect3 aabb=*this;
aabb.expand_to(p_vector);
return aabb;
}
-AABB AABB::grow(real_t p_by) const {
+Rect3 Rect3::grow(real_t p_by) const {
- AABB aabb=*this;
+ Rect3 aabb=*this;
aabb.grow_by(p_by);
return aabb;
}
-void AABB::get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const {
+void Rect3::get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const {
ERR_FAIL_INDEX(p_edge,12);
switch(p_edge) {
@@ -412,7 +412,7 @@ void AABB::get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const {
}
-AABB::operator String() const {
+Rect3::operator String() const {
return String()+pos +" - "+ size;
}
diff --git a/core/math/aabb.h b/core/math/rect3.h
index 57fe1b32f5..902592b02c 100644
--- a/core/math/aabb.h
+++ b/core/math/rect3.h
@@ -1,11 +1,11 @@
/*************************************************************************/
-/* aabb.h */
+/* rect3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,6 +33,8 @@
#include "vector3.h"
#include "plane.h"
+#include "math_defs.h"
+
/**
* AABB / AABB (Axis Aligned Bounding Box)
* This is implemented by a point (pos) and the box size
@@ -40,12 +42,12 @@
-class AABB {
+class Rect3 {
public:
Vector3 pos;
Vector3 size;
- float get_area() const; /// get area
+ real_t get_area() const; /// get area
_FORCE_INLINE_ bool has_no_area() const {
return (size.x<=CMP_EPSILON || size.y<=CMP_EPSILON || size.z<=CMP_EPSILON);
@@ -62,19 +64,19 @@ public:
void set_size(const Vector3& p_size) { size=p_size; }
- bool operator==(const AABB& p_rval) const;
- bool operator!=(const AABB& p_rval) const;
+ bool operator==(const Rect3& p_rval) const;
+ bool operator!=(const Rect3& p_rval) const;
- _FORCE_INLINE_ bool intersects(const AABB& p_aabb) const; /// Both AABBs overlap
- _FORCE_INLINE_ bool intersects_inclusive(const AABB& p_aabb) const; /// Both AABBs (or their faces) overlap
- _FORCE_INLINE_ bool encloses(const AABB & p_aabb) const; /// p_aabb is completely inside this
+ _FORCE_INLINE_ bool intersects(const Rect3& p_aabb) const; /// Both AABBs overlap
+ _FORCE_INLINE_ bool intersects_inclusive(const Rect3& p_aabb) const; /// Both AABBs (or their faces) overlap
+ _FORCE_INLINE_ bool encloses(const Rect3 & p_aabb) const; /// p_aabb is completely inside this
- AABB merge(const AABB& p_with) const;
- void merge_with(const AABB& p_aabb); ///merge with another AABB
- AABB intersection(const AABB& p_aabb) const; ///get box where two intersect, empty if no intersection occurs
+ Rect3 merge(const Rect3& p_with) const;
+ void merge_with(const Rect3& p_aabb); ///merge with another AABB
+ Rect3 intersection(const Rect3& p_aabb) const; ///get box where two intersect, empty if no intersection occurs
bool intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3* r_clip=NULL,Vector3* r_normal=NULL) const;
bool intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r_clip=NULL,Vector3* r_normal=NULL) const;
- _FORCE_INLINE_ bool smits_intersect_ray(const Vector3 &from,const Vector3& p_dir, float t0, float t1) const;
+ _FORCE_INLINE_ bool smits_intersect_ray(const Vector3 &from,const Vector3& p_dir, real_t t0, real_t t1) const;
_FORCE_INLINE_ bool intersects_convex_shape(const Plane *p_plane, int p_plane_count) const;
bool intersects_plane(const Plane &p_plane) const;
@@ -91,25 +93,25 @@ public:
int get_shortest_axis_index() const;
_FORCE_INLINE_ real_t get_shortest_axis_size() const;
- AABB grow(real_t p_by) const;
+ Rect3 grow(real_t p_by) const;
_FORCE_INLINE_ void grow_by(real_t p_amount);
void get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const;
_FORCE_INLINE_ Vector3 get_endpoint(int p_point) const;
- AABB expand(const Vector3& p_vector) const;
- _FORCE_INLINE_ void project_range_in_plane(const Plane& p_plane,float &r_min,float& r_max) const;
+ Rect3 expand(const Vector3& p_vector) const;
+ _FORCE_INLINE_ void project_range_in_plane(const Plane& p_plane,real_t &r_min,real_t& r_max) const;
_FORCE_INLINE_ void expand_to(const Vector3& p_vector); /** expand to contain a point if necesary */
operator String() const;
- _FORCE_INLINE_ AABB() {}
- inline AABB(const Vector3 &p_pos,const Vector3& p_size) { pos=p_pos; size=p_size; }
+ _FORCE_INLINE_ Rect3() {}
+ inline Rect3(const Vector3 &p_pos,const Vector3& p_size) { pos=p_pos; size=p_size; }
};
-inline bool AABB::intersects(const AABB& p_aabb) const {
+inline bool Rect3::intersects(const Rect3& p_aabb) const {
