diff options
Diffstat (limited to 'core/math')
-rw-r--r-- | core/math/basis.cpp | 8 | ||||
-rw-r--r-- | core/math/color.h | 10 | ||||
-rw-r--r-- | core/math/math_funcs.h | 20 | ||||
-rw-r--r-- | core/math/projection.cpp | 12 | ||||
-rw-r--r-- | core/math/vector2.h | 24 | ||||
-rw-r--r-- | core/math/vector3.h | 29 | ||||
-rw-r--r-- | core/math/vector4.cpp | 11 |
7 files changed, 69 insertions, 45 deletions
diff --git a/core/math/basis.cpp b/core/math/basis.cpp index 41ec6d8ce3..d7bb025b69 100644 --- a/core/math/basis.cpp +++ b/core/math/basis.cpp @@ -487,7 +487,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const { euler.z = 0.0f; } return euler; - } break; + } case EulerOrder::XZY: { // Euler angles in XZY convention. // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix @@ -516,7 +516,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const { euler.z = -Math_PI / 2.0f; } return euler; - } break; + } case EulerOrder::YXZ: { // Euler angles in YXZ convention. // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix @@ -554,7 +554,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const { } return euler; - } break; + } case EulerOrder::YZX: { // Euler angles in YZX convention. // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix @@ -639,7 +639,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const { euler.z = -Math::atan2(rows[0][1], rows[1][1]); } return euler; - } break; + } default: { ERR_FAIL_V_MSG(Vector3(), "Invalid parameter for get_euler(order)"); } diff --git a/core/math/color.h b/core/math/color.h index a23a4953ce..5630539aa7 100644 --- a/core/math/color.h +++ b/core/math/color.h @@ -105,12 +105,10 @@ struct _NO_DISCARD_ Color { _FORCE_INLINE_ Color lerp(const Color &p_to, float p_weight) const { Color res = *this; - - res.r += (p_weight * (p_to.r - r)); - res.g += (p_weight * (p_to.g - g)); - res.b += (p_weight * (p_to.b - b)); - res.a += (p_weight * (p_to.a - a)); - + res.r = Math::lerp(res.r, p_to.r, p_weight); + res.g = Math::lerp(res.g, p_to.g, p_weight); + res.b = Math::lerp(res.b, p_to.b, p_weight); + res.a = Math::lerp(res.a, p_to.a, p_weight); return res; } diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h index 0af529ad98..8dff8e6e7e 100644 --- a/core/math/math_funcs.h +++ b/core/math/math_funcs.h @@ -364,6 +364,26 @@ public: return p_start * omt3 + p_control_1 * omt2 * p_t * 3.0f + p_control_2 * omt * t2 * 3.0f + p_end * t3; } + static _ALWAYS_INLINE_ double bezier_derivative(double p_start, double p_control_1, double p_control_2, double p_end, double p_t) { + /* Formula from Wikipedia article on Bezier curves. */ + double omt = (1.0 - p_t); + double omt2 = omt * omt; + double t2 = p_t * p_t; + + double d = (p_control_1 - p_start) * 3.0 * omt2 + (p_control_2 - p_control_1) * 6.0 * omt * p_t + (p_end - p_control_2) * 3.0 * t2; + return d; + } + + static _ALWAYS_INLINE_ float bezier_derivative(float p_start, float p_control_1, float p_control_2, float p_end, float p_t) { + /* Formula from Wikipedia article on Bezier curves. */ + float omt = (1.0f - p_t); + float omt2 = omt * omt; + float t2 = p_t * p_t; + + float d = (p_control_1 - p_start) * 3.0f * omt2 + (p_control_2 - p_control_1) * 6.0f * omt * p_t + (p_end - p_control_2) * 3.0f * t2; + return d; + } + static _ALWAYS_INLINE_ double lerp_angle(double p_from, double p_to, double p_weight) { double difference = fmod(p_to - p_from, Math_TAU); double distance = fmod(2.0 * difference, Math_TAU) - difference; diff --git a/core/math/projection.cpp b/core/math/projection.cpp index 70cc9b5f7c..9af388b081 100644 --- a/core/math/projection.cpp +++ b/core/math/projection.cpp @@ -181,7 +181,7 @@ Plane Projection::get_projection_plane(Planes p_plane) const { new_plane.normal = -new_plane.normal; new_plane.normalize(); return new_plane; - } break; + } case PLANE_FAR: { Plane new_plane = Plane(matrix[3] - matrix[2], matrix[7] - matrix[6], @@ -191,7 +191,7 @@ Plane Projection::get_projection_plane(Planes p_plane) const { new_plane.normal = -new_plane.normal; new_plane.normalize(); return new_plane; - } break; + } case PLANE_LEFT: { Plane new_plane = Plane(matrix[3] + matrix[0], matrix[7] + matrix[4], @@ -201,7 +201,7 @@ Plane Projection::get_projection_plane(Planes p_plane) const { new_plane.normal = -new_plane.normal; new_plane.normalize(); return new_plane; - } break; + } case PLANE_TOP: { Plane new_plane = Plane(matrix[3] - matrix[1], matrix[7] - matrix[5], @@ -211,7 +211,7 @@ Plane Projection::get_projection_plane(Planes p_plane) const { new_plane.normal = -new_plane.normal; new_plane.normalize(); return new_plane; - } break; + } case PLANE_RIGHT: { Plane new_plane = Plane(matrix[3] - matrix[0], matrix[7] - matrix[4], @@ -221,7 +221,7 @@ Plane Projection::get_projection_plane(Planes p_plane) const { new_plane.normal = -new_plane.normal; new_plane.normalize(); return new_plane; - } break; + } case PLANE_BOTTOM: { Plane new_plane = Plane(matrix[3] + matrix[1], matrix[7] + matrix[5], @@ -231,7 +231,7 @@ Plane Projection::get_projection_plane(Planes p_plane) const { new_plane.normal = -new_plane.normal; new_plane.normalize(); return new_plane; - } break; + } } return Plane(); diff --git a/core/math/vector2.h b/core/math/vector2.h index 5775d8e735..835c3d1ba6 100644 --- a/core/math/vector2.h +++ b/core/math/vector2.h @@ -112,6 +112,7 @@ struct _NO_DISCARD_ Vector2 { _FORCE_INLINE_ Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight) const; _FORCE_INLINE_ Vector2 cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const; _FORCE_INLINE_ Vector2 bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const; + _FORCE_INLINE_ Vector2 bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const; Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const; @@ -242,10 +243,8 @@ _FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const { Vector2 Vector2::lerp(const Vector2 &p_to, const real_t p_weight) const { Vector2 res = *this; - - res.x += (p_weight * (p_to.x - x)); - res.y += (p_weight * (p_to.y - y)); - + res.x = Math::lerp(res.x, p_to.x, p_weight); + res.y = Math::lerp(res.y, p_to.y, p_weight); return res; } @@ -278,15 +277,16 @@ Vector2 Vector2::cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_ Vector2 Vector2::bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const { Vector2 res = *this; + res.x = Math::bezier_interpolate(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t); + res.y = Math::bezier_interpolate(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t); + return res; +} - /* Formula from Wikipedia article on Bezier curves. */ - real_t omt = (1.0 - p_t); - real_t omt2 = omt * omt; - real_t omt3 = omt2 * omt; - real_t t2 = p_t * p_t; - real_t t3 = t2 * p_t; - - return res * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3; +Vector2 Vector2::bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const { + Vector2 res = *this; + res.x = Math::bezier_derivative(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t); + res.y = Math::bezier_derivative(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t); + return res; } Vector2 Vector2::direction_to(const Vector2 &p_to) const { diff --git a/core/math/vector3.h b/core/math/vector3.h index 19771eb312..dc74096690 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -100,6 +100,7 @@ struct _NO_DISCARD_ Vector3 { _FORCE_INLINE_ Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight) const; _FORCE_INLINE_ Vector3 cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const; _FORCE_INLINE_ Vector3 bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const; + _FORCE_INLINE_ Vector3 bezier_derivative(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const; Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const; @@ -208,10 +209,11 @@ Vector3 Vector3::round() const { } Vector3 Vector3::lerp(const Vector3 &p_to, const real_t p_weight) const { - return Vector3( - x + (p_weight * (p_to.x - x)), - y + (p_weight * (p_to.y - y)), - z + (p_weight * (p_to.z - z))); + Vector3 res = *this; + res.x = Math::lerp(res.x, p_to.x, p_weight); + res.y = Math::lerp(res.y, p_to.y, p_weight); + res.z = Math::lerp(res.z, p_to.z, p_weight); + return res; } Vector3 Vector3::slerp(const Vector3 &p_to, const real_t p_weight) const { @@ -254,15 +256,18 @@ Vector3 Vector3::cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_ Vector3 Vector3::bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const { Vector3 res = *this; + res.x = Math::bezier_interpolate(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t); + res.y = Math::bezier_interpolate(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t); + res.z = Math::bezier_interpolate(res.z, p_control_1.z, p_control_2.z, p_end.z, p_t); + return res; +} - /* Formula from Wikipedia article on Bezier curves. */ - real_t omt = (1.0 - p_t); - real_t omt2 = omt * omt; - real_t omt3 = omt2 * omt; - real_t t2 = p_t * p_t; - real_t t3 = t2 * p_t; - - return res * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3; +Vector3 Vector3::bezier_derivative(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const { + Vector3 res = *this; + res.x = Math::bezier_derivative(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t); + res.y = Math::bezier_derivative(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t); + res.z = Math::bezier_derivative(res.z, p_control_1.z, p_control_2.z, p_end.z, p_t); + return res; } real_t Vector3::distance_to(const Vector3 &p_to) const { diff --git a/core/math/vector4.cpp b/core/math/vector4.cpp index 3b189f7ed4..5ddf2bb6f6 100644 --- a/core/math/vector4.cpp +++ b/core/math/vector4.cpp @@ -130,11 +130,12 @@ Vector4 Vector4::round() const { } Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const { - return Vector4( - x + (p_weight * (p_to.x - x)), - y + (p_weight * (p_to.y - y)), - z + (p_weight * (p_to.z - z)), - w + (p_weight * (p_to.w - w))); + Vector4 res = *this; + res.x = Math::lerp(res.x, p_to.x, p_weight); + res.y = Math::lerp(res.y, p_to.y, p_weight); + res.z = Math::lerp(res.z, p_to.z, p_weight); + res.w = Math::lerp(res.w, p_to.w, p_weight); + return res; } Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const { |