diff options
Diffstat (limited to 'core/math')
57 files changed, 223 insertions, 223 deletions
diff --git a/core/math/a_star.cpp b/core/math/a_star.cpp index 6b97cba9f9..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 */ 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 24908ae59d..2861358e32 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 */ diff --git a/core/math/audio_frame.h b/core/math/audio_frame.h index 43d4a63cd3..5773da9211 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 */ diff --git a/core/math/basis.cpp b/core/math/basis.cpp index a64f29517d..cbdd8a8c9f 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 */ @@ -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; 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 f29cb7a269..7dbda1d149 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 */ @@ -74,6 +74,15 @@ 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); diff --git a/core/math/camera_matrix.h b/core/math/camera_matrix.h index f856a7b1bf..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); diff --git a/core/math/color.cpp b/core/math/color.cpp index 2afe14bd63..588aedf821 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 +399,23 @@ 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; } +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); diff --git a/core/math/color.h b/core/math/color.h index b928ff8592..779f770761 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 */ @@ -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); 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 index 23e713dd2d..4639a52278 100644 --- a/core/math/dynamic_bvh.cpp +++ b/core/math/dynamic_bvh.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/dynamic_bvh.h b/core/math/dynamic_bvh.h index 8b0d390465..c71db2d24d 100644 --- a/core/math/dynamic_bvh.h +++ b/core/math/dynamic_bvh.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/expression.cpp b/core/math/expression.cpp index 29b706a3a9..636ea601c7 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 */ 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..783750b9e6 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()); diff --git a/core/math/geometry_2d.h b/core/math/geometry_2d.h index de580ea639..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 */ diff --git a/core/math/geometry_3d.cpp b/core/math/geometry_3d.cpp index ccb6648561..553184303d 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; diff --git a/core/math/geometry_3d.h b/core/math/geometry_3d.h index f10fbeaaaf..825817af5e 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 */ diff --git a/core/math/math_defs.h b/core/math/math_defs.h index 0478de732a..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 */ 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 f664b2f006..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 */ diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h index f4ebffe81c..c7d24e9c58 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 */ diff --git a/core/math/octree.h b/core/math/octree.h index f7ff4faef3..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 */ 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..ad28967d7a 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 */ 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 c39037747a..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 */ 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 cc10328357..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 */ 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..60da6f5593 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 */ @@ -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..0047c0705d 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 */ 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 7d5a051a34..496e29ebe4 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 */ diff --git a/core/math/vector2.h b/core/math/vector2.h index faa26f81bd..24795857a3 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 */ diff --git a/core/math/vector3.cpp b/core/math/vector3.cpp index ebacf07fd4..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 */ diff --git a/core/math/vector3.h b/core/math/vector3.h index 5af84377fd..6b4ff3f9a8 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 */ @@ -324,48 +324,40 @@ 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 */ |