if ( pos.x >= (p_aabb.pos.x + p_aabb.size.x) )
return false;
@@ -127,7 +129,7 @@ inline bool AABB::intersects(const AABB& p_aabb) const {
return true;
}
-inline bool AABB::intersects_inclusive(const AABB& p_aabb) const {
+inline bool Rect3::intersects_inclusive(const Rect3& p_aabb) const {
if ( pos.x > (p_aabb.pos.x + p_aabb.size.x) )
return false;
@@ -145,7 +147,7 @@ inline bool AABB::intersects_inclusive(const AABB& p_aabb) const {
return true;
}
-inline bool AABB::encloses(const AABB & p_aabb) const {
+inline bool Rect3::encloses(const Rect3 & p_aabb) const {
Vector3 src_min=pos;
Vector3 src_max=pos+size;
@@ -162,7 +164,7 @@ inline bool AABB::encloses(const AABB & p_aabb) const {
}
-Vector3 AABB::get_support(const Vector3& p_normal) const {
+Vector3 Rect3::get_support(const Vector3& p_normal) const {
Vector3 half_extents = size * 0.5;
Vector3 ofs = pos + half_extents;
@@ -175,7 +177,7 @@ Vector3 AABB::get_support(const Vector3& p_normal) const {
}
-Vector3 AABB::get_endpoint(int p_point) const {
+Vector3 Rect3::get_endpoint(int p_point) const {
switch(p_point) {
case 0: return Vector3( pos.x , pos.y , pos.z );
@@ -191,7 +193,7 @@ Vector3 AABB::get_endpoint(int p_point) const {
ERR_FAIL_V(Vector3());
}
-bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) const {
+bool Rect3::intersects_convex_shape(const Plane *p_planes, int p_plane_count) const {
#if 1
@@ -251,7 +253,7 @@ bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) con
#endif
}
-bool AABB::has_point(const Vector3& p_point) const {
+bool Rect3::has_point(const Vector3& p_point) const {
if (p_point.x<pos.x)
return false;
@@ -270,7 +272,7 @@ bool AABB::has_point(const Vector3& p_point) const {
}
-inline void AABB::expand_to(const Vector3& p_vector) {
+inline void Rect3::expand_to(const Vector3& p_vector) {
Vector3 begin=pos;
Vector3 end=pos+size;
@@ -293,18 +295,18 @@ inline void AABB::expand_to(const Vector3& p_vector) {
size=end-begin;
}
-void AABB::project_range_in_plane(const Plane& p_plane,float &r_min,float& r_max) const {
+void Rect3::project_range_in_plane(const Plane& p_plane,real_t &r_min,real_t& r_max) const {
Vector3 half_extents( size.x * 0.5, size.y * 0.5, size.z * 0.5 );
Vector3 center( pos.x + half_extents.x, pos.y + half_extents.y, pos.z + half_extents.z );
- float length = p_plane.normal.abs().dot(half_extents);
- float distance = p_plane.distance_to( center );
+ real_t length = p_plane.normal.abs().dot(half_extents);
+ real_t distance = p_plane.distance_to( center );
r_min = distance - length;
r_max = distance + length;
}
-inline real_t AABB::get_longest_axis_size() const {
+inline real_t Rect3::get_longest_axis_size() const {
real_t max_size=size.x;
@@ -319,7 +321,7 @@ inline real_t AABB::get_longest_axis_size() const {
return max_size;
}
-inline real_t AABB::get_shortest_axis_size() const {
+inline real_t Rect3::get_shortest_axis_size() const {
real_t max_size=size.x;
@@ -334,14 +336,14 @@ inline real_t AABB::get_shortest_axis_size() const {
return max_size;
}
-bool AABB::smits_intersect_ray(const Vector3 &from,const Vector3& dir, float t0, float t1) const {
+bool Rect3::smits_intersect_ray(const Vector3 &from,const Vector3& dir, real_t t0, real_t t1) const {
- float divx=1.0/dir.x;
- float divy=1.0/dir.y;
- float divz=1.0/dir.z;
+ real_t divx=1.0/dir.x;
+ real_t divy=1.0/dir.y;
+ real_t divz=1.0/dir.z;
Vector3 upbound=pos+size;
- float tmin, tmax, tymin, tymax, tzmin, tzmax;
+ real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
if (dir.x >= 0) {
tmin = (pos.x - from.x) * divx;
tmax = (upbound.x - from.x) * divx;
@@ -381,7 +383,7 @@ bool AABB::smits_intersect_ray(const Vector3 &from,const Vector3& dir, float t0,
return ( (tmin < t1) && (tmax > t0) );
}
-void AABB::grow_by(real_t p_amount) {
+void Rect3::grow_by(real_t p_amount) {
pos.x-=p_amount;
pos.y-=p_amount;
@@ -391,6 +393,5 @@ void AABB::grow_by(real_t p_amount) {
size.z+=2.0*p_amount;
}
-typedef AABB Rect3;
#endif // AABB_H
diff --git a/core/math/transform.cpp b/core/math/transform.cpp
index 22eb6c4fdd..6d9324c176 100644
--- a/core/math/transform.cpp
+++ b/core/math/transform.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -54,7 +54,8 @@ void Transform::invert() {
}
Transform Transform::inverse() const {
-
+ // FIXME: this function assumes the basis is a rotation matrix, with no scaling.
