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-rw-r--r--core/math/a_star.cpp10
-rw-r--r--core/math/a_star.h4
-rw-r--r--core/math/aabb.cpp4
-rw-r--r--core/math/aabb.h37
-rw-r--r--core/math/audio_frame.h7
-rw-r--r--core/math/basis.cpp14
-rw-r--r--core/math/basis.h4
-rw-r--r--core/math/camera_matrix.cpp28
-rw-r--r--core/math/camera_matrix.h7
-rw-r--r--core/math/color.cpp139
-rw-r--r--core/math/color.h32
-rw-r--r--core/math/color_names.inc2
-rw-r--r--core/math/delaunay_2d.h4
-rw-r--r--core/math/delaunay_3d.h4
-rw-r--r--core/math/disjoint_set.h4
-rw-r--r--core/math/dynamic_bvh.cpp431
-rw-r--r--core/math/dynamic_bvh.h468
-rw-r--r--core/math/expression.cpp6
-rw-r--r--core/math/expression.h4
-rw-r--r--core/math/face3.cpp4
-rw-r--r--core/math/face3.h4
-rw-r--r--core/math/geometry_2d.cpp28
-rw-r--r--core/math/geometry_2d.h15
-rw-r--r--core/math/geometry_3d.cpp27
-rw-r--r--core/math/geometry_3d.h37
-rw-r--r--core/math/math_defs.h14
-rw-r--r--core/math/math_fieldwise.cpp4
-rw-r--r--core/math/math_fieldwise.h4
-rw-r--r--core/math/math_funcs.cpp6
-rw-r--r--core/math/math_funcs.h35
-rw-r--r--core/math/octree.h22
-rw-r--r--core/math/plane.cpp4
-rw-r--r--core/math/plane.h4
-rw-r--r--core/math/quat.cpp111
-rw-r--r--core/math/quat.h23
-rw-r--r--core/math/quick_hull.cpp6
-rw-r--r--core/math/quick_hull.h4
-rw-r--r--core/math/random_number_generator.cpp4
-rw-r--r--core/math/random_number_generator.h4
-rw-r--r--core/math/random_pcg.cpp16
-rw-r--r--core/math/random_pcg.h4
-rw-r--r--core/math/rect2.cpp4
-rw-r--r--core/math/rect2.h60
-rw-r--r--core/math/transform.cpp4
-rw-r--r--core/math/transform.h12
-rw-r--r--core/math/transform_2d.cpp4
-rw-r--r--core/math/transform_2d.h4
-rw-r--r--core/math/triangle_mesh.cpp4
-rw-r--r--core/math/triangle_mesh.h4
-rw-r--r--core/math/triangulate.cpp6
-rw-r--r--core/math/triangulate.h4
-rw-r--r--core/math/vector2.cpp22
-rw-r--r--core/math/vector2.h36
-rw-r--r--core/math/vector3.cpp16
-rw-r--r--core/math/vector3.h36
-rw-r--r--core/math/vector3i.cpp4
-rw-r--r--core/math/vector3i.h4
57 files changed, 1384 insertions, 429 deletions
diff --git a/core/math/a_star.cpp b/core/math/a_star.cpp
index b4410acf7d..88e11a630c 100644
--- a/core/math/a_star.cpp
+++ b/core/math/a_star.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,7 +35,7 @@
#include "scene/scene_string_names.h"
int AStar::get_available_point_id() const {
- if (points.empty()) {
+ if (points.is_empty()) {
return 1;
}
@@ -341,7 +341,7 @@ bool AStar::_solve(Point *begin_point, Point *end_point) {
begin_point->f_score = _estimate_cost(begin_point->id, end_point->id);
open_list.push_back(begin_point);
- while (!open_list.empty()) {
+ while (!open_list.is_empty()) {
Point *p = open_list[0]; // The currently processed point
if (p == end_point) {
@@ -805,7 +805,7 @@ bool AStar2D::_solve(AStar::Point *begin_point, AStar::Point *end_point) {
begin_point->f_score = _estimate_cost(begin_point->id, end_point->id);
open_list.push_back(begin_point);
- while (!open_list.empty()) {
+ while (!open_list.is_empty()) {
AStar::Point *p = open_list[0]; // The currently processed point
if (p == end_point) {
diff --git a/core/math/a_star.h b/core/math/a_star.h
index 7cfa73f2c2..4c61abd91c 100644
--- a/core/math/a_star.h
+++ b/core/math/a_star.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/aabb.cpp b/core/math/aabb.cpp
index 08673d0dd1..2c721997d8 100644
--- a/core/math/aabb.cpp
+++ b/core/math/aabb.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/aabb.h b/core/math/aabb.h
index 45dcbc7f7f..e16246902a 100644
--- a/core/math/aabb.h
+++ b/core/math/aabb.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -107,6 +107,9 @@ public:
Variant intersects_segment_bind(const Vector3 &p_from, const Vector3 &p_to) const;
Variant intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const;
+ _FORCE_INLINE_ void quantize(real_t p_unit);
+ _FORCE_INLINE_ AABB quantized(real_t p_unit) const;
+
_FORCE_INLINE_ void set_end(const Vector3 &p_end) {
size = p_end - position;
}
@@ -190,9 +193,9 @@ Vector3 AABB::get_support(const Vector3 &p_normal) const {
Vector3 ofs = position + half_extents;
return Vector3(
- (p_normal.x > 0) ? -half_extents.x : half_extents.x,
- (p_normal.y > 0) ? -half_extents.y : half_extents.y,
- (p_normal.z > 0) ? -half_extents.z : half_extents.z) +
+ (p_normal.x > 0) ? half_extents.x : -half_extents.x,
+ (p_normal.y > 0) ? half_extents.y : -half_extents.y,
+ (p_normal.z > 0) ? half_extents.z : -half_extents.z) +
ofs;
}
@@ -427,4 +430,28 @@ void AABB::grow_by(real_t p_amount) {
size.z += 2.0 * p_amount;
}
+void AABB::quantize(real_t p_unit) {
+ size += position;
+
+ position.x -= Math::fposmodp(position.x, p_unit);
+ position.y -= Math::fposmodp(position.y, p_unit);
+ position.z -= Math::fposmodp(position.z, p_unit);
+
+ size.x -= Math::fposmodp(size.x, p_unit);
+ size.y -= Math::fposmodp(size.y, p_unit);
+ size.z -= Math::fposmodp(size.z, p_unit);
+
+ size.x += p_unit;
+ size.y += p_unit;
+ size.z += p_unit;
+
+ size -= position;
+}
+
+AABB AABB::quantized(real_t p_unit) const {
+ AABB ret = *this;
+ ret.quantize(p_unit);
+ return ret;
+}
+
#endif // AABB_H
diff --git a/core/math/audio_frame.h b/core/math/audio_frame.h
index 43d4a63cd3..a5616b8d79 100644
--- a/core/math/audio_frame.h
+++ b/core/math/audio_frame.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -47,6 +47,9 @@ static inline float undenormalise(volatile float f) {
return (v.i & 0x7f800000) < 0x08000000 ? 0.0f : f;
}
+static const float AUDIO_PEAK_OFFSET = 0.0000000001f;
+static const float AUDIO_MIN_PEAK_DB = -200.0f; // linear2db(AUDIO_PEAK_OFFSET)
+
struct AudioFrame {
//left and right samples
float l, r;
diff --git a/core/math/basis.cpp b/core/math/basis.cpp
index a64f29517d..cc2b7c6611 100644
--- a/core/math/basis.cpp
+++ b/core/math/basis.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -132,7 +132,7 @@ bool Basis::is_symmetric() const {
Basis Basis::diagonalize() {
//NOTE: only implemented for symmetric matrices
-//with the Jacobi iterative method method
+//with the Jacobi iterative method
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(!is_symmetric(), Basis());
#endif
@@ -317,7 +317,7 @@ Vector3 Basis::rotref_posscale_decomposition(Basis &rotref) const {
// 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
+// The main use of Basis is as Transform.basis, which is used by 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 {
@@ -790,8 +790,8 @@ Quat Basis::get_quat() const {
temp[2] = ((m.elements[1][0] - m.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);
+ (m.elements[1][1] < m.elements[2][2] ? 2 : 1) :
+ (m.elements[0][0] < m.elements[2][2] ? 2 : 0);
int j = (i + 1) % 3;
int k = (i + 2) % 3;
@@ -881,7 +881,7 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
if ((Math::abs(elements[1][0] - elements[0][1]) < epsilon) && (Math::abs(elements[2][0] - elements[0][2]) < epsilon) && (Math::abs(elements[2][1] - elements[1][2]) < epsilon)) {
// singularity found
// first check for identity matrix which must have +1 for all terms
- // in leading diagonaland zero in other terms
+ // in leading diagonal and zero in other terms
if ((Math::abs(elements[1][0] + elements[0][1]) < epsilon2) && (Math::abs(elements[2][0] + elements[0][2]) < epsilon2) && (Math::abs(elements[2][1] + elements[1][2]) < epsilon2) && (Math::abs(elements[0][0] + elements[1][1] + elements[2][2] - 3) < epsilon2)) {
// this singularity is identity matrix so angle = 0
r_axis = Vector3(0, 1, 0);
diff --git a/core/math/basis.h b/core/math/basis.h
index 4cb3d55200..56f6227313 100644
--- a/core/math/basis.h
+++ b/core/math/basis.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/camera_matrix.cpp b/core/math/camera_matrix.cpp
index 5e5efb6356..1066cf5e30 100644
--- a/core/math/camera_matrix.cpp
+++ b/core/math/camera_matrix.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -74,13 +74,22 @@ Plane CameraMatrix::xform4(const Plane &p_vec4) const {
return ret;
}
+void CameraMatrix::adjust_perspective_znear(real_t p_new_znear) {
+ real_t zfar = get_z_far();
+ real_t znear = p_new_znear;
+
+ real_t deltaZ = zfar - znear;
+ matrix[2][2] = -(zfar + znear) / deltaZ;
+ matrix[3][2] = -2 * znear * zfar / deltaZ;
+}
+
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);
}
real_t sine, cotangent, deltaZ;
- real_t radians = p_fovy_degrees / 2.0 * Math_PI / 180.0;
+ real_t radians = Math::deg2rad(p_fovy_degrees / 2.0);
deltaZ = p_z_far - p_z_near;
sine = Math::sin(radians);
@@ -107,7 +116,7 @@ void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_
real_t left, right, modeltranslation, ymax, xmax, frustumshift;
- ymax = p_z_near * tan(p_fovy_degrees * Math_PI / 360.0f);
+ ymax = p_z_near * tan(Math::deg2rad(p_fovy_degrees / 2.0));
xmax = ymax * p_aspect;
frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist;
@@ -655,6 +664,17 @@ real_t CameraMatrix::get_fov() const {
}
}
+float CameraMatrix::get_lod_multiplier() const {
+ if (is_orthogonal()) {
+ return get_viewport_half_extents().x;
+ } else {
+ float zn = get_z_near();
+ float width = get_viewport_half_extents().x * 2.0;
+ return 1.0 / (zn / width);
+ }
+
+ //usage is lod_size / (lod_distance * multiplier) < threshold
+}
void CameraMatrix::make_scale(const Vector3 &p_scale) {
set_identity();
matrix[0][0] = p_scale.x;
diff --git a/core/math/camera_matrix.h b/core/math/camera_matrix.h
index c5cdd98377..3f327d3bc4 100644
--- a/core/math/camera_matrix.h
+++ b/core/math/camera_matrix.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -59,6 +59,7 @@ struct CameraMatrix {
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);
void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
+ void adjust_perspective_znear(real_t p_new_znear);
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);
@@ -108,6 +109,8 @@ struct CameraMatrix {
return !(*this == p_cam);
}
+ float get_lod_multiplier() const;
+
CameraMatrix();
CameraMatrix(const Transform &p_transform);
~CameraMatrix();
diff --git a/core/math/color.cpp b/core/math/color.cpp
index 2afe14bd63..8affb07e8c 100644
--- a/core/math/color.cpp
+++ b/core/math/color.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -355,6 +355,23 @@ bool Color::html_is_valid(const String &p_color) {
}
Color Color::named(const String &p_name) {
+ int idx = find_named_color(p_name);
+ if (idx == -1) {
+ ERR_FAIL_V_MSG(Color(), "Invalid color name: " + p_name + ".");
+ return Color();
+ }
+ return get_named_color(idx);
+}
+
+Color Color::named(const String &p_name, const Color &p_default) {
+ int idx = find_named_color(p_name);
+ if (idx == -1) {
+ return p_default;
+ }
+ return get_named_color(idx);
+}
+
+int Color::find_named_color(const String &p_name) {
String name = p_name;
// Normalize name
name = name.replace(" ", "");
@@ -367,14 +384,12 @@ Color Color::named(const String &p_name) {
int idx = 0;
while (named_colors[idx].name != nullptr) {
if (name == named_colors[idx].name) {
- return named_colors[idx].color;
+ return idx;
}
idx++;
}
- ERR_FAIL_V_MSG(Color(), "Invalid color name: " + p_name + ".");
-
- return Color();
+ return -1;
}
int Color::get_named_color_count() {
@@ -384,13 +399,25 @@ int Color::get_named_color_count() {
}
return idx;
}
+
String Color::get_named_color_name(int p_idx) {
return named_colors[p_idx].name;
}
+
Color Color::get_named_color(int p_idx) {
return named_colors[p_idx].color;
}
+// For a version that errors on invalid values instead of returning
+// a default color, use the Color(String) constructor instead.
