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-rw-r--r--core/math/SCsub2
-rw-r--r--core/math/math_2d.cpp38
-rw-r--r--core/math/math_2d.h25
-rw-r--r--core/math/math_funcs.cpp7
-rw-r--r--core/math/math_funcs.h4
-rw-r--r--core/math/quat.h2
-rw-r--r--core/math/vector3.h30
7 files changed, 86 insertions, 22 deletions
diff --git a/core/math/SCsub b/core/math/SCsub
index c6ba1fa537..7b4a6acbc0 100644
--- a/core/math/SCsub
+++ b/core/math/SCsub
@@ -3,5 +3,3 @@ Import('env')
env.add_source_files(env.core_sources,"*.cpp")
Export('env')
-
-
diff --git a/core/math/math_2d.cpp b/core/math/math_2d.cpp
index 0a3963f88f..ce03f089e5 100644
--- a/core/math/math_2d.cpp
+++ b/core/math/math_2d.cpp
@@ -29,7 +29,7 @@
#include "math_2d.h"
-real_t Vector2::atan2() const {
+real_t Vector2::angle() const {
return Math::atan2(x,y);
}
@@ -165,7 +165,7 @@ Vector2 Vector2::floor() const {
Vector2 Vector2::rotated(float p_by) const {
Vector2 v;
- v.set_rotation(atan2()+p_by);
+ v.set_rotation(angle()+p_by);
v*=length();
return v;
}
@@ -622,9 +622,39 @@ float Matrix32::basis_determinant() const {
}
Matrix32 Matrix32::interpolate_with(const Matrix32& p_transform, float p_c) const {
+
+ //extract parameters
+ Vector2 p1 = get_origin();
+ Vector2 p2 = p_transform.get_origin();
+
+ real_t r1 = get_rotation();
+ real_t r2 = p_transform.get_rotation();
+
+ Vector2 s1 = get_scale();
+ Vector2 s2 = p_transform.get_scale();
+
+ //slerp rotation
+ Vector2 v1(Math::cos(r1), Math::sin(r1));
+ Vector2 v2(Math::cos(r2), Math::sin(r2));
+
+ real_t dot = v1.dot(v2);
+
+ dot = (dot < -1.0) ? -1.0 : ((dot > 1.0) ? 1.0 : dot); //clamp dot to [-1,1]
+
+ Vector2 v;
-
- return Matrix32();
+ if (dot > 0.9995) {
+ v = Vector2::linear_interpolate(v1, v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
+ } else {
+ real_t angle = p_c*Math::acos(dot);
+ Vector2 v3 = (v2 - v1*dot).normalized();
+ v = v1*Math::cos(angle) + v3*Math::sin(angle);
+ }
+
+ //construct matrix
+ Matrix32 res(Math::atan2(v.y, v.x), Vector2::linear_interpolate(p1, p2, p_c));
+ res.scale_basis(Vector2::linear_interpolate(s1, s2, p_c));
+ return res;
}
Matrix32::operator String() const {
diff --git a/core/math/math_2d.h b/core/math/math_2d.h
index ac315fddb7..3d40e24091 100644
--- a/core/math/math_2d.h
+++ b/core/math/math_2d.h
@@ -133,7 +133,7 @@ struct Vector2 {
bool operator<(const Vector2& p_vec2) const { return (x==p_vec2.x)?(y<p_vec2.y):(x<p_vec2.x); }
bool operator<=(const Vector2& p_vec2) const { return (x==p_vec2.x)?(y<=p_vec2.y):(x<=p_vec2.x); }
- real_t atan2() const;
+ real_t angle() const;
void set_rotation(float p_radians) {
@@ -226,6 +226,29 @@ struct Rect2 {
return true;
}
+ inline float distance_to(const Vector2& p_point) const {
+
+ float dist = 1e20;
+
+ if (p_point.x < pos.x) {
+ dist=MIN(dist,pos.x-p_point.x);
+ }
+ if (p_point.y < pos.y) {
+ dist=MIN(dist,pos.y-p_point.y);
+ }
+ if (p_point.x >= (pos.x+size.x) ) {
+ dist=MIN(p_point.x-(pos.x+size.x),dist);
+ }
+ if (p_point.y >= (pos.y+size.y) ) {
+ dist=MIN(p_point.y-(pos.y+size.y),dist);
+ }
+
+ if (dist==1e20)
+ return 0;
+ else
+ return dist;
+ }
+
_FORCE_INLINE_ bool intersects_transformed(const Matrix32& p_xform, const Rect2& p_rect) const;
bool intersects_segment(const Point2& p_from, const Point2& p_to, Point2* r_pos=NULL, Point2* r_normal=NULL) const;
diff --git a/core/math/math_funcs.cpp b/core/math/math_funcs.cpp
index 6ad5c7499b..3c94ac5bc7 100644
--- a/core/math/math_funcs.cpp
+++ b/core/math/math_funcs.cpp
@@ -36,8 +36,9 @@ uint32_t Math::default_seed=1;
#define PHI 0x9e3779b9
-static uint32_t Q[4096], c = 362436;
-
+#if 0
+static uint32_t Q[4096];
+#endif
uint32_t Math::rand_from_seed(uint32_t *seed) {
@@ -269,7 +270,7 @@ bool Math::is_inf(double p_val) {
uint32_t Math::larger_prime(uint32_t p_val) {
- static const int primes[] = {
+ static const uint32_t primes[] = {
5,
13,
23,
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index 33175ed2fc..ec089ebc8b 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -79,9 +79,9 @@ public:
return Math::log( p_linear ) * 8.6858896380650365530225783783321;
}
- static inline double db2linear(double p_linear) {
+ static inline double db2linear(double p_db) {
- return Math::exp( p_linear * 0.11512925464970228420089957273422 );
+ return Math::exp( p_db * 0.11512925464970228420089957273422 );
}
static bool is_nan(double p_val);
diff --git a/core/math/quat.h b/core/math/quat.h
index de4aedaeec..f161e35074 100644
--- a/core/math/quat.h
+++ b/core/math/quat.h
@@ -73,7 +73,7 @@ public:
-x * v.x - y * v.y - z * v.z);
}
- _FORCE_INLINE_ Vector3 xform(const Vector3& v) {
+ _FORCE_INLINE_ Vector3 xform(const Vector3& v) const {
Quat q = *this * v;
q *= this->inverse();
diff --git a/core/math/vector3.h b/core/math/vector3.h
index d27b611379..8a3cca8f33 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -40,11 +40,11 @@ struct Vector3 {
enum Axis {
AXIS_X,
AXIS_Y,
- AXIS_Z,
+ AXIS_Z,
};
union {
-
+
#ifdef USE_QUAD_VECTORS
struct {
@@ -52,7 +52,7 @@ struct Vector3 {
real_t y;
real_t z;
real_t _unused;
- };
+ };
real_t coord[4];
#else
@@ -61,18 +61,18 @@ struct Vector3 {
real_t y;
real_t z;
};
-
+
real_t coord[3];
#endif
};
_FORCE_INLINE_ const real_t& operator[](int p_axis) const {
-
+
return coord[p_axis];
}
_FORCE_INLINE_ real_t& operator[](int p_axis) {
-
+
return coord[p_axis];
}
@@ -84,7 +84,7 @@ struct Vector3 {
_FORCE_INLINE_ real_t length() const;
_FORCE_INLINE_ real_t length_squared() const;
-
+
_FORCE_INLINE_ void normalize();
_FORCE_INLINE_ Vector3 normalized() const;
_FORCE_INLINE_ Vector3 inverse() const;
@@ -107,6 +107,8 @@ struct Vector3 {
_FORCE_INLINE_ real_t dot(const Vector3& p_b) const;
_FORCE_INLINE_ Vector3 abs() const;
+ _FORCE_INLINE_ Vector3 floor() const;
+ _FORCE_INLINE_ Vector3 ceil() const;
_FORCE_INLINE_ real_t distance_to(const Vector3& p_b) const;
_FORCE_INLINE_ real_t distance_squared_to(const Vector3& p_b) const;
@@ -172,7 +174,17 @@ real_t Vector3::dot(const Vector3& p_b) const {
Vector3 Vector3::abs() const {
return Vector3( Math::abs(x), Math::abs(y), Math::abs(z) );
-}
+}
+
+Vector3 Vector3::floor() const {
+
+ return Vector3( Math::floor(x), Math::floor(y), Math::floor(z) );
+}
+
+Vector3 Vector3::ceil() const {
+
+ return Vector3( Math::ceil(x), Math::ceil(y), Math::ceil(z) );
+}
Vector3 Vector3::linear_interpolate(const Vector3& p_b,float p_t) const {
@@ -301,7 +313,7 @@ bool Vector3::operator<(const Vector3& p_v) const {
return y<p_v.y;
} else
return x<p_v.x;
-
+
}
bool Vector3::operator<=(const Vector3& p_v) const {