+ // Transform::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
Transform ret=*this;
ret.invert();
return ret;
@@ -63,12 +64,12 @@ Transform Transform::inverse() const {
void Transform::rotate(const Vector3& p_axis,real_t p_phi) {
- *this = *this * Transform( Matrix3( p_axis, p_phi ), Vector3() );
+ *this = rotated(p_axis, p_phi);
}
Transform Transform::rotated(const Vector3& p_axis,real_t p_phi) const{
- return *this * Transform( Matrix3( p_axis, p_phi ), Vector3() );
+ return Transform(Basis( p_axis, p_phi ), Vector3()) * (*this);
}
void Transform::rotate_basis(const Vector3& p_axis,real_t p_phi) {
@@ -113,7 +114,7 @@ void Transform::set_look_at( const Vector3& p_eye, const Vector3& p_target, cons
}
-Transform Transform::interpolate_with(const Transform& p_transform, float p_c) const {
+Transform Transform::interpolate_with(const Transform& p_transform, real_t p_c) const {
/* not sure if very "efficient" but good enough? */
@@ -209,7 +210,7 @@ Transform::operator String() const {
}
-Transform::Transform(const Matrix3& p_basis, const Vector3& p_origin) {
+Transform::Transform(const Basis& p_basis, const Vector3& p_origin) {
basis=p_basis;
origin=p_origin;
diff --git a/core/math/transform.h b/core/math/transform.h
index f948a4c919..45d7b2a12c 100644
--- a/core/math/transform.h
+++ b/core/math/transform.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -31,14 +31,14 @@
#include "matrix3.h"
#include "plane.h"
-#include "aabb.h"
+#include "rect3.h"
/**
@author Juan Linietsky <reduzio@gmail.com>
*/
class Transform {
public:
- Matrix3 basis;
+ Basis basis;
Vector3 origin;
void invert();
@@ -62,8 +62,8 @@ public:
void translate( const Vector3& p_translation );
Transform translated( const Vector3& p_translation ) const;
- const Matrix3& get_basis() const { return basis; }
- void set_basis(const Matrix3& p_basis) { basis=p_basis; }
+ const Basis& get_basis() const { return basis; }
+ void set_basis(const Basis& p_basis) { basis=p_basis; }
const Vector3& get_origin() const { return origin; }
void set_origin(const Vector3& p_origin) { origin=p_origin; }
@@ -80,13 +80,13 @@ public:
_FORCE_INLINE_ Plane xform(const Plane& p_plane) const;
_FORCE_INLINE_ Plane xform_inv(const Plane& p_plane) const;
- _FORCE_INLINE_ AABB xform(const AABB& p_aabb) const;
- _FORCE_INLINE_ AABB xform_inv(const AABB& p_aabb) const;
+ _FORCE_INLINE_ Rect3 xform(const Rect3& p_aabb) const;
+ _FORCE_INLINE_ Rect3 xform_inv(const Rect3& p_aabb) const;
void operator*=(const Transform& p_transform);
Transform operator*(const Transform& p_transform) const;
- Transform interpolate_with(const Transform& p_transform, float p_c) const;
+ Transform interpolate_with(const Transform& p_transform, real_t p_c) const;
_FORCE_INLINE_ Transform inverse_xform(const Transform& t) const {
@@ -113,7 +113,7 @@ public:
operator String() const;
- Transform(const Matrix3& p_basis, const Vector3& p_origin=Vector3());
+ Transform(const Basis& p_basis, const Vector3& p_origin=Vector3());
Transform() {}
};
@@ -168,7 +168,7 @@ _FORCE_INLINE_ Plane Transform::xform_inv(const Plane& p_plane) const {
}
-_FORCE_INLINE_ AABB Transform::xform(const AABB& p_aabb) const {
+_FORCE_INLINE_ Rect3 Transform::xform(const Rect3& p_aabb) const {
/* define vertices */
#if 1
Vector3 x=basis.get_axis(0)*p_aabb.size.x;
@@ -176,7 +176,7 @@ _FORCE_INLINE_ AABB Transform::xform(const AABB& p_aabb) const {
Vector3 z=basis.get_axis(2)*p_aabb.size.z;
Vector3 pos = xform( p_aabb.pos );
//could be even further optimized
- AABB new_aabb;
+ Rect3 new_aabb;
new_aabb.pos=pos;
new_aabb.expand_to( pos+x );
new_aabb.expand_to( pos+y );
@@ -214,7 +214,7 @@ _FORCE_INLINE_ AABB Transform::xform(const AABB& p_aabb) const {
#endif
}
-_FORCE_INLINE_ AABB Transform::xform_inv(const AABB& p_aabb) const {
+_FORCE_INLINE_ Rect3 Transform::xform_inv(const Rect3& p_aabb) const {
/* define vertices */
Vector3 vertices[8]={
@@ -229,7 +229,7 @@ _FORCE_INLINE_ AABB Transform::xform_inv(const AABB& p_aabb) const {
};
- AABB ret;
+ Rect3 ret;
ret.pos=xform_inv(vertices[0]);
diff --git a/core/math/triangle_mesh.cpp b/core/math/triangle_mesh.cpp
index 7aea32a8a0..247cb90a48 100644
--- a/core/math/triangle_mesh.cpp
+++ b/core/math/triangle_mesh.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -48,7 +48,7 @@ int TriangleMesh::_create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_d
}
- AABB aabb;
+ Rect3 aabb;
aabb=p_bb[p_from]->aabb;
for(int i=1;i<p_size;i++) {
@@ -94,7 +94,7 @@ int TriangleMesh::_create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_d
}
-void TriangleMesh::create(const DVector<Vector3>& p_faces) {
+void TriangleMesh::create(const PoolVector<Vector3>& p_faces) {
valid=false;
@@ -104,7 +104,7 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
triangles.resize(fc);
bvh.resize(fc*3); //will never be larger than this (todo make better)
- DVector<BVH>::Write bw = bvh.write();
+ PoolVector<BVH>::Write bw = bvh.write();
{
@@ -112,8 +112,8 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
//except for the Set for repeated triangles, everything
//goes in-place.