+Color Color::from_string(const String &p_string, const Color &p_default) {
+ if (html_is_valid(p_string)) {
+ return html(p_string);
+ } else {
+ return named(p_string, p_default);
+ }
+}
+
String _to_hex(float p_val) {
int v = Math::round(p_val * 255);
v = CLAMP(v, 0, 255);
@@ -425,56 +452,9 @@ String Color::to_html(bool p_alpha) const {
}
Color Color::from_hsv(float p_h, float p_s, float p_v, float p_a) const {
- p_h = Math::fmod(p_h * 360.0f, 360.0f);
- if (p_h < 0.0) {
- p_h += 360.0f;
- }
-
- const float h_ = p_h / 60.0f;
- const float c = p_v * p_s;
- const float x = c * (1.0f - Math::abs(Math::fmod(h_, 2.0f) - 1.0f));
- float r, g, b;
-
- switch ((int)h_) {
- case 0: {
- r = c;
- g = x;
- b = 0;
- } break;
- case 1: {
- r = x;
- g = c;
- b = 0;
- } break;
- case 2: {
- r = 0;
- g = c;
- b = x;
- } break;
- case 3: {
- r = 0;
- g = x;
- b = c;
- } break;
- case 4: {
- r = x;
- g = 0;
- b = c;
- } break;
- case 5: {
- r = c;
- g = 0;
- b = x;
- } break;
- default: {
- r = 0;
- g = 0;
- b = 0;
- } break;
- }
-
- const float m = p_v - c;
- return Color(m + r, m + g, m + b, p_a);
+ Color c;
+ c.set_hsv(p_h, p_s, p_v, p_a);
+ return c;
}
Color::operator String() const {
@@ -519,12 +499,12 @@ Color Color::operator*(const Color &p_color) const {
a * p_color.a);
}
-Color Color::operator*(real_t p_rvalue) const {
+Color Color::operator*(float p_scalar) const {
return Color(
- r * p_rvalue,
- g * p_rvalue,
- b * p_rvalue,
- a * p_rvalue);
+ r * p_scalar,
+ g * p_scalar,
+ b * p_scalar,
+ a * p_scalar);
}
void Color::operator*=(const Color &p_color) {
@@ -534,11 +514,11 @@ void Color::operator*=(const Color &p_color) {
a = a * p_color.a;
}
-void Color::operator*=(real_t p_rvalue) {
- r = r * p_rvalue;
- g = g * p_rvalue;
- b = b * p_rvalue;
- a = a * p_rvalue;
+void Color::operator*=(float p_scalar) {
+ r = r * p_scalar;
+ g = g * p_scalar;
+ b = b * p_scalar;
+ a = a * p_scalar;
}
Color Color::operator/(const Color &p_color) const {
@@ -549,12 +529,12 @@ Color Color::operator/(const Color &p_color) const {
a / p_color.a);
}
-Color Color::operator/(real_t p_rvalue) const {
+Color Color::operator/(float p_scalar) const {
return Color(
- r / p_rvalue,
- g / p_rvalue,
- b / p_rvalue,
- a / p_rvalue);
+ r / p_scalar,
+ g / p_scalar,
+ b / p_scalar,
+ a / p_scalar);
}
void Color::operator/=(const Color &p_color) {
@@ -564,18 +544,11 @@ void Color::operator/=(const Color &p_color) {
a = a / p_color.a;
}
-void Color::operator/=(real_t p_rvalue) {
- if (p_rvalue == 0) {
- r = 1.0;
- g = 1.0;
- b = 1.0;
- a = 1.0;
- } else {
- r = r / p_rvalue;
- g = g / p_rvalue;
- b = b / p_rvalue;
- a = a / p_rvalue;
- }
+void Color::operator/=(float p_scalar) {
+ r = r / p_scalar;
+ g = g / p_scalar;
+ b = b / p_scalar;
+ a = a / p_scalar;
}
Color Color::operator-() const {
diff --git a/core/math/color.h b/core/math/color.h
index b928ff8592..5eb8b1119a 100644
--- a/core/math/color.h
+++ b/core/math/color.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -78,14 +78,14 @@ struct Color {
void operator-=(const Color &p_color);
Color operator*(const Color &p_color) const;
- Color operator*(real_t p_rvalue) const;
+ Color operator*(float p_scalar) const;
void operator*=(const Color &p_color);
- void operator*=(real_t p_rvalue);
+ void operator*=(float p_scalar);
Color operator/(const Color &p_color) const;
- Color operator/(real_t p_rvalue) const;
+ Color operator/(float p_scalar) const;
void operator/=(const Color &p_color);
- void operator/=(real_t p_rvalue);
+ void operator/=(float p_scalar);
bool is_equal_approx(const Color &p_color) const;
@@ -182,9 +182,12 @@ struct Color {
static Color html(const String &p_rgba);
static bool html_is_valid(const String &p_color);
static Color named(const String &p_name);
+ static Color named(const String &p_name, const Color &p_default);
+ static int find_named_color(const String &p_name);
static int get_named_color_count();
static String get_named_color_name(int p_idx);
static Color get_named_color(int p_idx);
+ static Color from_string(const String &p_string, const Color &p_default);
String to_html(bool p_alpha = true) const;
Color from_hsv(float p_h, float p_s, float p_v, float p_a) const;
static Color from_rgbe9995(uint32_t p_rgbe);
@@ -238,6 +241,19 @@ struct Color {
b = p_c.b;
a = p_a;
}
+
+ Color(const String &p_code) {
+ if (html_is_valid(p_code)) {
+ *this = html(p_code);
+ } else {
+ *this = named(p_code);
+ }
+ }
+
+ Color(const String &p_code, float p_a) {
+ *this = Color(p_code);
+ a = p_a;
+ }
};
bool Color::operator<(const Color &p_color) const {
@@ -256,8 +272,8 @@ bool Color::operator<(const Color &p_color) const {
}
}
-_FORCE_INLINE_ Color operator*(real_t p_real, const Color &p_color) {
- return p_color * p_real;
+_FORCE_INLINE_ Color operator*(float p_scalar, const Color &p_color) {
+ return p_color * p_scalar;
}
#endif // COLOR_H
diff --git a/core/math/color_names.inc b/core/math/color_names.inc
index 523c7e3c59..e5b935ea9c 100644
--- a/core/math/color_names.inc
+++ b/core/math/color_names.inc
@@ -156,5 +156,5 @@ static NamedColor named_colors[] = {
{ "whitesmoke", Color(0.96, 0.96, 0.96) },
{ "yellow", Color(1.00, 1.00, 0.00) },
{ "yellowgreen", Color(0.60, 0.80, 0.20) },
- { nullptr, Color(0.60, 0.80, 0.20) },
+ { nullptr, Color() },
};
diff --git a/core/math/delaunay_2d.h b/core/math/delaunay_2d.h
index d637671686..95064e5700 100644
--- a/core/math/delaunay_2d.h
+++ b/core/math/delaunay_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/delaunay_3d.h b/core/math/delaunay_3d.h
index ea8655cfff..25cc1125db 100644
--- a/core/math/delaunay_3d.h
+++ b/core/math/delaunay_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/disjoint_set.h b/core/math/disjoint_set.h
index 51b9ce81af..b155412f64 100644
--- a/core/math/disjoint_set.h
+++ b/core/math/disjoint_set.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/dynamic_bvh.cpp b/core/math/dynamic_bvh.cpp
new file mode 100644
index 0000000000..4639a52278
--- /dev/null
+++ b/core/math/dynamic_bvh.cpp
@@ -0,0 +1,431 @@
+/*************************************************************************/
+/* dynamic_bvh.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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 "dynamic_bvh.h"
+
+void DynamicBVH::_delete_node(Node *p_node) {
+ node_allocator.free(p_node);
+}
+
+void DynamicBVH::_recurse_delete_node(Node *p_node) {
+ if (!p_node->is_leaf()) {
+ _recurse_delete_node(p_node->childs[0]);
+ _recurse_delete_node(p_node->childs[1]);
+ }
+ if (p_node == bvh_root) {
+ bvh_root = nullptr;
+ }
+ _delete_node(p_node);
+}
+
+DynamicBVH::Node *DynamicBVH::_create_node(Node *p_parent, void *p_data) {
+ Node *node = node_allocator.alloc();
+ node->parent = p_parent;
+ node->data = p_data;
+ return (node);
+}
+
+DynamicBVH::Node *DynamicBVH::_create_node_with_volume(Node *p_parent, const Volume &p_volume, void *p_data) {
+ Node *node = _create_node(p_parent, p_data);
+ node->volume = p_volume;
+ return node;
+}
+
+void DynamicBVH::_insert_leaf(Node *p_root, Node *p_leaf) {
+ if (!bvh_root) {
+ bvh_root = p_leaf;
+ p_leaf->parent = 0;
+ } else {
+ if (!p_root->is_leaf()) {
+ do {
+ p_root = p_root->childs[p_leaf->volume.select_by_proximity(
+ p_root->childs[0]->volume,
+ p_root->childs[1]->volume)];
+ } while (!p_root->is_leaf());
+ }
+ Node *prev = p_root->parent;
+ Node *node = _create_node_with_volume(prev, p_leaf->volume.merge(p_root->volume), 0);
+ if (prev) {
+ prev->childs[p_root->get_index_in_parent()] = node;
+ node->childs[0] = p_root;
+ p_root->parent = node;
+ node->childs[1] = p_leaf;
+ p_leaf->parent = node;
+ do {
+ if (!prev->volume.contains(node->volume)) {
+ prev->volume = prev->childs[0]->volume.merge(prev->childs[1]->volume);
+ } else {
+ break;
+ }
+ node = prev;
+ } while (0 != (prev = node->parent));
+ } else {
+ node->childs[0] = p_root;
+ p_root->parent = node;
+ node->childs[1] = p_leaf;
+ p_leaf->parent = node;
+ bvh_root = node;
+ }
+ }
+}
+
+DynamicBVH::Node *DynamicBVH::_remove_leaf(Node *leaf) {
+ if (leaf == bvh_root) {
+ bvh_root = 0;
+ return (0);
+ } else {
+ Node *parent = leaf->parent;
+ Node *prev = parent->parent;
+ Node *sibling = parent->childs[1 - leaf->get_index_in_parent()];
+ if (prev) {
+ prev->childs[parent->get_index_in_parent()] = sibling;
+ sibling->parent = prev;
+ _delete_node(parent);
+ while (prev) {
+ const Volume pb = prev->volume;
+ prev->volume = prev->childs[0]->volume.merge(prev->childs[1]->volume);
+ if (pb.is_not_equal_to(prev->volume)) {
+ prev = prev->parent;
+ } else
+ break;
+ }
+ return (prev ? prev : bvh_root);
+ } else {
+ bvh_root = sibling;
+ sibling->parent = 0;
+ _delete_node(parent);
+ return (bvh_root);
+ }
+ }
+}
+
+void DynamicBVH::_fetch_leaves(Node *p_root, LocalVector<Node *> &r_leaves, int p_depth) {
+ if (p_root->is_internal() && p_depth) {
+ _fetch_leaves(p_root->childs[0], r_leaves, p_depth - 1);
+ _fetch_leaves(p_root->childs[1], r_leaves, p_depth - 1);
+ _delete_node(p_root);
+ } else {
+ r_leaves.push_back(p_root);
+ }
+}
+
+// Partitions leaves such that leaves[0, n) are on the
+// left of axis, and leaves[n, count) are on the right
+// of axis. returns N.
