diff options
Diffstat (limited to 'core/math')
51 files changed, 320 insertions, 222 deletions
diff --git a/core/math/a_star.cpp b/core/math/a_star.cpp index ae2b56e7b7..73f190a330 100644 --- a/core/math/a_star.cpp +++ b/core/math/a_star.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -164,36 +164,59 @@ void AStar::connect_points(int p_id, int p_with_id, bool bidirectional) { } Segment s(p_id, p_with_id); - if (s.from == p_id) { - s.from_point = a; - s.to_point = b; - } else { - s.from_point = b; - s.to_point = a; + if (bidirectional) s.direction = Segment::BIDIRECTIONAL; + + Set<Segment>::Element *element = segments.find(s); + if (element != NULL) { + s.direction |= element->get().direction; + if (s.direction == Segment::BIDIRECTIONAL) { + // Both are neighbours of each other now + a->unlinked_neighbours.remove(b->id); + b->unlinked_neighbours.remove(a->id); + } + segments.erase(element); } segments.insert(s); } -void AStar::disconnect_points(int p_id, int p_with_id) { - - Segment s(p_id, p_with_id); - ERR_FAIL_COND(!segments.has(s)); - - segments.erase(s); +void AStar::disconnect_points(int p_id, int p_with_id, bool bidirectional) { Point *a; bool a_exists = points.lookup(p_id, a); - CRASH_COND(!a_exists); + ERR_FAIL_COND(!a_exists); Point *b; bool b_exists = points.lookup(p_with_id, b); - CRASH_COND(!b_exists); + ERR_FAIL_COND(!b_exists); + + Segment s(p_id, p_with_id); + int remove_direction = bidirectional ? (int)Segment::BIDIRECTIONAL : s.direction; + + Set<Segment>::Element *element = segments.find(s); + if (element != NULL) { + // s is the new segment + // Erase the directions to be removed + s.direction = (element->get().direction & ~remove_direction); + + a->neighbours.remove(b->id); + if (bidirectional) { + b->neighbours.remove(a->id); + if (element->get().direction != Segment::BIDIRECTIONAL) { + a->unlinked_neighbours.remove(b->id); + b->unlinked_neighbours.remove(a->id); + } + } else { + if (s.direction == Segment::NONE) + b->unlinked_neighbours.remove(a->id); + else + a->unlinked_neighbours.set(b->id, b); + } - a->neighbours.remove(b->id); - a->unlinked_neighbours.remove(b->id); - b->neighbours.remove(a->id); - b->unlinked_neighbours.remove(a->id); + segments.erase(element); + if (s.direction != Segment::NONE) + segments.insert(s); + } } bool AStar::has_point(int p_id) const { @@ -227,10 +250,13 @@ PoolVector<int> AStar::get_point_connections(int p_id) { return point_list; } -bool AStar::are_points_connected(int p_id, int p_with_id) const { +bool AStar::are_points_connected(int p_id, int p_with_id, bool bidirectional) const { Segment s(p_id, p_with_id); - return segments.has(s); + const Set<Segment>::Element *element = segments.find(s); + + return element != NULL && + (bidirectional || (element->get().direction & s.direction) == s.direction); } void AStar::clear() { @@ -284,13 +310,17 @@ Vector3 AStar::get_closest_position_in_segment(const Vector3 &p_point) const { for (const Set<Segment>::Element *E = segments.front(); E; E = E->next()) { - if (!(E->get().from_point->enabled && E->get().to_point->enabled)) { + Point *from_point = nullptr, *to_point = nullptr; + points.lookup(E->get().u, from_point); + points.lookup(E->get().v, to_point); + + if (!(from_point->enabled && to_point->enabled)) { continue; } Vector3 segment[2] = { - E->get().from_point->pos, - E->get().to_point->pos, + from_point->pos, + to_point->pos, }; Vector3 p = Geometry::get_closest_point_to_segment(p_point, segment); @@ -376,11 +406,11 @@ float AStar::_estimate_cost(int p_from_id, int p_to_id) { Point *from_point; bool from_exists = points.lookup(p_from_id, from_point); - CRASH_COND(!from_exists); + ERR_FAIL_COND_V(!from_exists, 0); Point *to_point; bool to_exists = points.lookup(p_to_id, to_point); - CRASH_COND(!to_exists); + ERR_FAIL_COND_V(!to_exists, 0); return from_point->pos.distance_to(to_point->pos); } @@ -392,11 +422,11 @@ float AStar::_compute_cost(int p_from_id, int p_to_id) { Point *from_point; bool from_exists = points.lookup(p_from_id, from_point); - CRASH_COND(!from_exists); + ERR_FAIL_COND_V(!from_exists, 0); Point *to_point; bool to_exists = points.lookup(p_to_id, to_point); - CRASH_COND(!to_exists); + ERR_FAIL_COND_V(!to_exists, 0); return from_point->pos.distance_to(to_point->pos); } @@ -532,8 +562,8 @@ void AStar::_bind_methods() { ClassDB::bind_method(D_METHOD("is_point_disabled", "id"), &AStar::is_point_disabled); ClassDB::bind_method(D_METHOD("connect_points", "id", "to_id", "bidirectional"), &AStar::connect_points, DEFVAL(true)); - ClassDB::bind_method(D_METHOD("disconnect_points", "id", "to_id"), &AStar::disconnect_points); - ClassDB::bind_method(D_METHOD("are_points_connected", "id", "to_id"), &AStar::are_points_connected); + ClassDB::bind_method(D_METHOD("disconnect_points", "id", "to_id", "bidirectional"), &AStar::disconnect_points, DEFVAL(true)); + ClassDB::bind_method(D_METHOD("are_points_connected", "id", "to_id", "bidirectional"), &AStar::are_points_connected, DEFVAL(true)); ClassDB::bind_method(D_METHOD("get_point_count"), &AStar::get_point_count); ClassDB::bind_method(D_METHOD("get_point_capacity"), &AStar::get_point_capacity); diff --git a/core/math/a_star.h b/core/math/a_star.h index 0a5d3e992c..0b10976932 100644 --- a/core/math/a_star.h +++ b/core/math/a_star.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -81,24 +81,35 @@ class AStar : public Reference { struct Segment { union { struct { - int32_t from; - int32_t to; + int32_t u; + int32_t v; }; uint64_t key; }; - Point *from_point; - Point *to_point; + enum { + NONE = 0, + FORWARD = 1, + BACKWARD = 2, + BIDIRECTIONAL = FORWARD | BACKWARD + }; + unsigned char direction; bool operator<(const Segment &p_s) const { return key < p_s.key; } - Segment() { key = 0; } + Segment() { + key = 0; + direction = NONE; + } Segment(int p_from, int p_to) { - if (p_from > p_to) { - SWAP(p_from, p_to); + if (p_from < p_to) { + u = p_from; + v = p_to; + direction = FORWARD; + } else { + u = p_to; + v = p_from; + direction = BACKWARD; } - - from = p_from; - to = p_to; } }; @@ -133,8 +144,8 @@ public: bool is_point_disabled(int p_id) const; void connect_points(int p_id, int p_with_id, bool bidirectional = true); - void disconnect_points(int p_id, int p_with_id); - bool are_points_connected(int p_id, int p_with_id) const; + void disconnect_points(int p_id, int p_with_id, bool bidirectional = true); + bool are_points_connected(int p_id, int p_with_id, bool bidirectional = true) const; int get_point_count() const; int get_point_capacity() const; diff --git a/core/math/aabb.cpp b/core/math/aabb.cpp index a4eb1fe2a5..19d60fea72 100644 --- a/core/math/aabb.cpp +++ b/core/math/aabb.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -69,6 +69,11 @@ void AABB::merge_with(const AABB &p_aabb) { size = max - min; } +bool AABB::is_equal_approx(const AABB &p_aabb) const { + + return position.is_equal_approx(p_aabb.position) && size.is_equal_approx(p_aabb.size); +} + AABB AABB::intersection(const AABB &p_aabb) const { Vector3 src_min = position; diff --git a/core/math/aabb.h b/core/math/aabb.h index 52e5ed3626..d9d50c7139 100644 --- a/core/math/aabb.h +++ b/core/math/aabb.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -64,6 +64,7 @@ public: bool operator==(const AABB &p_rval) const; bool operator!=(const AABB &p_rval) const; + bool is_equal_approx(const AABB &p_aabb) const; _FORCE_INLINE_ bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap _FORCE_INLINE_ bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap _FORCE_INLINE_ bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this diff --git a/core/math/audio_frame.cpp b/core/math/audio_frame.cpp index 2496a70890..c565ea9b13 100644 --- a/core/math/audio_frame.cpp +++ b/core/math/audio_frame.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 98e4e33021..6477d029d5 100644 --- a/core/math/audio_frame.h +++ b/core/math/audio_frame.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 0a491010e2..ddf5f13d55 100644 --- a/core/math/basis.cpp +++ b/core/math/basis.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -106,17 +106,17 @@ Basis Basis::orthonormalized() const { } bool Basis::is_orthogonal() const { - Basis id; + Basis identity; Basis m = (*this) * transposed(); - return is_equal_approx(id, m); + return m.is_equal_approx(identity); } bool Basis::is_diagonal() const { return ( - Math::is_equal_approx(elements[0][1], 0) && Math::is_equal_approx(elements[0][2], 0) && - Math::is_equal_approx(elements[1][0], 0) && Math::is_equal_approx(elements[1][2], 0) && - Math::is_equal_approx(elements[2][0], 0) && Math::is_equal_approx(elements[2][1], 0)); + Math::is_zero_approx(elements[0][1]) && Math::is_zero_approx(elements[0][2]) && + Math::is_zero_approx(elements[1][0]) && Math::is_zero_approx(elements[1][2]) && + Math::is_zero_approx(elements[2][0]) && Math::is_zero_approx(elements[2][1])); } bool Basis::is_rotation() const { @@ -557,16 +557,9 @@ void Basis::set_euler_yxz(const Vector3 &p_euler) { *this = ymat * xmat * zmat; } -bool Basis::is_equal_approx(const Basis &a, const Basis &b, real_t p_epsilon) const { +bool Basis::is_equal_approx(const Basis &p_basis) const { - for (int i = 0; i < 3; i++) { - for (int j = 0; j < 3; j++) { - if (!Math::is_equal_approx(a.elements[i][j], b.elements[i][j], p_epsilon)) - return false; - } - } - - return true; + return elements[0].is_equal_approx(p_basis.elements[0]) && elements[1].is_equal_approx(p_basis.elements[1]) && elements[2].is_equal_approx(p_basis.elements[2]); } bool Basis::is_equal_approx_ratio(const Basis &a, const Basis &b, real_t p_epsilon) const { @@ -746,8 +739,8 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { if ((xx > yy) && (xx > zz)) { // elements[0][0] is the largest diagonal term if (xx < epsilon) { x = 0; - y = 0.7071; - z = 0.7071; + y = Math_SQRT12; + z = Math_SQRT12; } else { x = Math::sqrt(xx); y = xy / x; @@ -755,9 +748,9 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { } } else if (yy > zz) { // elements[1][1] is the largest diagonal term if (yy < epsilon) { - x = 0.7071; + x = Math_SQRT12; y = 0; - z = 0.7071; + z = Math_SQRT12; } else { y = Math::sqrt(yy); x = xy / y; @@ -765,8 +758,8 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { } } else { // elements[2][2] is the largest diagonal term so base result on this if (zz < epsilon) { - x = 0.7071; - y = 0.7071; + x = Math_SQRT12; + y = Math_SQRT12; z = 0; } else { z = Math::sqrt(zz); @@ -807,7 +800,7 @@ void Basis::set_quat(const Quat &p_quat) { void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) { // Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_angle #ifdef MATH_CHECKS - ERR_FAIL_COND_MSG(!p_axis.is_normalized(), "Axis must be normalized."); + ERR_FAIL_COND_MSG(!p_axis.is_normalized(), "The axis Vector3 must be normalized."); #endif Vector3 axis_sq(p_axis.x * p_axis.x, p_axis.y * p_axis.y, p_axis.z * p_axis.z); real_t cosine = Math::cos(p_phi); diff --git a/core/math/basis.h b/core/math/basis.h index 4be4ea4cd3..6c3a939d70 100644 --- a/core/math/basis.h +++ b/core/math/basis.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -127,7 +127,9 @@ public: return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2]; } - bool is_equal_approx(const Basis &a, const Basis &b, real_t p_epsilon = CMP_EPSILON) const; + bool is_equal_approx(const Basis &p_basis) const; + // TODO: Break compatibility in 4.0 by getting rid of this so that it's only an instance method. See also TODO in variant_call.cpp + bool is_equal_approx(const Basis &a, const Basis &b) const { return a.is_equal_approx(b); } bool is_equal_approx_ratio(const Basis &a, const Basis &b, real_t p_epsilon = UNIT_EPSILON) const; bool operator==(const Basis &p_matrix) const; diff --git a/core/math/bsp_tree.cpp b/core/math/bsp_tree.cpp index cfa698282e..7ad907db97 100644 --- a/core/math/bsp_tree.cpp +++ b/core/math/bsp_tree.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -192,14 +192,14 @@ int BSP_Tree::get_points_inside(const Vector3 *p_points, int p_point_count) cons #ifdef DEBUG_ENABLED int plane_count = planes.size(); uint16_t plane = nodesptr[idx].plane; - ERR_FAIL_UNSIGNED_INDEX_V(plane, plane_count, false); + ERR_FAIL_UNSIGNED_INDEX_V(plane, plane_count, 0); #endif idx = planesptr[nodesptr[idx].plane].is_point_over(point) ? nodes[idx].over : nodes[idx].under; #ifdef DEBUG_ENABLED - ERR_FAIL_COND_V(idx < MAX_NODES && idx >= node_count, false); + ERR_FAIL_COND_V(idx < MAX_NODES && idx >= node_count, 0); #endif } @@ -341,7 +341,7 @@ static int _bsp_create_node(const Face3 *p_faces, const Vector<int> &p_indices, ERR_FAIL_COND_V(p_nodes.size() == BSP_Tree::MAX_NODES, -1); // should not reach here - ERR_FAIL_COND_V(p_indices.size() == 0, -1) + ERR_FAIL_COND_V(p_indices.size() == 0, -1); int ic = p_indices.size(); const int *indices = p_indices.ptr(); @@ -364,7 +364,7 @@ static int _bsp_create_node(const Face3 *p_faces, const Vector<int> &p_indices, const Face3 &f = p_faces[indices[i]]; /* - if (f.get_plane().is_almost_like(divisor_plane)) + if (f.get_plane().is_equal_approx(divisor_plane)) continue; */ @@ -412,7 +412,7 @@ static int _bsp_create_node(const Face3 *p_faces, const Vector<int> &p_indices, for (int i = 0; i < p_planes.size(); i++) { - if (p_planes[i].is_almost_like(divisor_plane)) { + if (p_planes[i].is_equal_approx(divisor_plane)) { divisor_plane_idx = i; break; } diff --git a/core/math/bsp_tree.h b/core/math/bsp_tree.h index 90b5e8322a..1c8ea380ff 100644 --- a/core/math/bsp_tree.h +++ b/core/math/bsp_tree.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 30c0cab909..380bae871a 100644 --- a/core/math/camera_matrix.cpp +++ b/core/math/camera_matrix.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -183,6 +183,10 @@ 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) { + ERR_FAIL_COND(p_right <= p_left); + ERR_FAIL_COND(p_top <= p_bottom); + ERR_FAIL_COND(p_far <= p_near); + 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); @@ -243,7 +247,7 @@ real_t CameraMatrix::get_z_near() const { return new_plane.d; } -void CameraMatrix::get_viewport_size(real_t &r_width, real_t &r_height) const { +Vector2 CameraMatrix::get_viewport_half_extents() const { const real_t *matrix = (const real_t *)this->matrix; ///////--- Near Plane ---/////// @@ -269,8 +273,7 @@ void CameraMatrix::get_viewport_size(real_t &r_width, real_t &r_height) const { Vector3 res; near_plane.intersect_3(right_plane, top_plane, &res); - r_width = res.x; - r_height = res.y; + return Vector2(res.x, res.y); } bool CameraMatrix::get_endpoints(const Transform &p_transform, Vector3 *p_8points) const { @@ -559,9 +562,8 @@ CameraMatrix::operator String() const { real_t CameraMatrix::get_aspect() const { - real_t w, h; - get_viewport_size(w, h); - return w / h; + Vector2 vp_he = get_viewport_half_extents(); + return vp_he.x / vp_he.y; } int CameraMatrix::get_pixels_per_meter(int p_for_pixel_width) const { diff --git a/core/math/camera_matrix.h b/core/math/camera_matrix.h index 63cc88553d..2eed6d25d6 100644 --- a/core/math/camera_matrix.h +++ b/core/math/camera_matrix.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -73,7 +73,7 @@ struct CameraMatrix { Vector<Plane> get_projection_planes(const Transform &p_transform) const; bool get_endpoints(const Transform &p_transform, Vector3 *p_8points) const; - void get_viewport_size(real_t &r_width, real_t &r_height) const; + Vector2 get_viewport_half_extents() const; void invert(); CameraMatrix inverse() const; diff --git a/core/math/delaunay.h b/core/math/delaunay.h index 3f8013a3e6..29f84210d2 100644 --- a/core/math/delaunay.h +++ b/core/math/delaunay.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -80,11 +80,11 @@ public: } static bool edge_compare(const Vector<Vector2> &p_vertices, const Edge &p_a, const Edge &p_b) { - if (p_vertices[p_a.edge[0]] == p_vertices[p_b.edge[0]] && p_vertices[p_a.edge[1]] == p_vertices[p_b.edge[1]]) { + if (p_vertices[p_a.edge[0]].is_equal_approx(p_vertices[p_b.edge[0]]) && p_vertices[p_a.edge[1]].is_equal_approx(p_vertices[p_b.edge[1]])) { return true; } - if (p_vertices[p_a.edge[0]] == p_vertices[p_b.edge[1]] && p_vertices[p_a.edge[1]] == p_vertices[p_b.edge[0]]) { + if (p_vertices[p_a.edge[0]].is_equal_approx(p_vertices[p_b.edge[1]]) && p_vertices[p_a.edge[1]].is_equal_approx(p_vertices[p_b.edge[0]])) { return true; } diff --git a/core/math/disjoint_set.cpp b/core/math/disjoint_set.cpp index c9d47aa0ae..a508151ad3 100644 --- a/core/math/disjoint_set.cpp +++ b/core/math/disjoint_set.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 c9b3d0b65d..fb89941ce4 100644 --- a/core/math/disjoint_set.h +++ b/core/math/disjoint_set.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 46f81ce5c3..655098376c 100644 --- a/core/math/expression.cpp +++ b/core/math/expression.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -98,6 +98,7 @@ const char *Expression::func_name[Expression::FUNC_MAX] = { "typeof", "type_exists", "char", + "ord", "str", "print", "printerr", @@ -164,6 +165,7 @@ int Expression::get_func_argument_count(BuiltinFunc p_func) { case OBJ_WEAKREF: case TYPE_OF: case TEXT_CHAR: + case TEXT_ORD: case TEXT_STR: case TEXT_PRINT: case TEXT_PRINTERR: @@ -676,6 +678,32 @@ void Expression::exec_func(BuiltinFunc p_func, const Variant **p_inputs, Variant *r_return = String(result); } break; + case TEXT_ORD: { + + if (p_inputs[0]->get_type() != Variant::STRING) { + + r_error.error = Variant::CallError::CALL_ERROR_INVALID_ARGUMENT; + r_error.argument = 0; + r_error.expected = Variant::STRING; + + return; + } + + String str = *p_inputs[0]; + + if (str.length() != 1) { + + r_error_str = RTR("Expected a string of length 1 (a character)."); + r_error.error = Variant::CallError::CALL_ERROR_INVALID_ARGUMENT; + r_error.argument = 0; + r_error.expected = Variant::STRING; + + return; + } + + *r_return = str.get(0); + + } break; case TEXT_STR: { String str = *p_inputs[0]; diff --git a/core/math/expression.h b/core/math/expression.h index 833220592c..c5b9d79a16 100644 --- a/core/math/expression.h +++ b/core/math/expression.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -97,6 +97,7 @@ public: TYPE_OF, TYPE_EXISTS, TEXT_CHAR, + TEXT_ORD, TEXT_STR, TEXT_PRINT, TEXT_PRINTERR, diff --git a/core/math/face3.cpp b/core/math/face3.cpp index ab09142b2d..74331b391f 100644 --- a/core/math/face3.cpp +++ b/core/math/face3.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -393,7 +393,7 @@ Vector3 Face3::get_closest_point_to(const Vector3 &p_point) const { s = CLAMP(numer / denom, 0.f, 1.f); t = 1 - s; } else { - s = CLAMP(-e / c, 0.f, 1.f); + s = CLAMP(-d / a, 0.f, 1.f); t = 0.f; } } else { diff --git a/core/math/face3.h b/core/math/face3.h index 184e80ff77..f4b8721caa 100644 --- a/core/math/face3.h +++ b/core/math/face3.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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.cpp b/core/math/geometry.cpp index e0ead8446f..7eb48290a8 100644 --- a/core/math/geometry.cpp +++ b/core/math/geometry.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -97,8 +97,6 @@ void Geometry::MeshData::optimize_vertices() { vertices = new_vertices; } -Vector<Vector<Vector2> > (*Geometry::_decompose_func)(const Vector<Vector2> &p_polygon) = NULL; - struct _FaceClassify { struct _Link { @@ -1158,7 +1156,7 @@ Vector<Vector<Point2> > Geometry::_polypath_offset(const Vector<Point2> &p_polyp case END_SQUARE: et = etOpenSquare; break; case END_ROUND: et = etOpenRound; break; } - ClipperOffset co; + ClipperOffset co(2.0, 0.25 * SCALE_FACTOR); // Defaults from ClipperOffset. Path path; // Need to scale points (Clipper's requirement for robust computation). diff --git a/core/math/geometry.h b/core/math/geometry.h index 8b0a51c651..b9193242bc 100644 --- a/core/math/geometry.h +++ b/core/math/geometry.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -853,15 +853,6 @@ public: return triangles; } - static Vector<Vector<Vector2> > (*_decompose_func)(const Vector<Vector2> &p_polygon); - static Vector<Vector<Vector2> > decompose_polygon(const Vector<Vector2> &p_polygon) { - - if (_decompose_func) - return _decompose_func(p_polygon); - - return Vector<Vector<Vector2> >(); - } - static bool is_polygon_clockwise(const Vector<Vector2> &p_polygon) { int c = p_polygon.size(); if (c < 3) diff --git a/core/math/math_defs.h b/core/math/math_defs.h index c54d3cc96f..4928c96abd 100644 --- a/core/math/math_defs.h +++ b/core/math/math_defs.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 f65f504f4c..a47d4ef7ad 100644 --- a/core/math/math_fieldwise.cpp +++ b/core/math/math_fieldwise.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 c245928f56..c1ee9ec8f0 100644 --- a/core/math/math_fieldwise.h +++ b/core/math/math_fieldwise.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 50fcdb2c13..7417e64ac1 100644 --- a/core/math/math_funcs.cpp +++ b/core/math/math_funcs.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 9078abea68..3e1eb14a6a 100644 --- a/core/math/math_funcs.h +++ b/core/math/math_funcs.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -472,7 +472,7 @@ public: return p_step != 0 ? Math::stepify(p_target - p_offset, p_step) + p_offset : p_target; } - static _ALWAYS_INLINE_ float snap_scalar_seperation(float p_offset, float p_step, float p_target, float p_separation) { + static _ALWAYS_INLINE_ float snap_scalar_separation(float p_offset, float p_step, float p_target, float p_separation) { if (p_step != 0) { float a = Math::stepify(p_target - p_offset, p_step + p_separation) + p_offset; float b = a; diff --git a/core/math/octree.h b/core/math/octree.h index db15c8a1f8..5478bdaf77 100644 --- a/core/math/octree.h +++ b/core/math/octree.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 b01853c4ac..a3818698bc 100644 --- a/core/math/plane.cpp +++ b/core/math/plane.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -32,9 +32,6 @@ #include "core/math/math_funcs.h" -#define _PLANE_EQ_DOT_EPSILON 0.999 -#define _PLANE_EQ_D_EPSILON 0.0001 - void Plane::set_normal(const Vector3 &p_normal) { normal = p_normal; @@ -91,7 +88,7 @@ bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r real_t denom = vec3_cross(normal0, normal1).dot(normal2); - if (ABS(denom) <= CMP_EPSILON) + if (Math::is_zero_approx(denom)) return false; if (r_result) { @@ -156,9 +153,9 @@ bool Plane::intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vec /* misc */ -bool Plane::is_almost_like(const Plane &p_plane) const { +bool Plane::is_equal_approx(const Plane &p_plane) const { - return (normal.dot(p_plane.normal) > _PLANE_EQ_DOT_EPSILON && Math::absd(d - p_plane.d) < _PLANE_EQ_D_EPSILON); + return normal.is_equal_approx(p_plane.normal) && Math::is_equal_approx(d, p_plane.d); } Plane::operator String() const { diff --git a/core/math/plane.h b/core/math/plane.h index ec817edd2c..771c8fc705 100644 --- a/core/math/plane.h +++ b/core/math/plane.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -68,7 +68,7 @@ public: /* misc */ Plane operator-() const { return Plane(-normal, -d); } - bool is_almost_like(const Plane &p_plane) const; + bool is_equal_approx(const Plane &p_plane) const; _FORCE_INLINE_ bool operator==(const Plane &p_plane) const; _FORCE_INLINE_ bool operator!=(const Plane &p_plane) const; @@ -125,12 +125,12 @@ Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_ bool Plane::operator==(const Plane &p_plane) const { - return normal == p_plane.normal && Math::is_equal_approx(d, p_plane.d); + return normal == p_plane.normal && d == p_plane.d; } bool Plane::operator!=(const Plane &p_plane) const { - return normal != p_plane.normal || !Math::is_equal_approx(d, p_plane.d); + return normal != p_plane.normal || d != p_plane.d; } #endif // PLANE_H diff --git a/core/math/quat.cpp b/core/math/quat.cpp index 1a67be7384..61cd41b23d 100644 --- a/core/math/quat.cpp +++ b/core/math/quat.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -100,7 +100,7 @@ void Quat::set_euler_yxz(const Vector3 &p_euler) { // This implementation uses YXZ convention (Z is the first rotation). Vector3 Quat::get_euler_yxz() const { #ifdef MATH_CHECKS - ERR_FAIL_COND_V(!is_normalized(), Vector3(0, 0, 0)); + ERR_FAIL_COND_V_MSG(!is_normalized(), Vector3(0, 0, 0), "The quaternion must be normalized."); #endif Basis m(*this); return m.get_euler_yxz(); @@ -121,6 +121,11 @@ Quat Quat::operator*(const Quat &q) const { return r; } +bool Quat::is_equal_approx(const Quat &p_quat) const { + + return Math::is_equal_approx(x, p_quat.x) && Math::is_equal_approx(y, p_quat.y) && Math::is_equal_approx(z, p_quat.z) && Math::is_equal_approx(w, p_quat.w); +} + real_t Quat::length() const { return Math::sqrt(length_squared()); @@ -140,15 +145,15 @@ bool Quat::is_normalized() const { Quat Quat::inverse() const { #ifdef MATH_CHECKS - ERR_FAIL_COND_V(!is_normalized(), Quat()); + ERR_FAIL_COND_V_MSG(!is_normalized(), Quat(), "The quaternion must be normalized."); #endif return Quat(-x, -y, -z, w); } Quat Quat::slerp(const Quat &q, const real_t &t) const { #ifdef MATH_CHECKS - ERR_FAIL_COND_V(!is_normalized(), Quat()); - ERR_FAIL_COND_V(!q.is_normalized(), Quat()); + ERR_FAIL_COND_V_MSG(!is_normalized(), Quat(), "The start quaternion must be normalized."); + ERR_FAIL_COND_V_MSG(!q.is_normalized(), Quat(), "The end quaternion must be normalized."); #endif Quat to1; real_t omega, cosom, sinom, scale0, scale1; @@ -194,8 +199,8 @@ Quat Quat::slerp(const Quat &q, const real_t &t) const { Quat Quat::slerpni(const Quat &q, const real_t &t) const { #ifdef MATH_CHECKS - ERR_FAIL_COND_V(!is_normalized(), Quat()); - ERR_FAIL_COND_V(!q.is_normalized(), Quat()); + ERR_FAIL_COND_V_MSG(!is_normalized(), Quat(), "The start quaternion must be normalized."); + ERR_FAIL_COND_V_MSG(!q.is_normalized(), Quat(), "The end quaternion must be normalized."); #endif const Quat &from = *this; @@ -216,8 +221,8 @@ Quat Quat::slerpni(const Quat &q, const real_t &t) const { Quat Quat::cubic_slerp(const Quat &q, const Quat &prep, const Quat &postq, const real_t &t) const { #ifdef MATH_CHECKS - ERR_FAIL_COND_V(!is_normalized(), Quat()); - ERR_FAIL_COND_V(!q.is_normalized(), Quat()); + ERR_FAIL_COND_V_MSG(!is_normalized(), Quat(), "The start quaternion must be normalized."); + ERR_FAIL_COND_V_MSG(!q.is_normalized(), Quat(), "The end quaternion must be normalized."); #endif //the only way to do slerp :| real_t t2 = (1.0 - t) * t * 2; @@ -233,7 +238,7 @@ Quat::operator String() const { void Quat::set_axis_angle(const Vector3 &axis, const real_t &angle) { #ifdef MATH_CHECKS - ERR_FAIL_COND(!axis.is_normalized()); + ERR_FAIL_COND_MSG(!axis.is_normalized(), "The axis Vector3 must be normalized."); #endif real_t d = axis.length(); if (d == 0) diff --git a/core/math/quat.h b/core/math/quat.h index 3d6602e466..11ae03dffb 100644 --- a/core/math/quat.h +++ b/core/math/quat.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -43,6 +43,7 @@ public: real_t x, y, z, w; _FORCE_INLINE_ real_t length_squared() const; + bool is_equal_approx(const Quat &p_quat) const; real_t length() const; void normalize(); Quat normalized() const; @@ -83,7 +84,7 @@ public: _FORCE_INLINE_ Vector3 xform(const Vector3 &v) const { #ifdef MATH_CHECKS - ERR_FAIL_COND_V(!is_normalized(), v); + ERR_FAIL_COND_V_MSG(!is_normalized(), v, "The quaternion must be normalized."); #endif Vector3 u(x, y, z); Vector3 uv = u.cross(v); diff --git a/core/math/quick_hull.cpp b/core/math/quick_hull.cpp index fc2eb1454d..63dd18091f 100644 --- a/core/math/quick_hull.cpp +++ b/core/math/quick_hull.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -401,7 +401,7 @@ Error QuickHull::build(const Vector<Vector3> &p_points, Geometry::MeshData &r_me ERR_CONTINUE(O == E); ERR_CONTINUE(O == NULL); - if (O->get().plane.is_almost_like(f.plane)) { + if (O->get().plane.is_equal_approx(f.plane)) { //merge and delete edge and contiguous face, while repointing edges (uuugh!) int ois = O->get().indices.size(); int merged = 0; diff --git a/core/math/quick_hull.h b/core/math/quick_hull.h index a445a47cbe..aea9ffad8b 100644 --- a/core/math/quick_hull.h +++ b/core/math/quick_hull.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 54a88d5cd8..1a1bffb562 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) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 9b54ea9b2e..e7f188bb42 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) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 00c0af515d..02257c38d9 100644 --- a/core/math/random_pcg.cpp +++ b/core/math/random_pcg.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 aa25914638..ac65ce3509 100644 --- a/core/math/random_pcg.h +++ b/core/math/random_pcg.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 fea128afbd..12b9904c88 100644 --- a/core/math/rect2.cpp +++ b/core/math/rect2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -30,6 +30,11 @@ #include "core/math/transform_2d.h" // Includes rect2.h but Rect2 needs Transform2D +bool Rect2::is_equal_approx(const Rect2 &p_rect) const { + + return position.is_equal_approx(p_rect.position) && size.is_equal_approx(p_rect.size); +} + bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const { real_t min = 0, max = 1; diff --git a/core/math/rect2.h b/core/math/rect2.h index f58756ee40..9017377770 100644 --- a/core/math/rect2.h +++ b/core/math/rect2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -153,6 +153,7 @@ struct Rect2 { return true; } + bool is_equal_approx(const Rect2 &p_rect) const; bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; } bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; } diff --git a/core/math/transform.cpp b/core/math/transform.cpp index 4056975da8..9dad3262d2 100644 --- a/core/math/transform.cpp +++ b/core/math/transform.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -182,6 +182,11 @@ Transform Transform::orthonormalized() const { return _copy; } +bool Transform::is_equal_approx(const Transform &p_transform) const { + + return basis.is_equal_approx(p_transform.basis) && origin.is_equal_approx(p_transform.origin); +} + bool Transform::operator==(const Transform &p_transform) const { return (basis == p_transform.basis && origin == p_transform.origin); diff --git a/core/math/transform.h b/core/math/transform.h index 90e2b07583..ad397d9c09 100644 --- a/core/math/transform.h +++ b/core/math/transform.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -70,6 +70,7 @@ public: void orthonormalize(); Transform orthonormalized() const; + bool is_equal_approx(const Transform &p_transform) const; bool operator==(const Transform &p_transform) const; bool operator!=(const Transform &p_transform) const; diff --git a/core/math/transform_2d.cpp b/core/math/transform_2d.cpp index 1d0387bd45..f28b664e46 100644 --- a/core/math/transform_2d.cpp +++ b/core/math/transform_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -147,6 +147,7 @@ void Transform2D::orthonormalize() { elements[0] = x; elements[1] = y; } + Transform2D Transform2D::orthonormalized() const { Transform2D on = *this; @@ -154,6 +155,11 @@ Transform2D Transform2D::orthonormalized() const { return on; } +bool Transform2D::is_equal_approx(const Transform2D &p_transform) const { + + return elements[0].is_equal_approx(p_transform.elements[0]) && elements[1].is_equal_approx(p_transform.elements[1]) && elements[2].is_equal_approx(p_transform.elements[2]); +} + bool Transform2D::operator==(const Transform2D &p_transform) const { for (int i = 0; i < 3; i++) { diff --git a/core/math/transform_2d.h b/core/math/transform_2d.h index e8b44ab197..367f697ccf 100644 --- a/core/math/transform_2d.h +++ b/core/math/transform_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -96,6 +96,7 @@ struct Transform2D { void orthonormalize(); Transform2D orthonormalized() const; + bool is_equal_approx(const Transform2D &p_transform) const; bool operator==(const Transform2D &p_transform) const; bool operator!=(const Transform2D &p_transform) const; diff --git a/core/math/triangle_mesh.cpp b/core/math/triangle_mesh.cpp index 546981be44..53d4ea0a96 100644 --- a/core/math/triangle_mesh.cpp +++ b/core/math/triangle_mesh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 8b01080852..575a78b0b5 100644 --- a/core/math/triangle_mesh.h +++ b/core/math/triangle_mesh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 be409e62a7..cbcb232745 100644 --- a/core/math/triangulate.cpp +++ b/core/math/triangulate.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 2437e2b0f0..f9bcb37141 100644 --- a/core/math/triangulate.h +++ b/core/math/triangulate.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 972bccc0ac..f4259e388b 100644 --- a/core/math/vector2.cpp +++ b/core/math/vector2.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -187,7 +187,7 @@ Vector2 Vector2::move_toward(const Vector2 &p_to, const real_t p_delta) const { // slide returns the component of the vector along the given plane, specified by its normal vector. Vector2 Vector2::slide(const Vector2 &p_normal) const { #ifdef MATH_CHECKS - ERR_FAIL_COND_V(!p_normal.is_normalized(), Vector2()); + ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 must be normalized."); #endif return *this - p_normal * this->dot(p_normal); } @@ -198,11 +198,15 @@ Vector2 Vector2::bounce(const Vector2 &p_normal) const { Vector2 Vector2::reflect(const Vector2 &p_normal) const { #ifdef MATH_CHECKS - ERR_FAIL_COND_V(!p_normal.is_normalized(), Vector2()); + ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 must be normalized."); #endif return 2.0 * p_normal * this->dot(p_normal) - *this; } +bool Vector2::is_equal_approx(const Vector2 &p_v) const { + return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y); +} + /* Vector2i */ Vector2i Vector2i::operator+(const Vector2i &p_v) const { diff --git a/core/math/vector2.h b/core/math/vector2.h index 1a73831891..1dec830821 100644 --- a/core/math/vector2.h +++ b/core/math/vector2.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -92,6 +92,8 @@ struct Vector2 { Vector2 bounce(const Vector2 &p_normal) const; Vector2 reflect(const Vector2 &p_normal) const; + bool is_equal_approx(const Vector2 &p_v) const; + Vector2 operator+(const Vector2 &p_v) const; void operator+=(const Vector2 &p_v); Vector2 operator-(const Vector2 &p_v) const; @@ -221,11 +223,11 @@ _FORCE_INLINE_ Vector2 Vector2::operator-() const { _FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const { - return Math::is_equal_approx(x, p_vec2.x) && Math::is_equal_approx(y, p_vec2.y); + return x == p_vec2.x && y == p_vec2.y; } _FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const { - return !Math::is_equal_approx(x, p_vec2.x) || !Math::is_equal_approx(y, p_vec2.y); + return x != p_vec2.x || y != p_vec2.y; } Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const { @@ -240,7 +242,7 @@ Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const { Vector2 Vector2::slerp(const Vector2 &p_b, real_t p_t) const { #ifdef MATH_CHECKS - ERR_FAIL_COND_V(!is_normalized(), Vector2()); + ERR_FAIL_COND_V_MSG(!is_normalized(), Vector2(), "The start Vector2 must be normalized."); #endif real_t theta = angle_to(p_b); return rotated(theta * p_t); diff --git a/core/math/vector3.cpp b/core/math/vector3.cpp index ebc1599820..71ff79c0fc 100644 --- a/core/math/vector3.cpp +++ b/core/math/vector3.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -149,6 +149,11 @@ Basis Vector3::to_diagonal_matrix() const { 0, 0, z); } +bool Vector3::is_equal_approx(const Vector3 &p_v) const { + + return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y) && Math::is_equal_approx(z, p_v.z); +} + Vector3::operator String() const { return (rtos(x) + ", " + rtos(y) + ", " + rtos(z)); diff --git a/core/math/vector3.h b/core/math/vector3.h index de1743d88f..4ad3017109 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2020 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 */ @@ -119,6 +119,8 @@ struct Vector3 { _FORCE_INLINE_ Vector3 bounce(const Vector3 &p_normal) const; _FORCE_INLINE_ Vector3 reflect(const Vector3 &p_normal) const; + bool is_equal_approx(const Vector3 &p_v) const; + /* Operators */ _FORCE_INLINE_ Vector3 &operator+=(const Vector3 &p_v); @@ -330,11 +332,12 @@ Vector3 Vector3::operator-() const { bool Vector3::operator==(const Vector3 &p_v) const { - return (Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y) && Math::is_equal_approx(z, p_v.z)); + return x == p_v.x && y == p_v.y && z == p_v.z; } bool Vector3::operator!=(const Vector3 &p_v) const { - return (!Math::is_equal_approx(x, p_v.x) || !Math::is_equal_approx(y, p_v.y) || !Math::is_equal_approx(z, p_v.z)); + + return x != p_v.x || y != p_v.y || z != p_v.z; } bool Vector3::operator<(const Vector3 &p_v) const { @@ -451,7 +454,7 @@ void Vector3::zero() { // slide returns the component of the vector along the given plane, specified by its normal vector. Vector3 Vector3::slide(const Vector3 &p_normal) const { #ifdef MATH_CHECKS - ERR_FAIL_COND_V(!p_normal.is_normalized(), Vector3()); + ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector3(), "The normal Vector3 must be normalized."); #endif return *this - p_normal * this->dot(p_normal); } @@ -462,7 +465,7 @@ Vector3 Vector3::bounce(const Vector3 &p_normal) const { Vector3 Vector3::reflect(const Vector3 &p_normal) const { #ifdef MATH_CHECKS - ERR_FAIL_COND_V(!p_normal.is_normalized(), Vector3()); + ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector3(), "The normal Vector3 must be normalized."); #endif return 2.0 * p_normal * this->dot(p_normal) - *this; } |