- DVector<Vector3>::Read r = p_faces.read();
- DVector<Triangle>::Write w = triangles.write();
+ PoolVector<Vector3>::Read r = p_faces.read();
+ PoolVector<Triangle>::Write w = triangles.write();
Map<Vector3,int> db;
for(int i=0;i<fc;i++) {
@@ -149,16 +149,16 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
}
vertices.resize(db.size());
- DVector<Vector3>::Write vw = vertices.write();
+ PoolVector<Vector3>::Write vw = vertices.write();
for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) {
vw[E->get()]=E->key();
}
}
- DVector<BVH*> bwptrs;
+ PoolVector<BVH*> bwptrs;
bwptrs.resize(fc);
- DVector<BVH*>::Write bwp = bwptrs.write();
+ PoolVector<BVH*>::Write bwp = bwptrs.write();
for(int i=0;i<fc;i++) {
bwp[i]=&bw[i];
@@ -168,7 +168,7 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
int max_alloc=fc;
int max=_create_bvh(bw.ptr(),bwp.ptr(),0,fc,1,max_depth,max_alloc);
- bw=DVector<BVH>::Write(); //clearup
+ bw=PoolVector<BVH>::Write(); //clearup
bvh.resize(max_alloc); //resize back
valid=true;
@@ -176,7 +176,7 @@ void TriangleMesh::create(const DVector<Vector3>& p_faces) {
}
-Vector3 TriangleMesh::get_area_normal(const AABB& p_aabb) const {
+Vector3 TriangleMesh::get_area_normal(const Rect3& p_aabb) const {
uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
@@ -197,9 +197,9 @@ Vector3 TriangleMesh::get_area_normal(const AABB& p_aabb) const {
int level=0;
- DVector<Triangle>::Read trianglesr = triangles.read();
- DVector<Vector3>::Read verticesr=vertices.read();
- DVector<BVH>::Read bvhr=bvh.read();
+ PoolVector<Triangle>::Read trianglesr = triangles.read();
+ PoolVector<Vector3>::Read verticesr=vertices.read();
+ PoolVector<BVH>::Read bvhr=bvh.read();
const Triangle *triangleptr=trianglesr.ptr();
int pos=bvh.size()-1;
@@ -236,21 +236,22 @@ Vector3 TriangleMesh::get_area_normal(const AABB& p_aabb) const {
stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
}
}
-
- } continue;
+ continue;
+ }
case VISIT_LEFT_BIT: {
stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
stack[level+1]=b.left|TEST_AABB_BIT;
level++;
-
- } continue;
+ continue;
+ }
case VISIT_RIGHT_BIT: {
stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
stack[level+1]=b.right|TEST_AABB_BIT;
level++;
- } continue;
+ continue;
+ }
case VISIT_DONE_BIT: {
if (level==0) {
@@ -258,8 +259,8 @@ Vector3 TriangleMesh::get_area_normal(const AABB& p_aabb) const {
break;
} else
level--;
-
- } continue;
+ continue;
+ }
}
@@ -299,9 +300,9 @@ bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end
int level=0;
- DVector<Triangle>::Read trianglesr = triangles.read();
- DVector<Vector3>::Read verticesr=vertices.read();
- DVector<BVH>::Read bvhr=bvh.read();
+ PoolVector<Triangle>::Read trianglesr = triangles.read();
+ PoolVector<Vector3>::Read verticesr=vertices.read();
+ PoolVector<BVH>::Read bvhr=bvh.read();
const Triangle *triangleptr=trianglesr.ptr();
const Vector3 *vertexptr=verticesr.ptr();
@@ -320,7 +321,7 @@ bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end
bool valid = b.aabb.intersects_segment(p_begin,p_end);
-// bool valid = b.aabb.intersects(ray_aabb);
+ //bool valid = b.aabb.intersects(ray_aabb);
if (!valid) {
@@ -339,7 +340,7 @@ bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end
if (f3.intersects_segment(p_begin,p_end,&res)) {
- float nd = n.dot(res);
+ real_t nd = n.dot(res);
if (nd<d) {
d=nd;
@@ -357,21 +358,22 @@ bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end
stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
}
}
-
- } continue;
+ continue;
+ }
case VISIT_LEFT_BIT: {
stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
stack[level+1]=b.left|TEST_AABB_BIT;
level++;
-
- } continue;
+ continue;
+ }
case VISIT_RIGHT_BIT: {
stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
stack[level+1]=b.right|TEST_AABB_BIT;
level++;
- } continue;
+ continue;
+ }
case VISIT_DONE_BIT: {
if (level==0) {
@@ -379,8 +381,8 @@ bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end
break;
} else
level--;
-
- } continue;
+ continue;
+ }
}
@@ -422,9 +424,9 @@ bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vec
int level=0;
- DVector<Triangle>::Read trianglesr = triangles.read();
- DVector<Vector3>::Read verticesr=vertices.read();
- DVector<BVH>::Read bvhr=bvh.read();
+ PoolVector<Triangle>::Read trianglesr = triangles.read();
+ PoolVector<Vector3>::Read verticesr=vertices.read();
+ PoolVector<BVH>::Read bvhr=bvh.read();
const Triangle *triangleptr=trianglesr.ptr();
const Vector3 *vertexptr=verticesr.ptr();
@@ -460,7 +462,7 @@ bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vec
if (f3.intersects_ray(p_begin,p_dir,&res)) {
- float nd = n.dot(res);
+ real_t nd = n.dot(res);
if (nd<d) {
d=nd;
@@ -478,21 +480,22 @@ bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vec
stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
}
}
-
- } continue;
+ continue;
+ }
case VISIT_LEFT_BIT: {
stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
stack[level+1]=b.left|TEST_AABB_BIT;
level++;
-
- } continue;
+ continue;
+ }
case VISIT_RIGHT_BIT: {
stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
stack[level+1]=b.right|TEST_AABB_BIT;
level++;
- } continue;
+ continue;
+ }
case VISIT_DONE_BIT: {
if (level==0) {
@@ -500,8 +503,8 @@ bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vec
break;
} else
level--;
-
- } continue;
+ continue;
+ }
}
@@ -524,18 +527,18 @@ bool TriangleMesh::is_valid() const {
return valid;
}
-DVector<Face3> TriangleMesh::get_faces() const {
+PoolVector<Face3> TriangleMesh::get_faces() const {
if (!valid)
- return DVector<Face3>();
+ return PoolVector<Face3>();
- DVector<Face3> faces;
+ PoolVector<Face3> faces;
int ts = triangles.size();
faces.resize(triangles.size());
- DVector<Face3>::Write w=faces.write();
- DVector<Triangle>::Read r = triangles.read();
- DVector<Vector3>::Read rv = vertices.read();
+ PoolVector<Face3>::Write w=faces.write();
+ PoolVector<Triangle>::Read r = triangles.read();
+ PoolVector<Vector3>::Read rv = vertices.read();
for(int i=0;i<ts;i++) {
for(int j=0;j<3;j++) {
@@ -543,7 +546,7 @@ DVector<Face3> TriangleMesh::get_faces() const {
}
}
- w = DVector<Face3>::Write();
+ w = PoolVector<Face3>::Write();
return faces;
}
diff --git a/core/math/triangle_mesh.h b/core/math/triangle_mesh.h
index b5e8f79cde..65250c023d 100644
--- a/core/math/triangle_mesh.h
+++ b/core/math/triangle_mesh.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,7 +33,7 @@
#include "face3.h"
class TriangleMesh : public Reference {
- OBJ_TYPE( TriangleMesh, Reference);
+ GDCLASS( TriangleMesh, Reference);
struct Triangle {
@@ -41,12 +41,12 @@ class TriangleMesh : public Reference {
int indices[3];
};
- DVector<Triangle> triangles;
- DVector<Vector3> vertices;
+ PoolVector<Triangle> triangles;
+ PoolVector<Vector3> vertices;
struct BVH {
- AABB aabb;
+ Rect3 aabb;
Vector3 center; //used for sorting
int left;
int right;
@@ -79,7 +79,7 @@ class TriangleMesh : public Reference {
int _create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc);
- DVector<BVH> bvh;
+ PoolVector<BVH> bvh;
int max_depth;
bool valid;
@@ -88,11 +88,11 @@ public:
bool is_valid() const;
bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const;
bool intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const;
- Vector3 get_area_normal(const AABB& p_aabb) const;
- DVector<Face3> get_faces() const;
+ Vector3 get_area_normal(const Rect3& p_aabb) const;
+ PoolVector<Face3> get_faces() const;
- void create(const DVector<Vector3>& p_faces);
+ void create(const PoolVector<Vector3>& p_faces);
TriangleMesh();
};
diff --git a/core/math/triangulate.cpp b/core/math/triangulate.cpp
index 1f5d5ed6b3..128b6ca331 100644
--- a/core/math/triangulate.cpp
+++ b/core/math/triangulate.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -28,19 +28,19 @@
/*************************************************************************/
#include "triangulate.h"
-float Triangulate::get_area(const Vector<Vector2> &contour)
+real_t Triangulate::get_area(const Vector<Vector2> &contour)
{
int n = contour.size();
const Vector2 *c=&contour[0];
- float A=0.0f;
+ real_t A=0.0;
for(int p=n-1,q=0; q<n; p=q++)
{
A+= c[p].cross(c[q]);
}
- return A*0.5f;
+ return A*0.5;
}
/*
@@ -48,14 +48,14 @@ float Triangulate::get_area(const Vector<Vector2> &contour)
defined by A, B, C.
*/
-bool Triangulate::is_inside_triangle(float Ax, float Ay,
- float Bx, float By,
- float Cx, float Cy,
- float Px, float Py)
+bool Triangulate::is_inside_triangle(real_t Ax, real_t Ay,
+ real_t Bx, real_t By,
+ real_t Cx, real_t Cy,
+ real_t Px, real_t Py)
{
- float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
- float cCROSSap, bCROSScp, aCROSSbp;
+ real_t ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
+ real_t cCROSSap, bCROSScp, aCROSSbp;
ax = Cx - Bx; ay = Cy - By;
bx = Ax - Cx; by = Ay - Cy;
@@ -68,13 +68,13 @@ bool Triangulate::is_inside_triangle(float Ax, float Ay,
cCROSSap = cx*apy - cy*apx;
bCROSScp = bx*cpy - by*cpx;
- return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
+ return ((aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0));
};
-bool Triangulate::snip(const Vector<Vector2> &p_contour,int u,int v,int w,int n,int *V)
+bool Triangulate::snip(const Vector<Vector2> &p_contour,int u,int v,int w,int n,const Vector<int>& V)
{
int p;
- float Ax, Ay, Bx, By, Cx, Cy, Px, Py;
+ real_t Ax, Ay, Bx, By, Cx, Cy, Px, Py;
const Vector2 *contour=&p_contour[0];
Ax = contour[V[u]].x;
@@ -107,12 +107,12 @@ bool Triangulate::triangulate(const Vector<Vector2> &contour,Vector<int> &result
if ( n < 3 ) return false;
-
- int *V = (int*)alloca(sizeof(int)*n);
+ Vector<int> V;
+ V.resize(n);
/* we want a counter-clockwise polygon in V */
- if ( 0.0f < get_area(contour) )
+ if ( 0.0 < get_area(contour) )
for (int v=0; v<n; v++) V[v] = v;
else
for(int v=0; v<n; v++) V[v] = (n-1)-v;
@@ -122,7 +122,7 @@ bool Triangulate::triangulate(const Vector<Vector2> &contour,Vector<int> &result
/* remove nv-2 Vertices, creating 1 triangle every time */
int count = 2*nv; /* error detection */
- for(int m=0, v=nv-1; nv>2; )
+ for(int v=nv-1; nv>2; )
{
/* if we loop, it is probably a non-simple polygon */
if (0 >= (count--))
@@ -144,18 +144,10 @@ bool Triangulate::triangulate(const Vector<Vector2> &contour,Vector<int> &result
a = V[u]; b = V[v]; c = V[w];
/* output Triangle */
- /*
- result.push_back( contour[a] );
- result.push_back( contour[b] );
- result.push_back( contour[c] );
-*/
-
result.push_back( a );
result.push_back( b );
result.push_back( c );
- m++;
-
/* remove v from remaining polygon */
for(s=v,t=v+1;t<nv;s++,t++)
V[s] = V[t];
diff --git a/core/math/triangulate.h b/core/math/triangulate.h
index 7dcc91b2fd..ce77334519 100644
--- a/core/math/triangulate.h
+++ b/core/math/triangulate.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -45,18 +45,18 @@ public:
static bool triangulate(const Vector< Vector2 > &contour, Vector<int> &result);
// compute area of a contour/polygon
- static float get_area(const Vector< Vector2 > &contour);
+ static real_t get_area(const Vector< Vector2 > &contour);
// decide if point Px/Py is inside triangle defined by
// (Ax,Ay) (Bx,By) (Cx,Cy)
- static bool is_inside_triangle(float Ax, float Ay,
- float Bx, float By,
- float Cx, float Cy,
- float Px, float Py);
+ static bool is_inside_triangle(real_t Ax, real_t Ay,
+ real_t Bx, real_t By,
+ real_t Cx, real_t Cy,
+ real_t Px, real_t Py);
private:
- static bool snip(const Vector<Vector2> &p_contour,int u,int v,int w,int n,int *V);
+ static bool snip(const Vector<Vector2> &p_contour,int u,int v,int w,int n,const Vector<int>& V);
};
diff --git a/core/math/triangulator.cpp b/core/math/triangulator.cpp
index 8f82d76823..75b2b064c4 100644
--- a/core/math/triangulator.cpp
+++ b/core/math/triangulator.cpp
@@ -1128,7 +1128,7 @@ int TriangulatorPartition::MonotonePartition(List<TriangulatorPoly> *inpolys, Li
//this makes deleting existing edges much faster
Set<ScanLineEdge>::Element **edgeTreeIterators,*edgeIter;
edgeTreeIterators = new Set<ScanLineEdge>::Element*[maxnumvertices];
-// Pair<Set<ScanLineEdge>::Element*,bool> edgeTreeRet;
+ //Pair<Set<ScanLineEdge>::Element*,bool> edgeTreeRet;
for(i = 0; i<numvertices; i++) edgeTreeIterators[i] = NULL;
//for each vertex
diff --git a/core/math/vector3.cpp b/core/math/vector3.cpp
index fae3831dd6..2ab5fa0465 100644
--- a/core/math/vector3.cpp
+++ b/core/math/vector3.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,12 +30,12 @@
#include "matrix3.h"
-void Vector3::rotate(const Vector3& p_axis,float p_phi) {
+void Vector3::rotate(const Vector3& p_axis,real_t p_phi) {
- *this=Matrix3(p_axis,p_phi).xform(*this);
+ *this=Basis(p_axis,p_phi).xform(*this);
}
-Vector3 Vector3::rotated(const Vector3& p_axis,float p_phi) const {
+Vector3 Vector3::rotated(const Vector3& p_axis,real_t p_phi) const {
Vector3 r = *this;
r.rotate(p_axis,p_phi);
@@ -63,13 +63,13 @@ int Vector3::max_axis() const {
}
-void Vector3::snap(float p_val) {
+void Vector3::snap(real_t p_val) {
x=Math::stepify(x,p_val);
y=Math::stepify(y,p_val);
z=Math::stepify(z,p_val);
}
-Vector3 Vector3::snapped(float p_val) const {
+Vector3 Vector3::snapped(real_t p_val) const {
Vector3 v=*this;
v.snap(p_val);
@@ -77,7 +77,7 @@ Vector3 Vector3::snapped(float p_val) const {
}
-Vector3 Vector3::cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const {
+Vector3 Vector3::cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,real_t p_t) const {
Vector3 p0=p_pre_a;
Vector3 p1=*this;
@@ -87,9 +87,9 @@ Vector3 Vector3::cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, c
{
//normalize
- float ab = p0.distance_to(p1);
- float bc = p1.distance_to(p2);
- float cd = p2.distance_to(p3);
+ real_t ab = p0.distance_to(p1);
+ real_t bc = p1.distance_to(p2);
+ real_t cd = p2.distance_to(p3);
if (ab>0)
p0 = p1+(p0-p1)*(bc/ab);
@@ -98,41 +98,41 @@ Vector3 Vector3::cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, c
}
- float t = p_t;
- float t2 = t * t;
- float t3 = t2 * t;
+ real_t t = p_t;
+ real_t t2 = t * t;
+ real_t t3 = t2 * t;
Vector3 out;
- out = 0.5f * ( ( p1 * 2.0f) +
+ out = 0.5 * ( ( p1 * 2.0) +
( -p0 + p2 ) * t +
- ( 2.0f * p0 - 5.0f * p1 + 4 * p2 - p3 ) * t2 +
- ( -p0 + 3.0f * p1 - 3.0f * p2 + p3 ) * t3 );
+ ( 2.0 * p0 - 5.0 * p1 + 4 * p2 - p3 ) * t2 +
+ ( -p0 + 3.0 * p1 - 3.0 * p2 + p3 ) * t3 );
return out;
}
-Vector3 Vector3::cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const {
+Vector3 Vector3::cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,real_t p_t) const {
Vector3 p0=p_pre_a;
Vector3 p1=*this;
Vector3 p2=p_b;
Vector3 p3=p_post_b;
- float t = p_t;
- float t2 = t * t;
- float t3 = t2 * t;
+ real_t t = p_t;
+ real_t t2 = t * t;
+ real_t t3 = t2 * t;
Vector3 out;
- out = 0.5f * ( ( p1 * 2.0f) +
+ out = 0.5 * ( ( p1 * 2.0) +
( -p0 + p2 ) * t +
- ( 2.0f * p0 - 5.0f * p1 + 4 * p2 - p3 ) * t2 +
- ( -p0 + 3.0f * p1 - 3.0f * p2 + p3 ) * t3 );
+ ( 2.0 * p0 - 5.0 * p1 + 4 * p2 - p3 ) * t2 +
+ ( -p0 + 3.0 * p1 - 3.0 * p2 + p3 ) * t3 );
return out;
}
#if 0
-Vector3 Vector3::cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const {
+Vector3 Vector3::cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,real_t p_t) const {
Vector3 p0=p_pre_a;
Vector3 p1=*this;
@@ -141,9 +141,9 @@ Vector3 Vector3::cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, co
if (true) {
- float ab = p0.distance_to(p1);
- float bc = p1.distance_to(p2);
- float cd = p2.distance_to(p3);
+ real_t ab = p0.distance_to(p1);
+ real_t bc = p1.distance_to(p2);
+ real_t cd = p2.distance_to(p3);
//if (ab>bc) {
if (ab>0)
@@ -156,23 +156,23 @@ Vector3 Vector3::cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, co
//}
}
- float t = p_t;
- float t2 = t * t;
- float t3 = t2 * t;
+ real_t t = p_t;
+ real_t t2 = t * t;
+ real_t t3 = t2 * t;
Vector3 out;
- out.x = 0.5f * ( ( 2.0f * p1.x ) +
+ out.x = 0.5 * ( ( 2.0 * p1.x ) +
( -p0.x + p2.x ) * t +
- ( 2.0f * p0.x - 5.0f * p1.x + 4 * p2.x - p3.x ) * t2 +
- ( -p0.x + 3.0f * p1.x - 3.0f * p2.x + p3.x ) * t3 );
- out.y = 0.5f * ( ( 2.0f * p1.y ) +
+ ( 2.0 * p0.x - 5.0 * p1.x + 4 * p2.x - p3.x ) * t2 +
+ ( -p0.x + 3.0 * p1.x - 3.0 * p2.x + p3.x ) * t3 );
+ out.y = 0.5 * ( ( 2.0 * p1.y ) +
( -p0.y + p2.y ) * t +
- ( 2.0f * p0.y - 5.0f * p1.y + 4 * p2.y - p3.y ) * t2 +
- ( -p0.y + 3.0f * p1.y - 3.0f * p2.y + p3.y ) * t3 );
- out.z = 0.5f * ( ( 2.0f * p1.z ) +
+ ( 2.0 * p0.y - 5.0 * p1.y + 4 * p2.y - p3.y ) * t2 +
+ ( -p0.y + 3.0 * p1.y - 3.0 * p2.y + p3.y ) * t3 );
+ out.z = 0.5 * ( ( 2.0 * p1.z ) +
( -p0.z + p2.z ) * t +
- ( 2.0f * p0.z - 5.0f * p1.z + 4 * p2.z - p3.z ) * t2 +
- ( -p0.z + 3.0f * p1.z - 3.0f * p2.z + p3.z ) * t3 );
+ ( 2.0 * p0.z - 5.0 * p1.z + 4 * p2.z - p3.z ) * t2 +
+ ( -p0.z + 3.0 * p1.z - 3.0 * p2.z + p3.z ) * t3 );
return out;
}
# endif
diff --git a/core/math/vector3.h b/core/math/vector3.h
index 06840be5e7..a289f9bf4c 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -34,6 +34,7 @@
#include "math_funcs.h"
#include "ustring.h"
+class Basis;
struct Vector3 {
@@ -78,20 +79,22 @@ struct Vector3 {
_FORCE_INLINE_ void zero();
- void snap(float p_val);
- Vector3 snapped(float p_val) const;
+ void snap(real_t p_val);
+ Vector3 snapped(real_t p_val) const;
- void rotate(const Vector3& p_axis,float p_phi);
- Vector3 rotated(const Vector3& p_axis,float p_phi) const;
+ void rotate(const Vector3& p_axis,real_t p_phi);
+ Vector3 rotated(const Vector3& p_axis,real_t p_phi) const;
/* Static Methods between 2 vector3s */
- _FORCE_INLINE_ Vector3 linear_interpolate(const Vector3& p_b,float p_t) const;
- Vector3 cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const;
- Vector3 cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const;
+ _FORCE_INLINE_ Vector3 linear_interpolate(const Vector3& p_b,real_t p_t) const;
+ Vector3 cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,real_t p_t) const;
+ Vector3 cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,real_t p_t) const;
_FORCE_INLINE_ Vector3 cross(const Vector3& p_b) const;
_FORCE_INLINE_ real_t dot(const Vector3& p_b) const;
+ _FORCE_INLINE_ Basis outer(const Vector3& p_b) const;
+ _FORCE_INLINE_ Basis to_diagonal_matrix() const;
_FORCE_INLINE_ Vector3 abs() const;
_FORCE_INLINE_ Vector3 floor() const;
@@ -144,6 +147,8 @@ struct Vector3 {
#else
+#include "matrix3.h"
+
Vector3 Vector3::cross(const Vector3& p_b) const {
Vector3 ret (
@@ -160,6 +165,21 @@ real_t Vector3::dot(const Vector3& p_b) const {
return x*p_b.x + y*p_b.y + z*p_b.z;
}
+Basis Vector3::outer(const Vector3& p_b) const {
+
+ Vector3 row0(x*p_b.x, x*p_b.y, x*p_b.z);
+ Vector3 row1(y*p_b.x, y*p_b.y, y*p_b.z);
+ Vector3 row2(z*p_b.x, z*p_b.y, z*p_b.z);
+
+ return Basis(row0, row1, row2);
+}
+
+Basis Vector3::to_diagonal_matrix() const {
+ return Basis(x, 0, 0,
+ 0, y, 0,
+ 0, 0, z);
+}
+
Vector3 Vector3::abs() const {
return Vector3( Math::abs(x), Math::abs(y), Math::abs(z) );
@@ -175,7 +195,7 @@ Vector3 Vector3::ceil() const {
return Vector3( Math::ceil(x), Math::ceil(y), Math::ceil(z) );
}
-Vector3 Vector3::linear_interpolate(const Vector3& p_b,float p_t) const {
+Vector3 Vector3::linear_interpolate(const Vector3& p_b,real_t p_t) const {
return Vector3(
x+(p_t * (p_b.x-x)),
@@ -293,7 +313,6 @@ bool Vector3::operator==(const Vector3& p_v) const {
}
bool Vector3::operator!=(const Vector3& p_v) const {
-
return (x!=p_v.x || y!=p_v.y || z!=p_v.z);
}