diff options
Diffstat (limited to 'core/math')
36 files changed, 53 insertions, 348 deletions
diff --git a/core/math/a_star.cpp b/core/math/a_star.cpp index 04e4383f03..21516ac768 100644 --- a/core/math/a_star.cpp +++ b/core/math/a_star.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/a_star.h b/core/math/a_star.h index ebf1407c17..d2d2166719 100644 --- a/core/math/a_star.h +++ b/core/math/a_star.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/audio_frame.cpp b/core/math/audio_frame.cpp index 30a50c8add..555d3536df 100644 --- a/core/math/audio_frame.cpp +++ b/core/math/audio_frame.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/audio_frame.h b/core/math/audio_frame.h index d54f622197..cfc7331767 100644 --- a/core/math/audio_frame.h +++ b/core/math/audio_frame.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/bsp_tree.cpp b/core/math/bsp_tree.cpp index e22bc2b05e..be950568cf 100644 --- a/core/math/bsp_tree.cpp +++ b/core/math/bsp_tree.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/bsp_tree.h b/core/math/bsp_tree.h index 8296e57943..2e762ba4de 100644 --- a/core/math/bsp_tree.h +++ b/core/math/bsp_tree.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp index a1666ccd8b..0512cdd798 100644 --- a/core/math/camera_matrix.cpp +++ b/core/math/camera_matrix.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ @@ -180,19 +180,7 @@ void CameraMatrix::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear } void CameraMatrix::set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far) { -#if 0 - ///@TODO, give a check to this. I'm not sure if it's working. - set_identity(); - matrix[0][0]=(2*p_near) / (p_right-p_left); - matrix[0][2]=(p_right+p_left) / (p_right-p_left); - matrix[1][1]=(2*p_near) / (p_top-p_bottom); - matrix[1][2]=(p_top+p_bottom) / (p_top-p_bottom); - matrix[2][2]=-(p_far+p_near) / ( p_far-p_near); - matrix[2][3]=-(2*p_far*p_near) / (p_far-p_near); - matrix[3][2]=-1; - matrix[3][3]=0; -#else real_t *te = &matrix[0][0]; real_t x = 2 * p_near / (p_right - p_left); real_t y = 2 * p_near / (p_top - p_bottom); @@ -218,8 +206,6 @@ void CameraMatrix::set_frustum(real_t p_left, real_t p_right, real_t p_bottom, r te[13] = 0; te[14] = d; te[15] = 0; - -#endif } real_t CameraMatrix::get_z_far() const { diff --git a/core/math/camera_matrix.h b/core/math/camera_matrix.h index 4be8ffab8c..175d0cdb1b 100644 --- a/core/math/camera_matrix.h +++ b/core/math/camera_matrix.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/face3.cpp b/core/math/face3.cpp index 0e292500bf..748faad28f 100644 --- a/core/math/face3.cpp +++ b/core/math/face3.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/face3.h b/core/math/face3.h index 3d02ae4014..8e4a25fb7a 100644 --- a/core/math/face3.h +++ b/core/math/face3.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/geometry.cpp b/core/math/geometry.cpp index 9a5811244a..7c8fb6f17d 100644 --- a/core/math/geometry.cpp +++ b/core/math/geometry.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/geometry.h b/core/math/geometry.h index 909d8164c3..cd069bd7a3 100644 --- a/core/math/geometry.h +++ b/core/math/geometry.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ @@ -105,7 +105,7 @@ public: } static void get_closest_points_between_segments(const Vector3 &p1, const Vector3 &p2, const Vector3 &q1, const Vector3 &q2, Vector3 &c1, Vector3 &c2) { -#if 1 + //do the function 'd' as defined by pb. I think is is dot product of some sort #define d_of(m, n, o, p) ((m.x - n.x) * (o.x - p.x) + (m.y - n.y) * (o.y - p.y) + (m.z - n.z) * (o.z - p.z)) @@ -120,33 +120,6 @@ public: if (mub > 1) mub = 1; c1 = p1.linear_interpolate(p2, mua); c2 = q1.linear_interpolate(q2, mub); -#else - //this is broken do not use - Vector3 u = p2 - p1; - Vector3 v = q2 - q1; - Vector3 w = p1 - q1; - float a = u.dot(u); - float b = u.dot(v); - float c = v.dot(v); // always >= 0 - float d = u.dot(w); - float e = v.dot(w); - float D = a * c - b * b; // always >= 0 - float sc, tc; - - // compute the line parameters of the two closest points - if (D < CMP_EPSILON) { // the lines are almost parallel - sc = 0.0; - tc = (b > c ? d / b : e / c); // use the largest denominator - } else { - sc = (b * e - c * d) / D; - tc = (a * e - b * d) / D; - } - - c1 = w + sc * u; - c2 = w + tc * v; -// get the difference of the two closest points -//Vector dP = w + (sc * u) - (tc * v); // = L1(sc) - L2(tc) -#endif } static real_t get_closest_distance_between_segments(const Vector3 &p_from_a, const Vector3 &p_to_a, const Vector3 &p_from_b, const Vector3 &p_to_b) { diff --git a/core/math/math_2d.cpp b/core/math/math_2d.cpp index 956cfe5258..c77fe96ff2 100644 --- a/core/math/math_2d.cpp +++ b/core/math/math_2d.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ @@ -205,33 +205,6 @@ Vector2 Vector2::clamped(real_t p_len) const { return v; } -Vector2 Vector2::cubic_interpolate_soft(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const { -#if 0 - k[0] = ((*this) (vi[0] + 1, vi[1], vi[2])) - ((*this) (vi[0], - vi[1],vi[2])); //fk = a0 - k[1] = (((*this) (vi[0] + 1, vi[1], vi[2])) - ((*this) ((int) (v(0) - - 1), vi[1],vi[2])))*0.5; //dk = a1 - k[2] = (((*this) ((int) (v(0) + 2), vi[1], vi[2])) - ((*this) (vi[0], - vi[1],vi[2])))*0.5; //dk+1 - k[3] = k[0]*3 - k[1]*2 - k[2];//a2 - k[4] = k[1] + k[2] - k[0]*2;//a3 - - //ip = a3(t-tk)³ + a2(t-tk)² + a1(t-tk) + a0 - // - //a3 = dk + dk+1 - Dk - //a2 = 3Dk - 2dk - dk+1 - //a1 = dk - //a0 = fk - // - //dk = (fk+1 - fk-1)*0.5 - //Dk = (fk+1 - fk) - - real_t dk = -#endif - - return Vector2(); -} - Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const { Vector2 p0 = p_pre_a; diff --git a/core/math/math_2d.h b/core/math/math_2d.h index 6fea6c8adb..d215df8a43 100644 --- a/core/math/math_2d.h +++ b/core/math/math_2d.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ @@ -113,7 +113,6 @@ struct Vector2 { _FORCE_INLINE_ static Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t); _FORCE_INLINE_ Vector2 linear_interpolate(const Vector2 &p_b, real_t p_t) const; Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const; - Vector2 cubic_interpolate_soft(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const; Vector2 slide(const Vector2 &p_normal) const; Vector2 bounce(const Vector2 &p_normal) const; diff --git a/core/math/math_defs.h b/core/math/math_defs.h index 3d9eb63e11..904cbc1abc 100644 --- a/core/math/math_defs.h +++ b/core/math/math_defs.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/math_funcs.cpp b/core/math/math_funcs.cpp index 9f5a9c193a..6fb688f16b 100644 --- a/core/math/math_funcs.cpp +++ b/core/math/math_funcs.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ @@ -28,16 +28,13 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "math_funcs.h" + #include "core/os/os.h" pcg32_random_t Math::default_pcg = { 12047754176567800795ULL, PCG_DEFAULT_INC_64 }; #define PHI 0x9e3779b9 -#if 0 -static uint32_t Q[4096]; -#endif - // TODO: we should eventually expose pcg.inc too uint32_t Math::rand_from_seed(uint64_t *seed) { pcg32_random_t pcg = { *seed, PCG_DEFAULT_INC_64 }; diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h index 45509a0808..9651e37f3e 100644 --- a/core/math/math_funcs.h +++ b/core/math/math_funcs.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ @@ -153,8 +153,14 @@ public: 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 a, double b, double c) { return a + (b - a) * c; } - static _ALWAYS_INLINE_ float lerp(float a, float b, float c) { return a + (b - a) * c; } + static _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; } + + static _ALWAYS_INLINE_ double inverse_lerp(double p_from, double p_to, double p_value) { return (p_value - p_from) / (p_to - p_from); } + static _ALWAYS_INLINE_ float inverse_lerp(float p_from, float p_to, float p_value) { return (p_value - p_from) / (p_to - p_from); } + + static _ALWAYS_INLINE_ double range_lerp(double p_value, double p_istart, double p_istop, double p_ostart, double p_ostop) { return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value)); } + static _ALWAYS_INLINE_ float range_lerp(float p_value, float p_istart, float p_istop, float p_ostart, float p_ostop) { return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value)); } static _ALWAYS_INLINE_ double linear2db(double p_linear) { return Math::log(p_linear) * 8.6858896380650365530225783783321; } static _ALWAYS_INLINE_ float linear2db(float p_linear) { return Math::log(p_linear) * 8.6858896380650365530225783783321; } diff --git a/core/math/matrix3.cpp b/core/math/matrix3.cpp index f2f6ff93cf..c7e2a8f307 100644 --- a/core/math/matrix3.cpp +++ b/core/math/matrix3.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ @@ -365,14 +365,10 @@ Vector3 Basis::get_euler_xyz() const { if (euler.y < Math_PI * 0.5) { if (euler.y > -Math_PI * 0.5) { //if rotation is Y-only, return a proper -pi,pi range like in x or z for the same case. - if (elements[1][0] == 0.0 && elements[0][1] == 0.0 && elements[0][0] < 0.0) { + if (elements[1][0] == 0.0 && elements[0][1] == 0.0 && elements[1][2] == 0 && elements[2][1] == 0 && elements[1][1] == 1) { euler.x = 0; + euler.y = atan2(elements[0][2], elements[0][0]); euler.z = 0; - - if (euler.y > 0.0) - euler.y = Math_PI - euler.y; - else - euler.y = -(Math_PI + euler.y); } else { euler.x = Math::atan2(-elements[1][2], elements[2][2]); euler.z = Math::atan2(-elements[0][1], elements[0][0]); @@ -436,15 +432,10 @@ Vector3 Basis::get_euler_yxz() const { if (m12 < 1) { if (m12 > -1) { - if (elements[1][0] == 0 && elements[0][1] == 0 && elements[2][2] < 0) { // use pure x rotation - real_t x = asin(-m12); + if (elements[1][0] == 0 && elements[0][1] == 0 && elements[0][2] == 0 && elements[2][0] == 0 && elements[0][0] == 1) { // use pure x rotation + euler.x = atan2(-m12, elements[1][1]); euler.y = 0; euler.z = 0; - - if (x > 0.0) - euler.x = Math_PI - x; - else - euler.x = -(Math_PI + x); } else { euler.x = asin(-m12); euler.y = atan2(elements[0][2], elements[2][2]); diff --git a/core/math/matrix3.h b/core/math/matrix3.h index 74e6564578..be85c244bd 100644 --- a/core/math/matrix3.h +++ b/core/math/matrix3.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/octree.h b/core/math/octree.h index 2e37056030..95a67943fd 100644 --- a/core/math/octree.h +++ b/core/math/octree.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ @@ -851,28 +851,6 @@ void Octree<T, use_pairs, AL>::move(OctreeElementID p_id, const Rect3 &p_aabb) { ERR_FAIL_COND(!E); Element &e = E->get(); -#if 0 - - pass++; - if (!e.aabb.has_no_surface()) { - _remove_element(&e); - } - - e.aabb=p_aabb; - - if (!e.aabb.has_no_surface()) { - _ensure_valid_root(p_aabb); - - _insert_element(&e,root); - if (use_pairs) - _element_check_pairs(&e); - - } - - _optimize(); - -#else - bool old_has_surf = !e.aabb.has_no_surface(); bool new_has_surf = !p_aabb.has_no_surface(); @@ -979,7 +957,6 @@ void Octree<T, use_pairs, AL>::move(OctreeElementID p_id, const Rect3 &p_aabb) { } _optimize(); -#endif } template <class T, bool use_pairs, class AL> diff --git a/core/math/plane.cpp b/core/math/plane.cpp index 17928d07c3..08395ed07b 100644 --- a/core/math/plane.cpp +++ b/core/math/plane.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/plane.h b/core/math/plane.h index 73d584e553..559a735817 100644 --- a/core/math/plane.h +++ b/core/math/plane.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/quat.cpp b/core/math/quat.cpp index 5984cdf657..cebc5b9522 100644 --- a/core/math/quat.cpp +++ b/core/math/quat.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ @@ -139,48 +139,6 @@ Quat Quat::inverse() const { Quat Quat::slerp(const Quat &q, const real_t &t) const { -#if 0 - - - Quat dst=q; - Quat src=*this; - - src.normalize(); - dst.normalize(); - - real_t cosine = dst.dot(src); - - if (cosine < 0 && true) { - cosine = -cosine; - dst = -dst; - } else { - dst = dst; - } - - if (Math::abs(cosine) < 1 - CMP_EPSILON) { - // Standard case (slerp) - real_t sine = Math::sqrt(1 - cosine*cosine); - real_t angle = Math::atan2(sine, cosine); - real_t inv_sine = 1.0 / sine; - real_t coeff_0 = Math::sin((1.0 - t) * angle) * inv_sine; - real_t coeff_1 = Math::sin(t * angle) * inv_sine; - Quat ret= src * coeff_0 + dst * coeff_1; - - return ret; - } else { - // There are two situations: - // 1. "rkP" and "q" are very close (cosine ~= +1), so we can do a linear - // interpolation safely. - // 2. "rkP" and "q" are almost invedste of each other (cosine ~= -1), there - // are an infinite number of possibilities interpolation. but we haven't - // have method to fix this case, so just use linear interpolation here. - Quat ret = src * (1.0 - t) + dst *t; - // taking the complement requires renormalisation - ret.normalize(); - return ret; - } -#else - Quat to1; real_t omega, cosom, sinom, scale0, scale1; @@ -221,7 +179,6 @@ Quat Quat::slerp(const Quat &q, const real_t &t) const { scale0 * y + scale1 * to1.y, scale0 * z + scale1 * to1.z, scale0 * w + scale1 * to1.w); -#endif } Quat Quat::slerpni(const Quat &q, const real_t &t) const { @@ -241,53 +198,6 @@ Quat Quat::slerpni(const Quat &q, const real_t &t) const { invFactor * from.y + newFactor * q.y, invFactor * from.z + newFactor * q.z, invFactor * from.w + newFactor * q.w); - -#if 0 - real_t to1[4]; - real_t omega, cosom, sinom, scale0, scale1; - - - // calc cosine - cosom = x * q.x + y * q.y + z * q.z - + w * q.w; - - - // adjust signs (if necessary) - if ( cosom <0.0 && false) { - cosom = -cosom;to1[0] = - q.x; - to1[1] = - q.y; - to1[2] = - q.z; - to1[3] = - q.w; - } else { - to1[0] = q.x; - to1[1] = q.y; - to1[2] = q.z; - to1[3] = q.w; - } - - - // calculate coefficients - - if ( (1.0 - cosom) > CMP_EPSILON ) { - // standard case (slerp) - omega = Math::acos(cosom); - sinom = Math::sin(omega); - scale0 = Math::sin((1.0 - t) * omega) / sinom; - scale1 = Math::sin(t * omega) / sinom; - } else { - // "from" and "to" quaternions are very close - // ... so we can do a linear interpolation - scale0 = 1.0 - t; - scale1 = t; - } - // calculate final values - return Quat( - scale0 * x + scale1 * to1[0], - scale0 * y + scale1 * to1[1], - scale0 * z + scale1 * to1[2], - scale0 * w + scale1 * to1[3] - ); -#endif } Quat Quat::cubic_slerp(const Quat &q, const Quat &prep, const Quat &postq, const real_t &t) const { diff --git a/core/math/quat.h b/core/math/quat.h index 0e378eb4e4..9668f8c7a3 100644 --- a/core/math/quat.h +++ b/core/math/quat.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/quick_hull.cpp b/core/math/quick_hull.cpp index 54b97ac38c..e9a383df40 100644 --- a/core/math/quick_hull.cpp +++ b/core/math/quick_hull.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/quick_hull.h b/core/math/quick_hull.h index 49600649e3..47ed22615b 100644 --- a/core/math/quick_hull.h +++ b/core/math/quick_hull.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/rect3.cpp b/core/math/rect3.cpp index 973607f565..6f01000f61 100644 --- a/core/math/rect3.cpp +++ b/core/math/rect3.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/rect3.h b/core/math/rect3.h index 4890a19d99..c3a2f5fbfb 100644 --- a/core/math/rect3.h +++ b/core/math/rect3.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ @@ -189,8 +189,6 @@ Vector3 Rect3::get_endpoint(int p_point) const { bool Rect3::intersects_convex_shape(const Plane *p_planes, int p_plane_count) const { -#if 1 - Vector3 half_extents = size * 0.5; Vector3 ofs = position + half_extents; @@ -206,42 +204,6 @@ bool Rect3::intersects_convex_shape(const Plane *p_planes, int p_plane_count) co } return true; -#else - //cache all points to check against! - // #warning should be easy to optimize, just use the same as when taking the support and use only that point - Vector3 points[8] = { - Vector3(position.x, position.y, position.z), - Vector3(position.x, position.y, position.z + size.z), - Vector3(position.x, position.y + size.y, position.z), - Vector3(position.x, position.y + size.y, position.z + size.z), - Vector3(position.x + size.x, position.y, position.z), - Vector3(position.x + size.x, position.y, position.z + size.z), - Vector3(position.x + size.x, position.y + size.y, position.z), - Vector3(position.x + size.x, position.y + size.y, position.z + size.z), - }; - - for (int i = 0; i < p_plane_count; i++) { //for each plane - - const Plane &plane = p_planes[i]; - bool all_points_over = true; - //test if it has all points over! - - for (int j = 0; j < 8; j++) { - - if (!plane.is_point_over(points[j])) { - - all_points_over = false; - break; - } - } - - if (all_points_over) { - - return false; - } - } - return true; -#endif } bool Rect3::has_point(const Vector3 &p_point) const { diff --git a/core/math/transform.cpp b/core/math/transform.cpp index 3a86fbfc6c..60df69a509 100644 --- a/core/math/transform.cpp +++ b/core/math/transform.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/transform.h b/core/math/transform.h index 48467f2ed7..566bf482a9 100644 --- a/core/math/transform.h +++ b/core/math/transform.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ @@ -154,8 +154,7 @@ _FORCE_INLINE_ Plane Transform::xform_inv(const Plane &p_plane) const { } _FORCE_INLINE_ Rect3 Transform::xform(const Rect3 &p_aabb) const { -/* define vertices */ -#if 1 + /* define vertices */ Vector3 x = basis.get_axis(0) * p_aabb.size.x; Vector3 y = basis.get_axis(1) * p_aabb.size.y; Vector3 z = basis.get_axis(2) * p_aabb.size.z; @@ -171,31 +170,8 @@ _FORCE_INLINE_ Rect3 Transform::xform(const Rect3 &p_aabb) const { new_aabb.expand_to(pos + y + z); new_aabb.expand_to(pos + x + y + z); return new_aabb; -#else - - Vector3 vertices[8] = { - Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z), - Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z), - Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z), - Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z), - Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z), - Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z), - Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z), - Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z) - }; - - AABB ret; - - ret.pos = xform(vertices[0]); - - for (int i = 1; i < 8; i++) { - - ret.expand_to(xform(vertices[i])); - } - - return ret; -#endif } + _FORCE_INLINE_ Rect3 Transform::xform_inv(const Rect3 &p_aabb) const { /* define vertices */ @@ -222,4 +198,4 @@ _FORCE_INLINE_ Rect3 Transform::xform_inv(const Rect3 &p_aabb) const { return ret; } -#endif +#endif // TRANSFORM_H diff --git a/core/math/triangle_mesh.cpp b/core/math/triangle_mesh.cpp index 1df3c8c298..614104f698 100644 --- a/core/math/triangle_mesh.cpp +++ b/core/math/triangle_mesh.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/triangle_mesh.h b/core/math/triangle_mesh.h index 166f10c577..2bf67fffcb 100644 --- a/core/math/triangle_mesh.h +++ b/core/math/triangle_mesh.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/triangulate.cpp b/core/math/triangulate.cpp index 4a5d0a078e..b20f2e06d5 100644 --- a/core/math/triangulate.cpp +++ b/core/math/triangulate.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/triangulate.h b/core/math/triangulate.h index 3f0ad00033..21e148249e 100644 --- a/core/math/triangulate.h +++ b/core/math/triangulate.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ diff --git a/core/math/vector3.cpp b/core/math/vector3.cpp index efffacb36e..144234f4d1 100644 --- a/core/math/vector3.cpp +++ b/core/math/vector3.cpp @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ @@ -125,51 +125,6 @@ Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, c return out; } -#if 0 -Vector3 Vector3::cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,real_t p_t) const { - - Vector3 p0=p_pre_a; - Vector3 p1=*this; - Vector3 p2=p_b; - Vector3 p3=p_post_b; - - if (true) { - - real_t ab = p0.distance_to(p1); - real_t bc = p1.distance_to(p2); - real_t cd = p2.distance_to(p3); - - //if (ab>bc) { - if (ab>0) - p0 = p1+(p0-p1)*(bc/ab); - //} - - //if (cd>bc) { - if (cd>0) - p3 = p2+(p3-p2)*(bc/cd); - //} - } - - real_t t = p_t; - real_t t2 = t * t; - real_t t3 = t2 * t; - - Vector3 out; - out.x = 0.5 * ( ( 2.0 * p1.x ) + - ( -p0.x + p2.x ) * t + - ( 2.0 * p0.x - 5.0 * p1.x + 4 * p2.x - p3.x ) * t2 + - ( -p0.x + 3.0 * p1.x - 3.0 * p2.x + p3.x ) * t3 ); - out.y = 0.5 * ( ( 2.0 * p1.y ) + - ( -p0.y + p2.y ) * t + - ( 2.0 * p0.y - 5.0 * p1.y + 4 * p2.y - p3.y ) * t2 + - ( -p0.y + 3.0 * p1.y - 3.0 * p2.y + p3.y ) * t3 ); - out.z = 0.5 * ( ( 2.0 * p1.z ) + - ( -p0.z + p2.z ) * t + - ( 2.0 * p0.z - 5.0 * p1.z + 4 * p2.z - p3.z ) * t2 + - ( -p0.z + 3.0 * p1.z - 3.0 * p2.z + p3.z ) * t3 ); - return out; -} -#endif Vector3::operator String() const { return (rtos(x) + ", " + rtos(y) + ", " + rtos(z)); diff --git a/core/math/vector3.h b/core/math/vector3.h index c58a86fbdb..74c822fcd7 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -3,7 +3,7 @@ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ -/* http://www.godotengine.org */ +/* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ |