diff options
Diffstat (limited to 'core/math')
-rw-r--r-- | core/math/camera_matrix.cpp | 9 | ||||
-rw-r--r-- | core/math/camera_matrix.h | 1 | ||||
-rw-r--r-- | core/math/quat.cpp | 107 | ||||
-rw-r--r-- | core/math/quat.h | 19 | ||||
-rw-r--r-- | core/math/vector3.h | 24 |
5 files changed, 66 insertions, 94 deletions
diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp index 9ec71af57f..7dbda1d149 100644 --- a/core/math/camera_matrix.cpp +++ b/core/math/camera_matrix.cpp @@ -74,6 +74,15 @@ Plane CameraMatrix::xform4(const Plane &p_vec4) const { return ret; } +void CameraMatrix::adjust_perspective_znear(real_t p_new_znear) { + real_t zfar = get_z_far(); + real_t znear = p_new_znear; + + real_t deltaZ = zfar - znear; + matrix[2][2] = -(zfar + znear) / deltaZ; + matrix[3][2] = -2 * znear * zfar / deltaZ; +} + void CameraMatrix::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov) { if (p_flip_fov) { p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect); diff --git a/core/math/camera_matrix.h b/core/math/camera_matrix.h index 03068bc7ea..3f327d3bc4 100644 --- a/core/math/camera_matrix.h +++ b/core/math/camera_matrix.h @@ -59,6 +59,7 @@ struct CameraMatrix { void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false); void set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far); void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false); + void adjust_perspective_znear(real_t p_new_znear); static real_t get_fovy(real_t p_fovx, real_t p_aspect) { return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5)) * 2.0); diff --git a/core/math/quat.cpp b/core/math/quat.cpp index 4cecc20fef..a9a21a1ba3 100644 --- a/core/math/quat.cpp +++ b/core/math/quat.cpp @@ -33,32 +33,6 @@ #include "core/math/basis.h" #include "core/string/print_string.h" -// set_euler_xyz expects a vector containing the Euler angles in the format -// (ax,ay,az), where ax is the angle of rotation around x axis, -// and similar for other axes. -// This implementation uses XYZ convention (Z is the first rotation). -void Quat::set_euler_xyz(const Vector3 &p_euler) { - real_t half_a1 = p_euler.x * 0.5; - real_t half_a2 = p_euler.y * 0.5; - real_t half_a3 = p_euler.z * 0.5; - - // R = X(a1).Y(a2).Z(a3) convention for Euler angles. - // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-2) - // a3 is the angle of the first rotation, following the notation in this reference. - - real_t cos_a1 = Math::cos(half_a1); - real_t sin_a1 = Math::sin(half_a1); - real_t cos_a2 = Math::cos(half_a2); - real_t sin_a2 = Math::sin(half_a2); - real_t cos_a3 = Math::cos(half_a3); - real_t sin_a3 = Math::sin(half_a3); - - set(sin_a1 * cos_a2 * cos_a3 + sin_a2 * sin_a3 * cos_a1, - -sin_a1 * sin_a3 * cos_a2 + sin_a2 * cos_a1 * cos_a3, - sin_a1 * sin_a2 * cos_a3 + sin_a3 * cos_a1 * cos_a2, - -sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3); -} - // get_euler_xyz returns a vector containing the Euler angles in the format // (ax,ay,az), where ax is the angle of rotation around x axis, // and similar for other axes. @@ -68,32 +42,6 @@ Vector3 Quat::get_euler_xyz() const { return m.get_euler_xyz(); } -// set_euler_yxz expects a vector containing the Euler angles in the format -// (ax,ay,az), where ax is the angle of rotation around x axis, -// and similar for other axes. -// This implementation uses YXZ convention (Z is the first rotation). -void Quat::set_euler_yxz(const Vector3 &p_euler) { - real_t half_a1 = p_euler.y * 0.5; - real_t half_a2 = p_euler.x * 0.5; - real_t half_a3 = p_euler.z * 0.5; - - // R = Y(a1).X(a2).Z(a3) convention for Euler angles. - // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6) - // a3 is the angle of the first rotation, following the notation in this reference. - - real_t cos_a1 = Math::cos(half_a1); - real_t sin_a1 = Math::sin(half_a1); - real_t cos_a2 = Math::cos(half_a2); - real_t sin_a2 = Math::sin(half_a2); - real_t cos_a3 = Math::cos(half_a3); - real_t sin_a3 = Math::sin(half_a3); - - set(sin_a1 * cos_a2 * sin_a3 + cos_a1 * sin_a2 * cos_a3, - sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3, - -sin_a1 * sin_a2 * cos_a3 + cos_a1 * cos_a2 * sin_a3, - sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3); -} - // get_euler_yxz returns a vector containing the Euler angles in the format // (ax,ay,az), where ax is the angle of rotation around x axis, // and similar for other axes. @@ -107,10 +55,10 @@ Vector3 Quat::get_euler_yxz() const { } void Quat::operator*=(const Quat &p_q) { - set(w * p_q.x + x * p_q.w + y * p_q.z - z * p_q.y, - w * p_q.y + y * p_q.w + z * p_q.x - x * p_q.z, - w * p_q.z + z * p_q.w + x * p_q.y - y * p_q.x, - w * p_q.w - x * p_q.x - y * p_q.y - z * p_q.z); + x = w * p_q.x + x * p_q.w + y * p_q.z - z * p_q.y; + y = w * p_q.y + y * p_q.w + z * p_q.x - x * p_q.z; + z = w * p_q.z + z * p_q.w + x * p_q.y - y * p_q.x; + w = w * p_q.w - x * p_q.x - y * p_q.y - z * p_q.z; } Quat Quat::operator*(const Quat &p_q) const { @@ -233,18 +181,49 @@ Quat::operator String() const { return String::num(x) + ", " + String::num(y) + ", " + String::num(z) + ", " + String::num(w); } -void Quat::set_axis_angle(const Vector3 &axis, const real_t &angle) { +Quat::Quat(const Vector3 &p_axis, real_t p_angle) { #ifdef MATH_CHECKS - ERR_FAIL_COND_MSG(!axis.is_normalized(), "The axis Vector3 must be normalized."); + ERR_FAIL_COND_MSG(!p_axis.is_normalized(), "The axis Vector3 must be normalized."); #endif - real_t d = axis.length(); + real_t d = p_axis.length(); if (d == 0) { - set(0, 0, 0, 0); + x = 0; + y = 0; + z = 0; + w = 0; } else { - real_t sin_angle = Math::sin(angle * 0.5); - real_t cos_angle = Math::cos(angle * 0.5); + real_t sin_angle = Math::sin(p_angle * 0.5); + real_t cos_angle = Math::cos(p_angle * 0.5); real_t s = sin_angle / d; - set(axis.x * s, axis.y * s, axis.z * s, - cos_angle); + x = p_axis.x * s; + y = p_axis.y * s; + z = p_axis.z * s; + w = cos_angle; } } + +// Euler constructor expects a vector containing the Euler angles in the format +// (ax, ay, az), where ax is the angle of rotation around x axis, +// and similar for other axes. +// This implementation uses YXZ convention (Z is the first rotation). +Quat::Quat(const Vector3 &p_euler) { + real_t half_a1 = p_euler.y * 0.5; + real_t half_a2 = p_euler.x * 0.5; + real_t half_a3 = p_euler.z * 0.5; + + // R = Y(a1).X(a2).Z(a3) convention for Euler angles. + // Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6) + // a3 is the angle of the first rotation, following the notation in this reference. + + real_t cos_a1 = Math::cos(half_a1); + real_t sin_a1 = Math::sin(half_a1); + real_t cos_a2 = Math::cos(half_a2); + real_t sin_a2 = Math::sin(half_a2); + real_t cos_a3 = Math::cos(half_a3); + real_t sin_a3 = Math::sin(half_a3); + + x = sin_a1 * cos_a2 * sin_a3 + cos_a1 * sin_a2 * cos_a3; + y = sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3; + z = -sin_a1 * sin_a2 * cos_a3 + cos_a1 * cos_a2 * sin_a3; + w = sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3; +} diff --git a/core/math/quat.h b/core/math/quat.h index 423a7f8dfe..9db914fe52 100644 --- a/core/math/quat.h +++ b/core/math/quat.h @@ -65,19 +65,14 @@ public: Quat inverse() const; _FORCE_INLINE_ real_t dot(const Quat &p_q) const; - void set_euler_xyz(const Vector3 &p_euler); Vector3 get_euler_xyz() const; - void set_euler_yxz(const Vector3 &p_euler); Vector3 get_euler_yxz() const; - - void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); }; Vector3 get_euler() const { return get_euler_yxz(); }; Quat slerp(const Quat &p_to, const real_t &p_weight) const; Quat slerpni(const Quat &p_to, const real_t &p_weight) const; Quat cubic_slerp(const Quat &p_b, const Quat &p_pre_a, const Quat &p_post_b, const real_t &p_weight) const; - void set_axis_angle(const Vector3 &axis, const real_t &angle); _FORCE_INLINE_ void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { r_angle = 2 * Math::acos(w); real_t r = ((real_t)1) / Math::sqrt(1 - w * w); @@ -124,23 +119,19 @@ public: operator String() const; - inline void set(real_t p_x, real_t p_y, real_t p_z, real_t p_w) { - x = p_x; - y = p_y; - z = p_z; - w = p_w; - } - _FORCE_INLINE_ Quat() {} + _FORCE_INLINE_ Quat(real_t p_x, real_t p_y, real_t p_z, real_t p_w) : x(p_x), y(p_y), z(p_z), w(p_w) { } - Quat(const Vector3 &axis, const real_t &angle) { set_axis_angle(axis, angle); } - Quat(const Vector3 &euler) { set_euler(euler); } + Quat(const Vector3 &p_axis, real_t p_angle); + + Quat(const Vector3 &p_euler); + Quat(const Quat &p_q) : x(p_q.x), y(p_q.y), diff --git a/core/math/vector3.h b/core/math/vector3.h index 3fdb944729..6b4ff3f9a8 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -324,48 +324,40 @@ bool Vector3::operator<(const Vector3 &p_v) const { if (x == p_v.x) { if (y == p_v.y) { return z < p_v.z; - } else { - return y < p_v.y; } - } else { - return x < p_v.x; + return y < p_v.y; } + return x < p_v.x; } bool Vector3::operator>(const Vector3 &p_v) const { if (x == p_v.x) { if (y == p_v.y) { return z > p_v.z; - } else { - return y > p_v.y; } - } else { - return x > p_v.x; + return y > p_v.y; } + return x > p_v.x; } bool Vector3::operator<=(const Vector3 &p_v) const { if (x == p_v.x) { if (y == p_v.y) { return z <= p_v.z; - } else { - return y < p_v.y; } - } else { - return x < p_v.x; + return y < p_v.y; } + return x < p_v.x; } bool Vector3::operator>=(const Vector3 &p_v) const { if (x == p_v.x) { if (y == p_v.y) { return z >= p_v.z; - } else { - return y > p_v.y; } - } else { - return x > p_v.x; + return y > p_v.y; } + return x > p_v.x; } _FORCE_INLINE_ Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) { |