+int DynamicBVH::_split(Node **leaves, int p_count, const Vector3 &p_org, const Vector3 &p_axis) {
+ int begin = 0;
+ int end = p_count;
+ for (;;) {
+ while (begin != end && leaves[begin]->is_left_of_axis(p_org, p_axis)) {
+ ++begin;
+ }
+
+ if (begin == end) {
+ break;
+ }
+
+ while (begin != end && !leaves[end - 1]->is_left_of_axis(p_org, p_axis)) {
+ --end;
+ }
+
+ if (begin == end) {
+ break;
+ }
+
+ // swap out of place nodes
+ --end;
+ Node *temp = leaves[begin];
+ leaves[begin] = leaves[end];
+ leaves[end] = temp;
+ ++begin;
+ }
+
+ return begin;
+}
+
+DynamicBVH::Volume DynamicBVH::_bounds(Node **leaves, int p_count) {
+ Volume volume = leaves[0]->volume;
+ for (int i = 1, ni = p_count; i < ni; ++i) {
+ volume = volume.merge(leaves[i]->volume);
+ }
+ return (volume);
+}
+
+void DynamicBVH::_bottom_up(Node **leaves, int p_count) {
+ while (p_count > 1) {
+ real_t minsize = Math_INF;
+ int minidx[2] = { -1, -1 };
+ for (int i = 0; i < p_count; ++i) {
+ for (int j = i + 1; j < p_count; ++j) {
+ const real_t sz = leaves[i]->volume.merge(leaves[j]->volume).get_size();
+ if (sz < minsize) {
+ minsize = sz;
+ minidx[0] = i;
+ minidx[1] = j;
+ }
+ }
+ }
+ Node *n[] = { leaves[minidx[0]], leaves[minidx[1]] };
+ Node *p = _create_node_with_volume(nullptr, n[0]->volume.merge(n[1]->volume), nullptr);
+ p->childs[0] = n[0];
+ p->childs[1] = n[1];
+ n[0]->parent = p;
+ n[1]->parent = p;
+ leaves[minidx[0]] = p;
+ leaves[minidx[1]] = leaves[p_count - 1];
+ --p_count;
+ }
+}
+
+DynamicBVH::Node *DynamicBVH::_top_down(Node **leaves, int p_count, int p_bu_threshold) {
+ static const Vector3 axis[] = { Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1) };
+
+ ERR_FAIL_COND_V(p_bu_threshold <= 1, nullptr);
+ if (p_count > 1) {
+ if (p_count > p_bu_threshold) {
+ const Volume vol = _bounds(leaves, p_count);
+ const Vector3 org = vol.get_center();
+ int partition;
+ int bestaxis = -1;
+ int bestmidp = p_count;
+ int splitcount[3][2] = { { 0, 0 }, { 0, 0 }, { 0, 0 } };
+ int i;
+ for (i = 0; i < p_count; ++i) {
+ const Vector3 x = leaves[i]->volume.get_center() - org;
+ for (int j = 0; j < 3; ++j) {
+ ++splitcount[j][x.dot(axis[j]) > 0 ? 1 : 0];
+ }
+ }
+ for (i = 0; i < 3; ++i) {
+ if ((splitcount[i][0] > 0) && (splitcount[i][1] > 0)) {
+ const int midp = (int)Math::abs(real_t(splitcount[i][0] - splitcount[i][1]));
+ if (midp < bestmidp) {
+ bestaxis = i;
+ bestmidp = midp;
+ }
+ }
+ }
+ if (bestaxis >= 0) {
+ partition = _split(leaves, p_count, org, axis[bestaxis]);
+ ERR_FAIL_COND_V(partition == 0 || partition == p_count, nullptr);
+ } else {
+ partition = p_count / 2 + 1;
+ }
+
+ Node *node = _create_node_with_volume(nullptr, vol, nullptr);
+ node->childs[0] = _top_down(&leaves[0], partition, p_bu_threshold);
+ node->childs[1] = _top_down(&leaves[partition], p_count - partition, p_bu_threshold);
+ node->childs[0]->parent = node;
+ node->childs[1]->parent = node;
+ return (node);
+ } else {
+ _bottom_up(leaves, p_count);
+ return (leaves[0]);
+ }
+ }
+ return (leaves[0]);
+}
+
+DynamicBVH::Node *DynamicBVH::_node_sort(Node *n, Node *&r) {
+ Node *p = n->parent;
+ ERR_FAIL_COND_V(!n->is_internal(), nullptr);
+ if (p > n) {
+ const int i = n->get_index_in_parent();
+ const int j = 1 - i;
+ Node *s = p->childs[j];
+ Node *q = p->parent;
+ ERR_FAIL_COND_V(n != p->childs[i], nullptr);
+ if (q)
+ q->childs[p->get_index_in_parent()] = n;
+ else
+ r = n;
+ s->parent = n;
+ p->parent = n;
+ n->parent = q;
+ p->childs[0] = n->childs[0];
+ p->childs[1] = n->childs[1];
+ n->childs[0]->parent = p;
+ n->childs[1]->parent = p;
+ n->childs[i] = p;
+ n->childs[j] = s;
+ SWAP(p->volume, n->volume);
+ return (p);
+ }
+ return (n);
+}
+
+void DynamicBVH::clear() {
+ if (bvh_root) {
+ _recurse_delete_node(bvh_root);
+ }
+ lkhd = -1;
+ opath = 0;
+}
+
+void DynamicBVH::optimize_bottom_up() {
+ if (bvh_root) {
+ LocalVector<Node *> leaves;
+ _fetch_leaves(bvh_root, leaves);
+ _bottom_up(&leaves[0], leaves.size());
+ bvh_root = leaves[0];
+ }
+}
+
+void DynamicBVH::optimize_top_down(int bu_threshold) {
+ if (bvh_root) {
+ LocalVector<Node *> leaves;
+ _fetch_leaves(bvh_root, leaves);
+ bvh_root = _top_down(&leaves[0], leaves.size(), bu_threshold);
+ }
+}
+
+void DynamicBVH::optimize_incremental(int passes) {
+ if (passes < 0)
+ passes = total_leaves;
+ if (bvh_root && (passes > 0)) {
+ do {
+ Node *node = bvh_root;
+ unsigned bit = 0;
+ while (node->is_internal()) {
+ node = _node_sort(node, bvh_root)->childs[(opath >> bit) & 1];
+ bit = (bit + 1) & (sizeof(unsigned) * 8 - 1);
+ }
+ _update(node);
+ ++opath;
+ } while (--passes);
+ }
+}
+
+DynamicBVH::ID DynamicBVH::insert(const AABB &p_box, void *p_userdata) {
+ Volume volume;
+ volume.min = p_box.position;
+ volume.max = p_box.position + p_box.size;
+
+ Node *leaf = _create_node_with_volume(nullptr, volume, p_userdata);
+ _insert_leaf(bvh_root, leaf);
+ ++total_leaves;
+
+ ID id;
+ id.node = leaf;
+
+ return id;
+}
+
+void DynamicBVH::_update(Node *leaf, int lookahead) {
+ Node *root = _remove_leaf(leaf);
+ if (root) {
+ if (lookahead >= 0) {
+ for (int i = 0; (i < lookahead) && root->parent; ++i) {
+ root = root->parent;
+ }
+ } else
+ root = bvh_root;
+ }
+ _insert_leaf(root, leaf);
+}
+
+bool DynamicBVH::update(const ID &p_id, const AABB &p_box) {
+ ERR_FAIL_COND_V(!p_id.is_valid(), false);
+ Node *leaf = p_id.node;
+
+ Volume volume;
+ volume.min = p_box.position;
+ volume.max = p_box.position + p_box.size;
+
+ if (leaf->volume.min.is_equal_approx(volume.min) && leaf->volume.max.is_equal_approx(volume.max)) {
+ // noop
+ return false;
+ }
+
+ Node *base = _remove_leaf(leaf);
+ if (base) {
+ if (lkhd >= 0) {
+ for (int i = 0; (i < lkhd) && base->parent; ++i) {
+ base = base->parent;
+ }
+ } else
+ base = bvh_root;
+ }
+ leaf->volume = volume;
+ _insert_leaf(base, leaf);
+ return true;
+}
+
+void DynamicBVH::remove(const ID &p_id) {
+ ERR_FAIL_COND(!p_id.is_valid());
+ Node *leaf = p_id.node;
+ _remove_leaf(leaf);
+ _delete_node(leaf);
+ --total_leaves;
+}
+
+void DynamicBVH::_extract_leaves(Node *p_node, List<ID> *r_elements) {
+ if (p_node->is_internal()) {
+ _extract_leaves(p_node->childs[0], r_elements);
+ _extract_leaves(p_node->childs[1], r_elements);
+ } else {
+ ID id;
+ id.node = p_node;
+ r_elements->push_back(id);
+ }
+}
+
+void DynamicBVH::set_index(uint32_t p_index) {
+ ERR_FAIL_COND(bvh_root != nullptr);
+ index = p_index;
+}
+
+uint32_t DynamicBVH::get_index() const {
+ return index;
+}
+
+void DynamicBVH::get_elements(List<ID> *r_elements) {
+ if (bvh_root) {
+ _extract_leaves(bvh_root, r_elements);
+ }
+}
+
+int DynamicBVH::get_leaf_count() const {
+ return total_leaves;
+}
+int DynamicBVH::get_max_depth() const {
+ if (bvh_root) {
+ int depth = 1;
+ int max_depth = 0;
+ bvh_root->get_max_depth(depth, max_depth);
+ return max_depth;
+ } else {
+ return 0;
+ }
+}
+
+DynamicBVH::~DynamicBVH() {
+ clear();
+}
diff --git a/core/math/dynamic_bvh.h b/core/math/dynamic_bvh.h
new file mode 100644
index 0000000000..c71db2d24d
--- /dev/null
+++ b/core/math/dynamic_bvh.h
@@ -0,0 +1,468 @@
+/*************************************************************************/
+/* dynamic_bvh.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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 DYNAMICBVH_H
+#define DYNAMICBVH_H
+
+#include "core/math/aabb.h"
+#include "core/templates/list.h"
+#include "core/templates/local_vector.h"
+#include "core/templates/paged_allocator.h"
+#include "core/typedefs.h"
+
+// Based on bullet Dbvh
+
+/*
+Bullet Continuous Collision Detection and Physics Library
+Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org
+
+This software is provided 'as-is', without any express or implied warranty.
+In no event will the authors be held liable for any damages arising from the use of this software.
+Permission is granted to anyone to use this software for any purpose,
+including commercial applications, and to alter it and redistribute it freely,
+subject to the following restrictions:
+
+1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
+2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
+3. This notice may not be removed or altered from any source distribution.
+*/
+
+///DynamicBVH implementation by Nathanael Presson
+// The DynamicBVH class implements a fast dynamic bounding volume tree based on axis aligned bounding boxes (aabb tree).
+
+class DynamicBVH {
+ struct Node;
+
+public:
+ struct ID {
+ Node *node = nullptr;
+
+ public:
+ _FORCE_INLINE_ bool is_valid() const { return node != nullptr; }
+ };
+
+private:
+ struct Volume {
+ Vector3 min, max;
+
+ _FORCE_INLINE_ Vector3 get_center() const { return ((min + max) / 2); }
+ _FORCE_INLINE_ Vector3 get_length() const { return (max - min); }
+
+ _FORCE_INLINE_ bool contains(const Volume &a) const {
+ return ((min.x <= a.min.x) &&
+ (min.y <= a.min.y) &&
+ (min.z <= a.min.z) &&
+ (max.x >= a.max.x) &&
+ (max.y >= a.max.y) &&
+ (max.z >= a.max.z));
+ }
+
+ _FORCE_INLINE_ Volume merge(const Volume &b) const {
+ Volume r;
+ for (int i = 0; i < 3; ++i) {
+ if (min[i] < b.min[i])
+ r.min[i] = min[i];
+ else
+ r.min[i] = b.min[i];
+ if (max[i] > b.max[i])
+ r.max[i] = max[i];
+ else
+ r.max[i] = b.max[i];
+ }
+ return r;
+ }
+
+ _FORCE_INLINE_ real_t get_size() const {
+ const Vector3 edges = get_length();
+ return (edges.x * edges.y * edges.z +
+ edges.x + edges.y + edges.z);
+ }
+
+ _FORCE_INLINE_ bool is_not_equal_to(const Volume &b) const {
+ return ((min.x != b.min.x) ||
+ (min.y != b.min.y) ||
+ (min.z != b.min.z) ||
+ (max.x != b.max.x) ||
+ (max.y != b.max.y) ||
+ (max.z != b.max.z));
+ }
+
+ _FORCE_INLINE_ real_t get_proximity_to(const Volume &b) const {
+ const Vector3 d = (min + max) - (b.min + b.max);
+ return (Math::abs(d.x) + Math::abs(d.y) + Math::abs(d.z));
+ }
+
+ _FORCE_INLINE_ int select_by_proximity(const Volume &a, const Volume &b) const {
+ return (get_proximity_to(a) < get_proximity_to(b) ? 0 : 1);
+ }
+
+ //
+ _FORCE_INLINE_ bool intersects(const Volume &b) const {
+ return ((min.x <= b.max.x) &&
+ (max.x >= b.min.x) &&
+ (min.y <= b.max.y) &&
+ (max.y >= b.min.y) &&
+ (min.z <= b.max.z) &&
+ (max.z >= b.min.z));
+ }
+
+ _FORCE_INLINE_ bool intersects_convex(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
+ Vector3 half_extents = (max - min) * 0.5;
+ Vector3 ofs = min + half_extents;
+
+ for (int i = 0; i < p_plane_count; i++) {
+ const Plane &p = p_planes[i];
+ Vector3 point(
+ (p.normal.x > 0) ? -half_extents.x : half_extents.x,
+ (p.normal.y > 0) ? -half_extents.y : half_extents.y,
+ (p.normal.z > 0) ? -half_extents.z : half_extents.z);
+ point += ofs;
+ if (p.is_point_over(point)) {
+ return false;
+ }
+ }
+
+ // Make sure all points in the shape aren't fully separated from the AABB on
+ // each axis.
+ int bad_point_counts_positive[3] = { 0 };
+ int bad_point_counts_negative[3] = { 0 };
+
+ for (int k = 0; k < 3; k++) {
+ for (int i = 0; i < p_point_count; i++) {
+ if (p_points[i].coord[k] > ofs.coord[k] + half_extents.coord[k]) {
+ bad_point_counts_positive[k]++;
+ }
+ if (p_points[i].coord[k] < ofs.coord[k] - half_extents.coord[k]) {
+ bad_point_counts_negative[k]++;
+ }
+ }
+
+ if (bad_point_counts_negative[k] == p_point_count) {
+ return false;
+ }
+ if (bad_point_counts_positive[k] == p_point_count) {
+ return false;
+ }
+ }
+
+ return true;
+ }
+ };
+
+ struct Node {
+ Volume volume;
+ Node *parent = nullptr;
+ union {
+ Node *childs[2];
+ void *data;
+ };
+
+ _FORCE_INLINE_ bool is_leaf() const { return childs[1] == nullptr; }
+ _FORCE_INLINE_ bool is_internal() const { return (!is_leaf()); }
+
+ _FORCE_INLINE_ int get_index_in_parent() const {
+ ERR_FAIL_COND_V(!parent, 0);
+ return (parent->childs[1] == this) ? 1 : 0;
+ }
+ void get_max_depth(int depth, int &maxdepth) {
+ if (is_internal()) {
+ childs[0]->get_max_depth(depth + 1, maxdepth);
+ childs[1]->get_max_depth(depth + 1, maxdepth);
+ } else {
+ maxdepth = MAX(maxdepth, depth);
+ }
+ }
+
+ //
+ int count_leaves() const {
+ if (is_internal())
+ return childs[0]->count_leaves() + childs[1]->count_leaves();
+ else
+ return (1);
+ }
+
+ bool is_left_of_axis(const Vector3 &org, const Vector3 &axis) const {
+ return axis.dot(volume.get_center() - org) <= 0;
+ }
+
+ Node() {
+ childs[0] = nullptr;
+ childs[1] = nullptr;
+ }
+ };
+
+ PagedAllocator<Node> node_allocator;
+ // Fields
+ Node *bvh_root = nullptr;
+ int lkhd = -1;
+ int total_leaves = 0;
+ uint32_t opath = 0;
+ uint32_t index = 0;
+
+ enum {
+ ALLOCA_STACK_SIZE = 128
+ };
+
+ _FORCE_INLINE_ void _delete_node(Node *p_node);
+ void _recurse_delete_node(Node *p_node);
+ _FORCE_INLINE_ Node *_create_node(Node *p_parent, void *p_data);
+ _FORCE_INLINE_ DynamicBVH::Node *_create_node_with_volume(Node *p_parent, const Volume &p_volume, void *p_data);
+ _FORCE_INLINE_ void _insert_leaf(Node *p_root, Node *p_leaf);
+ _FORCE_INLINE_ Node *_remove_leaf(Node *leaf);
+ void _fetch_leaves(Node *p_root, LocalVector<Node *> &r_leaves, int p_depth = -1);
+ static int _split(Node **leaves, int p_count, const Vector3 &p_org, const Vector3 &p_axis);
+ static Volume _bounds(Node **leaves, int p_count);
+ void _bottom_up(Node **leaves, int p_count);
+ Node *_top_down(Node **leaves, int p_count, int p_bu_threshold);
+ Node *_node_sort(Node *n, Node *&r);
+
+ _FORCE_INLINE_ void _update(Node *leaf, int lookahead = -1);
+
+ void _extract_leaves(Node *p_node, List<ID> *r_elements);
+
+ _FORCE_INLINE_ bool _ray_aabb(const Vector3 &rayFrom, const Vector3 &rayInvDirection, const unsigned int raySign[3], const Vector3 bounds[2], real_t &tmin, real_t lambda_min, real_t lambda_max) {
+ real_t tmax, tymin, tymax, tzmin, tzmax;
+ tmin = (bounds[raySign[0]].x - rayFrom.x) * rayInvDirection.x;
+ tmax = (bounds[1 - raySign[0]].x - rayFrom.x) * rayInvDirection.x;
+ tymin = (bounds[raySign[1]].y - rayFrom.y) * rayInvDirection.y;
+ tymax = (bounds[1 - raySign[1]].y - rayFrom.y) * rayInvDirection.y;
+
+ if ((tmin > tymax) || (tymin > tmax))
+ return false;
+
+ if (tymin > tmin)
+ tmin = tymin;
+
+ if (tymax < tmax)
+ tmax = tymax;
+
+ tzmin = (bounds[raySign[2]].z - rayFrom.z) * rayInvDirection.z;
+ tzmax = (bounds[1 - raySign[2]].z - rayFrom.z) * rayInvDirection.z;
+
+ if ((tmin > tzmax) || (tzmin > tmax))
+ return false;
+ if (tzmin > tmin)
+ tmin = tzmin;
+ if (tzmax < tmax)
+ tmax = tzmax;
+ return ((tmin < lambda_max) && (tmax > lambda_min));
+ }
+
+public:
+ // Methods
+ void clear();
+ bool is_empty() const { return (0 == bvh_root); }
+ void optimize_bottom_up();
+ void optimize_top_down(int bu_threshold = 128);
+ void optimize_incremental(int passes);
+ ID insert(const AABB &p_box, void *p_userdata);
+ bool update(const ID &p_id, const AABB &p_box);
+ void remove(const ID &p_id);
+ void get_elements(List<ID> *r_elements);
+
+ int get_leaf_count() const;
+ int get_max_depth() const;
+
+ /* Discouraged, but works as a reference on how it must be used */
+ struct DefaultQueryResult {
+ virtual bool operator()(void *p_data) = 0; //return true whether you want to continue the query
+ virtual ~DefaultQueryResult() {}
+ };
+
+ template <class QueryResult>
+ _FORCE_INLINE_ void aabb_query(const AABB &p_aabb, QueryResult &r_result);
+ template <class QueryResult>
+ _FORCE_INLINE_ void convex_query(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, QueryResult &r_result);
+ template <class QueryResult>
+ _FORCE_INLINE_ void ray_query(const Vector3 &p_from, const Vector3 &p_to, QueryResult &r_result);
+
+ void set_index(uint32_t p_index);
+ uint32_t get_index() const;
+
+ ~DynamicBVH();
+};
+
+template <class QueryResult>
+void DynamicBVH::aabb_query(const AABB &p_box, QueryResult &r_result) {
+ if (!bvh_root) {
+ return;
+ }
+
+ Volume volume;
+ volume.min = p_box.position;
+ volume.max = p_box.position + p_box.size;
+
+ const Node **stack = (const Node **)alloca(ALLOCA_STACK_SIZE * sizeof(const Node *));
+ stack[0] = bvh_root;
+ int32_t depth = 1;
+ int32_t threshold = ALLOCA_STACK_SIZE - 2;
+
+ LocalVector<const Node *> aux_stack; //only used in rare occasions when you run out of alloca memory because tree is too unbalanced. Should correct itself over time.
+
+ do {
+ depth--;
+ const Node *n = stack[depth];
+ if (n->volume.intersects(volume)) {
+ if (n->is_internal()) {
+ if (depth > threshold) {
+ if (aux_stack.is_empty()) {
+ aux_stack.resize(ALLOCA_STACK_SIZE * 2);
+ copymem(aux_stack.ptr(), stack, ALLOCA_STACK_SIZE * sizeof(const Node *));
+ } else {
+ aux_stack.resize(aux_stack.size() * 2);
+ }
+ stack = aux_stack.ptr();
+ threshold = aux_stack.size() - 2;
+ }
+ stack[depth++] = n->childs[0];
+ stack[depth++] = n->childs[1];
+ } else {
+ if (r_result(n->data)) {
+ return;
+ }
+ }
+ }
+ } while (depth > 0);
+}
+
+template <class QueryResult>
+void DynamicBVH::convex_query(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, QueryResult &r_result) {
+ if (!bvh_root) {
+ return;
+ }
+
+ //generate a volume anyway to improve pre-testing
+ Volume volume;
+ for (int i = 0; i < p_point_count; i++) {
+ if (i == 0) {
+ volume.min = p_points[0];
+ volume.max = p_points[0];
+ } else {
+ volume.min.x = MIN(volume.min.x, p_points[i].x);
+ volume.min.y = MIN(volume.min.y, p_points[i].y);
+ volume.min.z = MIN(volume.min.z, p_points[i].z);
+
+ volume.max.x = MAX(volume.max.x, p_points[i].x);
+ volume.max.y = MAX(volume.max.y, p_points[i].y);
+ volume.max.z = MAX(volume.max.z, p_points[i].z);
+ }
+ }
+
+ const Node **stack = (const Node **)alloca(ALLOCA_STACK_SIZE * sizeof(const Node *));
+ stack[0] = bvh_root;
+ int32_t depth = 1;
+ int32_t threshold = ALLOCA_STACK_SIZE - 2;
+
+ LocalVector<const Node *> aux_stack; //only used in rare occasions when you run out of alloca memory because tree is too unbalanced. Should correct itself over time.
+
+ do {
+ depth--;
+ const Node *n = stack[depth];
+ if (n->volume.intersects(volume) && n->volume.intersects_convex(p_planes, p_plane_count, p_points, p_point_count)) {
+ if (n->is_internal()) {
+ if (depth > threshold) {
+ if (aux_stack.is_empty()) {
+ aux_stack.resize(ALLOCA_STACK_SIZE * 2);
+ copymem(aux_stack.ptr(), stack, ALLOCA_STACK_SIZE * sizeof(const Node *));
+ } else {
+ aux_stack.resize(aux_stack.size() * 2);
+ }
+ stack = aux_stack.ptr();
+ threshold = aux_stack.size() - 2;
+ }
+ stack[depth++] = n->childs[0];
+ stack[depth++] = n->childs[1];
+ } else {
+ if (r_result(n->data)) {
+ return;
+ }
+ }
+ }
+ } while (depth > 0);
+}
+template <class QueryResult>
+void DynamicBVH::ray_query(const Vector3 &p_from, const Vector3 &p_to, QueryResult &r_result) {
+ if (!bvh_root) {
+ return;
+ }
+
+ Vector3 ray_dir = (p_to - p_from);
+ ray_dir.normalize();
+
+ ///what about division by zero? --> just set rayDirection[i] to INF/B3_LARGE_FLOAT
+ Vector3 inv_dir;
+ inv_dir[0] = ray_dir[0] == real_t(0.0) ? real_t(1e20) : real_t(1.0) / ray_dir[0];
+ inv_dir[1] = ray_dir[1] == real_t(0.0) ? real_t(1e20) : real_t(1.0) / ray_dir[1];
+ inv_dir[2] = ray_dir[2] == real_t(0.0) ? real_t(1e20) : real_t(1.0) / ray_dir[2];
+ unsigned int signs[3] = { inv_dir[0] < 0.0, inv_dir[1] < 0.0, inv_dir[2] < 0.0 };
+
+ real_t lambda_max = ray_dir.dot(p_to - p_from);
+
+ Vector3 bounds[2];
+
+ const Node **stack = (const Node **)alloca(ALLOCA_STACK_SIZE * sizeof(const Node *));
+ stack[0] = bvh_root;
+ int32_t depth = 1;
+ int32_t threshold = ALLOCA_STACK_SIZE - 2;
+
+ LocalVector<const Node *> aux_stack; //only used in rare occasions when you run out of alloca memory because tree is too unbalanced. Should correct itself over time.
+
+ do {
+ depth--;
+ const Node *node = stack[depth];
+ bounds[0] = node->volume.min;
+ bounds[1] = node->volume.max;
+ real_t tmin = 1.f, lambda_min = 0.f;
+ unsigned int result1 = false;
+ result1 = _ray_aabb(p_from, inv_dir, signs, bounds, tmin, lambda_min, lambda_max);
+ if (result1) {
+ if (node->is_internal()) {
+ if (depth > threshold) {
+ if (aux_stack.is_empty()) {
+ aux_stack.resize(ALLOCA_STACK_SIZE * 2);
+ copymem(aux_stack.ptr(), stack, ALLOCA_STACK_SIZE * sizeof(const Node *));
+ } else {
+ aux_stack.resize(aux_stack.size() * 2);
+ }
+ stack = aux_stack.ptr();
+ threshold = aux_stack.size() - 2;
+ }
+ stack[depth++] = node->childs[0];
+ stack[depth++] = node->childs[1];
+ } else {
+ if (r_result(node->data)) {
+ return;
+ }
+ }
+ }
+ } while (depth > 0);
+}
+
+#endif // DYNAMICBVH_H
diff --git a/core/math/expression.cpp b/core/math/expression.cpp
index 29b706a3a9..f7ac44d321 100644
--- a/core/math/expression.cpp
+++ b/core/math/expression.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -978,7 +978,7 @@ Expression::ENode *Expression::_parse_expression() {
}
}
- /* Reduce the set set of expressions and place them in an operator tree, respecting precedence */
+ /* Reduce the set of expressions and place them in an operator tree, respecting precedence */
while (expression.size() > 1) {
int next_op = -1;
diff --git a/core/math/expression.h b/core/math/expression.h
index 6b34bc6ae8..a6b288ed6e 100644
--- a/core/math/expression.h
+++ b/core/math/expression.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/face3.cpp b/core/math/face3.cpp
index db2bfaa58b..beb0a8e405 100644
--- a/core/math/face3.cpp
+++ b/core/math/face3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/face3.h b/core/math/face3.h
index fb40e8ab9e..2e86b0a904 100644
--- a/core/math/face3.h
+++ b/core/math/face3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/geometry_2d.cpp b/core/math/geometry_2d.cpp
index 4636e1c774..feb1fb2fb8 100644
--- a/core/math/geometry_2d.cpp
+++ b/core/math/geometry_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "geometry_2d.h"
#include "thirdparty/misc/clipper.hpp"
-#include "thirdparty/misc/triangulator.h"
+#include "thirdparty/misc/polypartition.h"
#define STB_RECT_PACK_IMPLEMENTATION
#include "thirdparty/misc/stb_rect_pack.h"
@@ -39,16 +39,16 @@
Vector<Vector<Vector2>> Geometry2D::decompose_polygon_in_convex(Vector<Point2> polygon) {
Vector<Vector<Vector2>> decomp;
- List<TriangulatorPoly> in_poly, out_poly;
+ List<TPPLPoly> in_poly, out_poly;
- TriangulatorPoly inp;
+ TPPLPoly inp;
inp.Init(polygon.size());
for (int i = 0; i < polygon.size(); i++) {
inp.GetPoint(i) = polygon[i];
}
- inp.SetOrientation(TRIANGULATOR_CCW);
+ inp.SetOrientation(TPPL_ORIENTATION_CCW);
in_poly.push_back(inp);
- TriangulatorPartition tpart;
+ TPPLPartition tpart;
if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { // Failed.
ERR_PRINT("Convex decomposing failed!");
return decomp;
@@ -56,8 +56,8 @@ Vector<Vector<Vector2>> Geometry2D::decompose_polygon_in_convex(Vector<Point2> p
decomp.resize(out_poly.size());
int idx = 0;
- for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) {
- TriangulatorPoly &tp = I->get();
+ for (List<TPPLPoly>::Element *I = out_poly.front(); I; I = I->next()) {
+ TPPLPoly &tp = I->get();
decomp.write[idx].resize(tp.GetNumPoints());
@@ -87,13 +87,17 @@ struct _AtlasWorkRectResult {
void Geometry2D::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_result, Size2i &r_size) {
// Super simple, almost brute force scanline stacking fitter.
// It's pretty basic for now, but it tries to make sure that the aspect ratio of the
- // resulting atlas is somehow square. This is necessary because video cards have limits.
- // On texture size (usually 2048 or 4096), so the more square a texture, the more chances.
- // It will work in every hardware.
+ // resulting atlas is somehow square. This is necessary because video cards have limits
+ // on texture size (usually 2048 or 4096), so the squarer a texture, the more the chances
+ // that it will work in every hardware.
// For example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a
// 256x8192 atlas (won't work anywhere).
ERR_FAIL_COND(p_rects.size() == 0);
+ for (int i = 0; i < p_rects.size(); i++) {
+ ERR_FAIL_COND(p_rects[i].width <= 0);
+ ERR_FAIL_COND(p_rects[i].height <= 0);
+ }
Vector<_AtlasWorkRect> wrects;
wrects.resize(p_rects.size());
diff --git a/core/math/geometry_2d.h b/core/math/geometry_2d.h
index 12bad5768e..4b5aef352f 100644
--- a/core/math/geometry_2d.h
+++ b/core/math/geometry_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -145,6 +145,12 @@ public:
return p_segment[0] + n * d; // Inside.
}
+// Disable False Positives in MSVC compiler; we correctly check for 0 here to prevent a division by 0.
+// See: https://github.com/godotengine/godot/pull/44274
+#ifdef _MSC_VER
+#pragma warning(disable : 4723)
+#endif
+
static bool line_intersects_line(const Vector2 &p_from_a, const Vector2 &p_dir_a, const Vector2 &p_from_b, const Vector2 &p_dir_b, Vector2 &r_result) {
// See http://paulbourke.net/geometry/pointlineplane/
@@ -159,6 +165,11 @@ public:
return true;
}
+// Re-enable division by 0 warning
+#ifdef _MSC_VER
+#pragma warning(default : 4723)
+#endif
+
static bool segment_intersects_segment(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b, Vector2 *r_result) {
Vector2 B = p_to_a - p_from_a;
Vector2 C = p_from_b - p_from_a;
diff --git a/core/math/geometry_3d.cpp b/core/math/geometry_3d.cpp
index ccb6648561..6628b760e0 100644
--- a/core/math/geometry_3d.cpp
+++ b/core/math/geometry_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 "core/string/print_string.h"
#include "thirdparty/misc/clipper.hpp"
-#include "thirdparty/misc/triangulator.h"
+#include "thirdparty/misc/polypartition.h"
void Geometry3D::MeshData::optimize_vertices() {
Map<int, int> vtx_remap;
@@ -775,12 +775,15 @@ Vector<Plane> Geometry3D::build_box_planes(const Vector3 &p_extents) {
}
Vector<Plane> Geometry3D::build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis) {
+ ERR_FAIL_INDEX_V(p_axis, 3, Vector<Plane>());
+
Vector<Plane> planes;
+ const double sides_step = Math_TAU / p_sides;
for (int i = 0; i < p_sides; i++) {
Vector3 normal;
- normal[(p_axis + 1) % 3] = Math::cos(i * (2.0 * Math_PI) / p_sides);
- normal[(p_axis + 2) % 3] = Math::sin(i * (2.0 * Math_PI) / p_sides);
+ normal[(p_axis + 1) % 3] = Math::cos(i * sides_step);
+ normal[(p_axis + 2) % 3] = Math::sin(i * sides_step);
planes.push_back(Plane(normal, p_radius));
}
@@ -795,6 +798,8 @@ Vector<Plane> Geometry3D::build_cylinder_planes(real_t p_radius, real_t p_height
}
Vector<Plane> Geometry3D::build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis) {
+ ERR_FAIL_INDEX_V(p_axis, 3, Vector<Plane>());
+
Vector<Plane> planes;
Vector3 axis;
@@ -805,10 +810,11 @@ Vector<Plane> Geometry3D::build_sphere_planes(real_t p_radius, int p_lats, int p
axis_neg[(p_axis + 2) % 3] = 1.0;
axis_neg[p_axis] = -1.0;
+ const double lon_step = Math_TAU / p_lons;
for (int i = 0; i < p_lons; i++) {
Vector3 normal;
- normal[(p_axis + 1) % 3] = Math::cos(i * (2.0 * Math_PI) / p_lons);
- normal[(p_axis + 2) % 3] = Math::sin(i * (2.0 * Math_PI) / p_lons);
+ normal[(p_axis + 1) % 3] = Math::cos(i * lon_step);
+ normal[(p_axis + 2) % 3] = Math::sin(i * lon_step);
planes.push_back(Plane(normal, p_radius));
@@ -825,6 +831,8 @@ Vector<Plane> Geometry3D::build_sphere_planes(real_t p_radius, int p_lats, int p
}
Vector<Plane> Geometry3D::build_capsule_planes(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis) {
+ ERR_FAIL_INDEX_V(p_axis, 3, Vector<Plane>());
+
Vector<Plane> planes;
Vector3 axis;
@@ -835,10 +843,11 @@ Vector<Plane> Geometry3D::build_capsule_planes(real_t p_radius, real_t p_height,
axis_neg[(p_axis + 2) % 3] = 1.0;
axis_neg[p_axis] = -1.0;
+ const double sides_step = Math_TAU / p_sides;
for (int i = 0; i < p_sides; i++) {
Vector3 normal;
- normal[(p_axis + 1) % 3] = Math::cos(i * (2.0 * Math_PI) / p_sides);
- normal[(p_axis + 2) % 3] = Math::sin(i * (2.0 * Math_PI) / p_sides);
+ normal[(p_axis + 1) % 3] = Math::cos(i * sides_step);
+ normal[(p_axis + 2) % 3] = Math::sin(i * sides_step);
planes.push_back(Plane(normal, p_radius));
diff --git a/core/math/geometry_3d.h b/core/math/geometry_3d.h
index f10fbeaaaf..4ef9b4dbe6 100644
--- a/core/math/geometry_3d.h
+++ b/core/math/geometry_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -252,27 +252,34 @@ public:
return true;
}
- 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 = nullptr, Vector3 *r_norm = nullptr) {
+ 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 = nullptr, Vector3 *r_norm = nullptr, int p_cylinder_axis = 2) {
Vector3 rel = (p_to - p_from);
real_t rel_l = rel.length();
if (rel_l < CMP_EPSILON) {
return false; // Both points are the same.
}
+ ERR_FAIL_COND_V(p_cylinder_axis < 0, false);
+ ERR_FAIL_COND_V(p_cylinder_axis > 2, false);
+ Vector3 cylinder_axis;
+ cylinder_axis[p_cylinder_axis] = 1.0;
+
// First check if they are parallel.
Vector3 normal = (rel / rel_l);
- Vector3 crs = normal.cross(Vector3(0, 0, 1));
+ Vector3 crs = normal.cross(cylinder_axis);
real_t crs_l = crs.length();
- Vector3 z_dir;
+ Vector3 axis_dir;
if (crs_l < CMP_EPSILON) {
- z_dir = Vector3(1, 0, 0); // Any x/y vector OK.
+ Vector3 side_axis;
+ side_axis[(p_cylinder_axis + 1) % 3] = 1.0; // Any side axis OK.
+ axis_dir = side_axis;
} else {
- z_dir = crs / crs_l;
+ axis_dir = crs / crs_l;
}
- real_t dist = z_dir.dot(p_from);
+ real_t dist = axis_dir.dot(p_from);
if (dist >= p_radius) {
return false; // Too far away.
@@ -285,10 +292,10 @@ public:
}
Size2 size(Math::sqrt(w2), p_height * 0.5);
- Vector3 x_dir = z_dir.cross(Vector3(0, 0, 1)).normalized();
+ Vector3 side_dir = axis_dir.cross(cylinder_axis).normalized();
- Vector2 from2D(x_dir.dot(p_from), p_from.z);
- Vector2 to2D(x_dir.dot(p_to), p_to.z);
+ Vector2 from2D(side_dir.dot(p_from), p_from[p_cylinder_axis]);
+ Vector2 to2D(side_dir.dot(p_to), p_to[p_cylinder_axis]);
real_t min = 0, max = 1;
@@ -335,10 +342,12 @@ public:
Vector3 res_normal = result;
if (axis == 0) {
- res_normal.z = 0;
+ res_normal[p_cylinder_axis] = 0;
} else {
- res_normal.x = 0;
- res_normal.y = 0;
+ int axis_side = (p_cylinder_axis + 1) % 3;
+ res_normal[axis_side] = 0;
+ axis_side = (axis_side + 1) % 3;
+ res_normal[axis_side] = 0;
}
res_normal.normalize();
diff --git a/core/math/math_defs.h b/core/math/math_defs.h
index 4d97f72ebf..df2223fb78 100644
--- a/core/math/math_defs.h
+++ b/core/math/math_defs.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -83,11 +83,11 @@ enum VAlign {
VALIGN_BOTTOM
};
-enum Margin {
- MARGIN_LEFT,
- MARGIN_TOP,
- MARGIN_RIGHT,
- MARGIN_BOTTOM
+enum Side {
+ SIDE_LEFT,
+ SIDE_TOP,
+ SIDE_RIGHT,
+ SIDE_BOTTOM
};
enum Corner {
diff --git a/core/math/math_fieldwise.cpp b/core/math/math_fieldwise.cpp
index 221c6812c1..0985a727f2 100644
--- a/core/math/math_fieldwise.cpp
+++ b/core/math/math_fieldwise.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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_fieldwise.h b/core/math/math_fieldwise.h
index e8aac0dced..fe44d09900 100644
--- a/core/math/math_fieldwise.h
+++ b/core/math/math_fieldwise.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 e57257b442..e92bb9f4aa 100644
--- a/core/math/math_funcs.cpp
+++ b/core/math/math_funcs.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -123,7 +123,7 @@ double Math::ease(double p_x, double p_c) {
}
}
-double Math::stepify(double p_value, double p_step) {
+double Math::snapped(double p_value, double p_step) {
if (p_step != 0) {
p_value = Math::floor(p_value / p_step + 0.5) * p_step;
}
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index 827637bf2b..267f6a4fe2 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -198,6 +198,23 @@ public:
value += 0.0;
return value;
}
+ static _ALWAYS_INLINE_ float fposmodp(float p_x, float p_y) {
+ float value = Math::fmod(p_x, p_y);
+ if (value < 0) {
+ value += p_y;
+ }
+ value += 0.0;
+ return value;
+ }
+ static _ALWAYS_INLINE_ double fposmodp(double p_x, double p_y) {
+ double value = Math::fmod(p_x, p_y);
+ if (value < 0) {
+ value += p_y;
+ }
+ value += 0.0;
+ return value;
+ }
+
static _ALWAYS_INLINE_ int posmod(int p_x, int p_y) {
int value = p_x % p_y;
if ((value < 0 && p_y > 0) || (value > 0 && p_y < 0)) {
@@ -206,11 +223,11 @@ public:
return value;
}
- 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 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 _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 _ALWAYS_INLINE_ double lerp(double p_from, double p_to, double p_weight) { return p_from + (p_to - p_from) * p_weight; }
static _ALWAYS_INLINE_ float lerp(float p_from, float p_to, float p_weight) { return p_from + (p_to - p_from) * p_weight; }
@@ -275,7 +292,7 @@ public:
static double ease(double p_x, double p_c);
static int step_decimals(double p_step);
static int range_step_decimals(double p_step);
- static double stepify(double p_value, double p_step);
+ static double snapped(double p_value, double p_step);
static double dectime(double p_value, double p_amount, double p_step);
static uint32_t larger_prime(uint32_t p_val);
@@ -455,12 +472,12 @@ public:
}
static _ALWAYS_INLINE_ float snap_scalar(float p_offset, float p_step, float p_target) {
- return p_step != 0 ? Math::stepify(p_target - p_offset, p_step) + p_offset : p_target;
+ return p_step != 0 ? Math::snapped(p_target - p_offset, p_step) + p_offset : p_target;
}
static _ALWAYS_INLINE_ float snap_scalar_separation(float p_offset, float p_step, float p_target, float p_separation) {
if (p_step != 0) {
- float a = Math::stepify(p_target - p_offset, p_step + p_separation) + p_offset;
+ float a = Math::snapped(p_target - p_offset, p_step + p_separation) + p_offset;
float b = a;
if (p_target >= 0) {
b -= p_separation;
diff --git a/core/math/octree.h b/core/math/octree.h
index be1e7d6a61..493a63aa2e 100644
--- a/core/math/octree.h
+++ b/core/math/octree.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -572,7 +572,7 @@ bool Octree<T, use_pairs, AL>::_remove_element_from_octant(Element *p_element, O
Octant *parent = p_octant->parent;
- if (p_octant->children_count == 0 && p_octant->elements.empty() && p_octant->pairable_elements.empty()) {
+ if (p_octant->children_count == 0 && p_octant->elements.is_empty() && p_octant->pairable_elements.is_empty()) {
// erase octant
if (p_octant == root) { // won't have a parent, just erase
@@ -942,7 +942,7 @@ void Octree<T, use_pairs, AL>::_cull_convex(Octant *p_octant, _CullConvexData *p
return; //pointless
}
- if (!p_octant->elements.empty()) {
+ if (!p_octant->elements.is_empty()) {
typename List<Element *, AL>::Element *I;
I = p_octant->elements.front();
@@ -965,7 +965,7 @@ void Octree<T, use_pairs, AL>::_cull_convex(Octant *p_octant, _CullConvexData *p
}
}
- if (use_pairs && !p_octant->pairable_elements.empty()) {
+ if (use_pairs && !p_octant->pairable_elements.is_empty()) {
typename List<Element *, AL>::Element *I;
I = p_octant->pairable_elements.front();
@@ -1001,7 +1001,7 @@ void Octree<T, use_pairs, AL>::_cull_aabb(Octant *p_octant, const AABB &p_aabb,
return; //pointless
}
- if (!p_octant->elements.empty()) {
+ if (!p_octant->elements.is_empty()) {
typename List<Element *, AL>::Element *I;
I = p_octant->elements.front();
for (; I; I = I->next()) {
@@ -1027,7 +1027,7 @@ void Octree<T, use_pairs, AL>::_cull_aabb(Octant *p_octant, const AABB &p_aabb,
}
}
- if (use_pairs && !p_octant->pairable_elements.empty()) {
+ if (use_pairs && !p_octant->pairable_elements.is_empty()) {
typename List<Element *, AL>::Element *I;
I = p_octant->pairable_elements.front();
for (; I; I = I->next()) {
@@ -1065,7 +1065,7 @@ void Octree<T, use_pairs, AL>::_cull_segment(Octant *p_octant, const Vector3 &p_
return; //pointless
}
- if (!p_octant->elements.empty()) {
+ if (!p_octant->elements.is_empty()) {
typename List<Element *, AL>::Element *I;
I = p_octant->elements.front();
for (; I; I = I->next()) {
@@ -1091,7 +1091,7 @@ void Octree<T, use_pairs, AL>::_cull_segment(Octant *p_octant, const Vector3 &p_
}
}
- if (use_pairs && !p_octant->pairable_elements.empty()) {
+ if (use_pairs && !p_octant->pairable_elements.is_empty()) {
typename List<Element *, AL>::Element *I;
I = p_octant->pairable_elements.front();
for (; I; I = I->next()) {
@@ -1132,7 +1132,7 @@ void Octree<T, use_pairs, AL>::_cull_point(Octant *p_octant, const Vector3 &p_po
return; //pointless
}
- if (!p_octant->elements.empty()) {
+ if (!p_octant->elements.is_empty()) {
typename List<Element *, AL>::Element *I;
I = p_octant->elements.front();
for (; I; I = I->next()) {
@@ -1158,7 +1158,7 @@ void Octree<T, use_pairs, AL>::_cull_point(Octant *p_octant, const Vector3 &p_po
}
}
- if (use_pairs && !p_octant->pairable_elements.empty()) {
+ if (use_pairs && !p_octant->pairable_elements.is_empty()) {
typename List<Element *, AL>::Element *I;
I = p_octant->pairable_elements.front();
for (; I; I = I->next()) {
diff --git a/core/math/plane.cpp b/core/math/plane.cpp
index e1ae3288ed..f1d3bbbd54 100644
--- a/core/math/plane.cpp
+++ b/core/math/plane.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 1386b0a2cb..2267b28c53 100644
--- a/core/math/plane.h
+++ b/core/math/plane.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/quat.cpp b/core/math/quat.cpp
index fc2d71c377..a9a21a1ba3 100644
--- a/core/math/quat.cpp
+++ b/core/math/quat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,32 +33,6 @@
#include "core/math/basis.h"
#include "core/string/print_string.h"
-// set_euler_xyz expects a vector containing the Euler angles in the format
-// (ax,ay,az), where ax is the angle of rotation around x axis,
-// and similar for other axes.
-// This implementation uses XYZ convention (Z is the first rotation).
-void Quat::set_euler_xyz(const Vector3 &p_euler) {
- 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_xyz returns a vector containing the Euler angles in the format
// (ax,ay,az), where ax is the angle of rotation around x axis,
// and similar for other axes.
@@ -68,32 +42,6 @@ Vector3 Quat::get_euler_xyz() const {
return m.get_euler_xyz();
}
-// set_euler_yxz expects a vector containing the Euler angles in the format
-// (ax,ay,az), where ax is the angle of rotation around x axis,
-// and similar for other axes.
-// This implementation uses YXZ convention (Z is the first rotation).
-void Quat::set_euler_yxz(const Vector3 &p_euler) {
- real_t half_a1 = p_euler.y * 0.5;
- real_t half_a2 = p_euler.x * 0.5;
- real_t half_a3 = p_euler.z * 0.5;
-
- // R = Y(a1).X(a2).Z(a3) convention for Euler angles.
- // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6)
- // a3 is the angle of the first rotation, following the notation in this reference.
-
- real_t cos_a1 = 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 * sin_a3 + cos_a1 * sin_a2 * cos_a3,
- sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3,
- -sin_a1 * sin_a2 * cos_a3 + cos_a1 * cos_a2 * sin_a3,
- sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3);
-}
-
// get_euler_yxz returns a vector containing the Euler angles in the format
// (ax,ay,az), where ax is the angle of rotation around x axis,
// and similar for other axes.
@@ -107,10 +55,10 @@ Vector3 Quat::get_euler_yxz() const {
}
void Quat::operator*=(const Quat &p_q) {
- set(w * p_q.x + x * p_q.w + y * p_q.z - z * p_q.y,
- w * p_q.y + y * p_q.w + z * p_q.x - x * p_q.z,
- w * p_q.z + z * p_q.w + x * p_q.y - y * p_q.x,
- w * p_q.w - x * p_q.x - y * p_q.y - z * p_q.z);
+ x = w * p_q.x + x * p_q.w + y * p_q.z - z * p_q.y;
+ y = w * p_q.y + y * p_q.w + z * p_q.x - x * p_q.z;
+ z = w * p_q.z + z * p_q.w + x * p_q.y - y * p_q.x;
+ w = w * p_q.w - x * p_q.x - y * p_q.y - z * p_q.z;
}
Quat Quat::operator*(const Quat &p_q) const {
@@ -233,18 +181,49 @@ Quat::operator String() const {
return String::num(x) + ", " + String::num(y) + ", " + String::num(z) + ", " + String::num(w);
}
-void Quat::set_axis_angle(const Vector3 &axis, const real_t &angle) {
+Quat::Quat(const Vector3 &p_axis, real_t p_angle) {
#ifdef MATH_CHECKS
- ERR_FAIL_COND_MSG(!axis.is_normalized(), "The axis Vector3 must be normalized.");
+ ERR_FAIL_COND_MSG(!p_axis.is_normalized(), "The axis Vector3 must be normalized.");
#endif
- real_t d = axis.length();
+ real_t d = p_axis.length();
if (d == 0) {
- set(0, 0, 0, 0);
+ x = 0;
+ y = 0;
+ z = 0;
+ w = 0;
} else {
- real_t sin_angle = Math::sin(angle * 0.5);
- real_t cos_angle = Math::cos(angle * 0.5);
+ real_t sin_angle = Math::sin(p_angle * 0.5);
+ real_t cos_angle = Math::cos(p_angle * 0.5);
real_t s = sin_angle / d;
- set(axis.x * s, axis.y * s, axis.z * s,
- cos_angle);
+ x = p_axis.x * s;
+ y = p_axis.y * s;
+ z = p_axis.z * s;
+ w = cos_angle;
}
}
+
+// Euler constructor expects a vector containing the Euler angles in the format
+// (ax, ay, az), where ax is the angle of rotation around x axis,
+// and similar for other axes.
+// This implementation uses YXZ convention (Z is the first rotation).
+Quat::Quat(const Vector3 &p_euler) {
+ real_t half_a1 = p_euler.y * 0.5;
+ real_t half_a2 = p_euler.x * 0.5;
+ real_t half_a3 = p_euler.z * 0.5;
+
+ // R = Y(a1).X(a2).Z(a3) convention for Euler angles.
+ // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6)
+ // a3 is the angle of the first rotation, following the notation in this reference.
+
+ real_t cos_a1 = 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);
+
+ x = sin_a1 * cos_a2 * sin_a3 + cos_a1 * sin_a2 * cos_a3;
+ y = sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3;
+ z = -sin_a1 * sin_a2 * cos_a3 + cos_a1 * cos_a2 * sin_a3;
+ w = sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3;
+}
diff --git a/core/math/quat.h b/core/math/quat.h
index bb980f7677..9db914fe52 100644
--- a/core/math/quat.h
+++ b/core/math/quat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -65,19 +65,14 @@ public:
Quat inverse() const;
_FORCE_INLINE_ real_t dot(const Quat &p_q) const;
- void set_euler_xyz(const Vector3 &p_euler);
Vector3 get_euler_xyz() const;
- void set_euler_yxz(const Vector3 &p_euler);
Vector3 get_euler_yxz() const;
-
- void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); };
Vector3 get_euler() const { return get_euler_yxz(); };
Quat slerp(const Quat &p_to, const real_t &p_weight) const;
Quat slerpni(const Quat &p_to, const real_t &p_weight) const;
Quat cubic_slerp(const Quat &p_b, const Quat &p_pre_a, const Quat &p_post_b, const real_t &p_weight) const;
- void set_axis_angle(const Vector3 &axis, const real_t &angle);
_FORCE_INLINE_ void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
r_angle = 2 * Math::acos(w);
real_t r = ((real_t)1) / Math::sqrt(1 - w * w);
@@ -124,23 +119,19 @@ public:
operator String() const;
- inline void set(real_t p_x, real_t p_y, real_t p_z, real_t p_w) {
- x = p_x;
- y = p_y;
- z = p_z;
- w = p_w;
- }
-
_FORCE_INLINE_ Quat() {}
+
_FORCE_INLINE_ Quat(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
x(p_x),
y(p_y),
z(p_z),
w(p_w) {
}
- Quat(const Vector3 &axis, const real_t &angle) { set_axis_angle(axis, angle); }
- Quat(const Vector3 &euler) { set_euler(euler); }
+ Quat(const Vector3 &p_axis, real_t p_angle);
+
+ Quat(const Vector3 &p_euler);
+
Quat(const Quat &p_q) :
x(p_q.x),
y(p_q.y),
diff --git a/core/math/quick_hull.cpp b/core/math/quick_hull.cpp
index 8dff13c050..fe18cc3d41 100644
--- a/core/math/quick_hull.cpp
+++ b/core/math/quick_hull.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -268,7 +268,7 @@ Error QuickHull::build(const Vector<Vector3> &p_points, Geometry3D::MeshData &r_
for (Map<Edge, FaceConnect>::Element *E = lit_edges.front(); E; E = E->next()) {
FaceConnect &fc = E->get();
if (fc.left && fc.right) {
- continue; //edge is uninteresting, not on horizont
+ continue; //edge is uninteresting, not on horizon
}
//create new face!
diff --git a/core/math/quick_hull.h b/core/math/quick_hull.h
index 024325c4fc..48ea139cc9 100644
--- a/core/math/quick_hull.h
+++ b/core/math/quick_hull.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/random_number_generator.cpp b/core/math/random_number_generator.cpp
index f045213fb9..b40d010219 100644
--- a/core/math/random_number_generator.cpp
+++ b/core/math/random_number_generator.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/random_number_generator.h b/core/math/random_number_generator.h
index 7728fd09c0..a396c2b7d7 100644
--- a/core/math/random_number_generator.h
+++ b/core/math/random_number_generator.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/random_pcg.cpp b/core/math/random_pcg.cpp
index e0768b9403..9609620469 100644
--- a/core/math/random_pcg.cpp
+++ b/core/math/random_pcg.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -51,16 +51,8 @@ float RandomPCG::random(float p_from, float p_to) {
}
int RandomPCG::random(int p_from, int p_to) {
- int range;
- int min;
- if (p_to > p_from) {
- range = p_to - p_from + 1;
- min = p_from;
- } else if (p_to < p_from) {
- range = p_from - p_to + 1;
- min = p_to;
- } else { // from == to
+ if (p_from == p_to) {
return p_from;
}
- return rand(range) + min;
+ return rand(abs(p_from - p_to) + 1) + MIN(p_from, p_to);
}
diff --git a/core/math/random_pcg.h b/core/math/random_pcg.h
index 2e257cb5b7..5a03b758ce 100644
--- a/core/math/random_pcg.h
+++ b/core/math/random_pcg.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/rect2.cpp b/core/math/rect2.cpp
index 0cc3c4ca0f..60c44999f7 100644
--- a/core/math/rect2.cpp
+++ b/core/math/rect2.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/rect2.h b/core/math/rect2.h
index b1fe865ba5..512499bdb2 100644
--- a/core/math/rect2.h
+++ b/core/math/rect2.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -123,8 +123,9 @@ struct Rect2 {
_FORCE_INLINE_ bool has_no_area() const {
return (size.x <= 0 || size.y <= 0);
}
- inline Rect2 clip(const Rect2 &p_rect) const { /// return a clipped rect
+ // Returns the instersection between two Rect2s or an empty Rect2 if there is no intersection
+ inline Rect2 intersection(const Rect2 &p_rect) const {
Rect2 new_rect = p_rect;
if (!intersects(new_rect)) {
@@ -179,26 +180,26 @@ struct Rect2 {
bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }
- inline Rect2 grow(real_t p_by) const {
+ inline Rect2 grow(real_t p_amount) const {
Rect2 g = *this;
- g.position.x -= p_by;
- g.position.y -= p_by;
- g.size.width += p_by * 2;
- g.size.height += p_by * 2;
+ g.position.x -= p_amount;
+ g.position.y -= p_amount;
+ g.size.width += p_amount * 2;
+ g.size.height += p_amount * 2;
return g;
}
- inline Rect2 grow_margin(Margin p_margin, real_t p_amount) const {
+ inline Rect2 grow_side(Side p_side, real_t p_amount) const {
Rect2 g = *this;
- g = g.grow_individual((MARGIN_LEFT == p_margin) ? p_amount : 0,
- (MARGIN_TOP == p_margin) ? p_amount : 0,
- (MARGIN_RIGHT == p_margin) ? p_amount : 0,
- (MARGIN_BOTTOM == p_margin) ? p_amount : 0);
+ g = g.grow_individual((SIDE_LEFT == p_side) ? p_amount : 0,
+ (SIDE_TOP == p_side) ? p_amount : 0,
+ (SIDE_RIGHT == p_side) ? p_amount : 0,
+ (SIDE_BOTTOM == p_side) ? p_amount : 0);
return g;
}
- inline Rect2 grow_margin_bind(uint32_t p_margin, real_t p_amount) const {
- return grow_margin(Margin(p_margin), p_amount);
+ inline Rect2 grow_side_bind(uint32_t p_side, real_t p_amount) const {
+ return grow_side(Side(p_side), p_amount);
}
inline Rect2 grow_individual(real_t p_left, real_t p_top, real_t p_right, real_t p_bottom) const {
@@ -272,7 +273,7 @@ struct Rect2 {
}
//check inside
- Vector2 tg = r.tangent();
+ Vector2 tg = r.orthogonal();
float s = tg.dot(center) - tg.dot(a);
if (s < 0.0) {
side_plus++;
@@ -365,8 +366,9 @@ struct Rect2i {
_FORCE_INLINE_ bool has_no_area() const {
return (size.x <= 0 || size.y <= 0);
}
- inline Rect2i clip(const Rect2i &p_rect) const { /// return a clipped rect
+ // Returns the instersection between two Rect2is or an empty Rect2i if there is no intersection
+ inline Rect2i intersection(const Rect2i &p_rect) const {
Rect2i new_rect = p_rect;
if (!intersects(new_rect)) {
@@ -420,26 +422,26 @@ struct Rect2i {
bool operator==(const Rect2i &p_rect) const { return position == p_rect.position && size == p_rect.size; }
bool operator!=(const Rect2i &p_rect) const { return position != p_rect.position || size != p_rect.size; }
- Rect2i grow(int p_by) const {
+ Rect2i grow(int p_amount) const {
Rect2i g = *this;
- g.position.x -= p_by;
- g.position.y -= p_by;
- g.size.width += p_by * 2;
- g.size.height += p_by * 2;
+ g.position.x -= p_amount;
+ g.position.y -= p_amount;
+ g.size.width += p_amount * 2;
+ g.size.height += p_amount * 2;
return g;
}
- inline Rect2i grow_margin(Margin p_margin, int p_amount) const {
+ inline Rect2i grow_side(Side p_side, int p_amount) const {
Rect2i g = *this;
- g = g.grow_individual((MARGIN_LEFT == p_margin) ? p_amount : 0,
- (MARGIN_TOP == p_margin) ? p_amount : 0,
- (MARGIN_RIGHT == p_margin) ? p_amount : 0,
- (MARGIN_BOTTOM == p_margin) ? p_amount : 0);
+ g = g.grow_individual((SIDE_LEFT == p_side) ? p_amount : 0,
+ (SIDE_TOP == p_side) ? p_amount : 0,
+ (SIDE_RIGHT == p_side) ? p_amount : 0,
+ (SIDE_BOTTOM == p_side) ? p_amount : 0);
return g;
}
- inline Rect2i grow_margin_bind(uint32_t p_margin, int p_amount) const {
- return grow_margin(Margin(p_margin), p_amount);
+ inline Rect2i grow_side_bind(uint32_t p_side, int p_amount) const {
+ return grow_side(Side(p_side), p_amount);
}
inline Rect2i grow_individual(int p_left, int p_top, int p_right, int p_bottom) const {
diff --git a/core/math/transform.cpp b/core/math/transform.cpp
index 733bb4d55e..fab5d124fa 100644
--- a/core/math/transform.cpp
+++ b/core/math/transform.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/transform.h b/core/math/transform.h
index c63dbcb989..1c05dbe554 100644
--- a/core/math/transform.h
+++ b/core/math/transform.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -51,8 +51,8 @@ public:
void rotate(const Vector3 &p_axis, real_t p_phi);
void rotate_basis(const Vector3 &p_axis, real_t p_phi);
- void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up);
- Transform looking_at(const Vector3 &p_target, const Vector3 &p_up) const;
+ void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
+ Transform looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
void scale(const Vector3 &p_scale);
Transform scaled(const Vector3 &p_scale) const;
@@ -144,8 +144,8 @@ _FORCE_INLINE_ Plane Transform::xform(const Plane &p_plane) const {
_FORCE_INLINE_ Plane Transform::xform_inv(const Plane &p_plane) const {
Vector3 point = p_plane.normal * p_plane.d;
Vector3 point_dir = point + p_plane.normal;
- xform_inv(point);
- xform_inv(point_dir);
+ point = xform_inv(point);
+ point_dir = xform_inv(point_dir);
Vector3 normal = point_dir - point;
normal.normalize();
diff --git a/core/math/transform_2d.cpp b/core/math/transform_2d.cpp
index 00e561f973..4a521b96ae 100644
--- a/core/math/transform_2d.cpp
+++ b/core/math/transform_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/transform_2d.h b/core/math/transform_2d.h
index 342623939e..327d0f244f 100644
--- a/core/math/transform_2d.h
+++ b/core/math/transform_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/triangle_mesh.cpp b/core/math/triangle_mesh.cpp
index cfe8422d80..23c0c686a2 100644
--- a/core/math/triangle_mesh.cpp
+++ b/core/math/triangle_mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/triangle_mesh.h b/core/math/triangle_mesh.h
index d719822ec3..1d1dbc114b 100644
--- a/core/math/triangle_mesh.h
+++ b/core/math/triangle_mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/triangulate.cpp b/core/math/triangulate.cpp
index 12bd384c6a..fa1588dbc5 100644
--- a/core/math/triangulate.cpp
+++ b/core/math/triangulate.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -97,7 +97,7 @@ bool Triangulate::snip(const Vector<Vector2> &p_contour, int u, int v, int w, in
// It can happen that the triangulation ends up with three aligned vertices to deal with.
// In this scenario, making the check below strict may reject the possibility of
- // forming a last triangle with these aligned vertices, preventing the triangulatiom
+ // forming a last triangle with these aligned vertices, preventing the triangulation
// from completing.
// To avoid that we allow zero-area triangles if all else failed.
float threshold = relaxed ? -CMP_EPSILON : CMP_EPSILON;
diff --git a/core/math/triangulate.h b/core/math/triangulate.h
index c453b77ecf..55dc4e8e7d 100644
--- a/core/math/triangulate.h
+++ b/core/math/triangulate.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/vector2.cpp b/core/math/vector2.cpp
index f9c2eeb57d..5129ed336e 100644
--- a/core/math/vector2.cpp
+++ b/core/math/vector2.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -122,10 +122,10 @@ Vector2 Vector2::project(const Vector2 &p_to) const {
return p_to * (dot(p_to) / p_to.length_squared());
}
-Vector2 Vector2::snapped(const Vector2 &p_by) const {
+Vector2 Vector2::snapped(const Vector2 &p_step) const {
return Vector2(
- Math::stepify(x, p_by.x),
- Math::stepify(y, p_by.y));
+ Math::snapped(x, p_step.x),
+ Math::snapped(y, p_step.y));
}
Vector2 Vector2::clamped(real_t p_len) const {
@@ -211,11 +211,11 @@ Vector2i Vector2i::operator*(const Vector2i &p_v1) const {
return Vector2i(x * p_v1.x, y * p_v1.y);
}
-Vector2i Vector2i::operator*(const int &rvalue) const {
+Vector2i Vector2i::operator*(const int32_t &rvalue) const {
return Vector2i(x * rvalue, y * rvalue);
}
-void Vector2i::operator*=(const int &rvalue) {
+void Vector2i::operator*=(const int32_t &rvalue) {
x *= rvalue;
y *= rvalue;
}
@@ -224,11 +224,11 @@ Vector2i Vector2i::operator/(const Vector2i &p_v1) const {
return Vector2i(x / p_v1.x, y / p_v1.y);
}
-Vector2i Vector2i::operator/(const int &rvalue) const {
+Vector2i Vector2i::operator/(const int32_t &rvalue) const {
return Vector2i(x / rvalue, y / rvalue);
}
-void Vector2i::operator/=(const int &rvalue) {
+void Vector2i::operator/=(const int32_t &rvalue) {
x /= rvalue;
y /= rvalue;
}
@@ -237,11 +237,11 @@ Vector2i Vector2i::operator%(const Vector2i &p_v1) const {
return Vector2i(x % p_v1.x, y % p_v1.y);
}
-Vector2i Vector2i::operator%(const int &rvalue) const {
+Vector2i Vector2i::operator%(const int32_t &rvalue) const {
return Vector2i(x % rvalue, y % rvalue);
}
-void Vector2i::operator%=(const int &rvalue) {
+void Vector2i::operator%=(const int32_t &rvalue) {
x %= rvalue;
y %= rvalue;
}
diff --git a/core/math/vector2.h b/core/math/vector2.h
index 33f815a39c..81bc71d590 100644
--- a/core/math/vector2.h
+++ b/core/math/vector2.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -134,7 +134,7 @@ struct Vector2 {
}
Vector2 rotated(real_t p_by) const;
- Vector2 tangent() const {
+ Vector2 orthogonal() const {
return Vector2(y, -x);
}
@@ -265,18 +265,18 @@ struct Vector2i {
};
union {
- int x = 0;
- int width;
+ int32_t x = 0;
+ int32_t width;
};
union {
- int y = 0;
- int height;
+ int32_t y = 0;
+ int32_t height;
};
- _FORCE_INLINE_ int &operator[](int p_idx) {
+ _FORCE_INLINE_ int32_t &operator[](int p_idx) {
return p_idx ? y : x;
}
- _FORCE_INLINE_ const int &operator[](int p_idx) const {
+ _FORCE_INLINE_ const int32_t &operator[](int p_idx) const {
return p_idx ? y : x;
}
@@ -286,16 +286,16 @@ struct Vector2i {
void operator-=(const Vector2i &p_v);
Vector2i operator*(const Vector2i &p_v1) const;
- Vector2i operator*(const int &rvalue) const;
- void operator*=(const int &rvalue);
+ Vector2i operator*(const int32_t &rvalue) const;
+ void operator*=(const int32_t &rvalue);
Vector2i operator/(const Vector2i &p_v1) const;
- Vector2i operator/(const int &rvalue) const;
- void operator/=(const int &rvalue);
+ Vector2i operator/(const int32_t &rvalue) const;
+ void operator/=(const int32_t &rvalue);
Vector2i operator%(const Vector2i &p_v1) const;
- Vector2i operator%(const int &rvalue) const;
- void operator%=(const int &rvalue);
+ Vector2i operator%(const int32_t &rvalue) const;
+ void operator%=(const int32_t &rvalue);
Vector2i operator-() const;
bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
@@ -317,10 +317,10 @@ struct Vector2i {
inline Vector2i() {}
inline Vector2i(const Vector2 &p_vec2) {
- x = (int)p_vec2.x;
- y = (int)p_vec2.y;
+ x = (int32_t)p_vec2.x;
+ y = (int32_t)p_vec2.y;
}
- inline Vector2i(int p_x, int p_y) {
+ inline Vector2i(int32_t p_x, int32_t p_y) {
x = p_x;
y = p_y;
}
diff --git a/core/math/vector3.cpp b/core/math/vector3.cpp
index 09354d8e79..f0629d3db8 100644
--- a/core/math/vector3.cpp
+++ b/core/math/vector3.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -60,15 +60,15 @@ int Vector3::max_axis() const {
return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
}
-void Vector3::snap(Vector3 p_val) {
- x = Math::stepify(x, p_val.x);
- y = Math::stepify(y, p_val.y);
- z = Math::stepify(z, p_val.z);
+void Vector3::snap(Vector3 p_step) {
+ x = Math::snapped(x, p_step.x);
+ y = Math::snapped(y, p_step.y);
+ z = Math::snapped(z, p_step.z);
}
-Vector3 Vector3::snapped(Vector3 p_val) const {
+Vector3 Vector3::snapped(Vector3 p_step) const {
Vector3 v = *this;
- v.snap(p_val);
+ v.snap(p_step);
return v;
}
diff --git a/core/math/vector3.h b/core/math/vector3.h
index 5af84377fd..377581bb45 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -110,6 +110,7 @@ struct Vector3 {
_FORCE_INLINE_ Vector3 project(const Vector3 &p_to) const;
_FORCE_INLINE_ real_t angle_to(const Vector3 &p_to) const;
+ _FORCE_INLINE_ real_t signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const;
_FORCE_INLINE_ Vector3 direction_to(const Vector3 &p_to) const;
_FORCE_INLINE_ Vector3 slide(const Vector3 &p_normal) const;
@@ -230,6 +231,13 @@ real_t Vector3::angle_to(const Vector3 &p_to) const {
return Math::atan2(cross(p_to).length(), dot(p_to));
}
+real_t Vector3::signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const {
+ Vector3 cross_to = cross(p_to);
+ real_t unsigned_angle = Math::atan2(cross_to.length(), dot(p_to));
+ real_t sign = cross_to.dot(p_axis);
+ return (sign < 0) ? -unsigned_angle : unsigned_angle;
+}
+
Vector3 Vector3::direction_to(const Vector3 &p_to) const {
Vector3 ret(p_to.x - x, p_to.y - y, p_to.z - z);
ret.normalize();
@@ -324,48 +332,40 @@ bool Vector3::operator<(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z < p_v.z;
- } else {
- return y < p_v.y;
}
- } else {
- return x < p_v.x;
+ return y < p_v.y;
}
+ return x < p_v.x;
}
bool Vector3::operator>(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z > p_v.z;
- } else {
- return y > p_v.y;
}
- } else {
- return x > p_v.x;
+ return y > p_v.y;
}
+ return x > p_v.x;
}
bool Vector3::operator<=(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z <= p_v.z;
- } else {
- return y < p_v.y;
}
- } else {
- return x < p_v.x;
+ return y < p_v.y;
}
+ return x < p_v.x;
}
bool Vector3::operator>=(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z >= p_v.z;
- } else {
- return y > p_v.y;
}
- } else {
- return x > p_v.x;
+ return y > p_v.y;
}
+ return x > p_v.x;
}
_FORCE_INLINE_ Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) {
diff --git a/core/math/vector3i.cpp b/core/math/vector3i.cpp
index 718a1553a0..167fa3221d 100644
--- a/core/math/vector3i.cpp
+++ b/core/math/vector3i.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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/vector3i.h b/core/math/vector3i.h
index 1bfd6d5ab2..b0411fb62e 100644
--- a/core/math/vector3i.h
+++ b/core/math/vector3i.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */