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-rw-r--r--core/math/math_funcs.cpp15
-rw-r--r--core/math/math_funcs.h5
-rw-r--r--core/math/matrix3.cpp25
3 files changed, 31 insertions, 14 deletions
diff --git a/core/math/math_funcs.cpp b/core/math/math_funcs.cpp
index 6fb688f16b..64e01e5841 100644
--- a/core/math/math_funcs.cpp
+++ b/core/math/math_funcs.cpp
@@ -176,3 +176,18 @@ float Math::random(float from, float to) {
float ret = (float)r / (float)RANDOM_MAX;
return (ret) * (to - from) + from;
}
+
+int Math::wrapi(int value, int min, int max) {
+ --max;
+ int rng = max - min + 1;
+ value = ((value - min) % rng);
+ if (value < 0)
+ return max + 1 + value;
+ else
+ return min + value;
+}
+
+float Math::wrapf(float value, float min, float max) {
+ float rng = max - min;
+ return min + (value - min) - (rng * floor((value - min) / rng));
+}
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index 65b2ffb0df..7715e5d6e5 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -207,6 +207,9 @@ public:
static _ALWAYS_INLINE_ double round(double p_val) { return (p_val >= 0) ? Math::floor(p_val + 0.5) : -Math::floor(-p_val + 0.5); }
static _ALWAYS_INLINE_ float round(float p_val) { return (p_val >= 0) ? Math::floor(p_val + 0.5) : -Math::floor(-p_val + 0.5); }
+ static int wrapi(int value, int min, int max);
+ static float wrapf(float value, float min, float max);
+
// double only, as these functions are mainly used by the editor and not performance-critical,
static double ease(double p_x, double p_c);
static int step_decimals(double p_step);
@@ -268,7 +271,7 @@ public:
#elif defined(_MSC_VER) && _MSC_VER < 1800
__asm fld a __asm fistp b
-/*#elif defined( __GNUC__ ) && ( defined( __i386__ ) || defined( __x86_64__ ) )
+ /*#elif defined( __GNUC__ ) && ( defined( __i386__ ) || defined( __x86_64__ ) )
// use AT&T inline assembly style, document that
// we use memory as output (=m) and input (m)
__asm__ __volatile__ (
diff --git a/core/math/matrix3.cpp b/core/math/matrix3.cpp
index 85421c074b..ab3bca79ae 100644
--- a/core/math/matrix3.cpp
+++ b/core/math/matrix3.cpp
@@ -279,7 +279,7 @@ Vector3 Basis::get_signed_scale() const {
// Decomposes a Basis into a rotation-reflection matrix (an element of the group O(3)) and a positive scaling matrix as B = O.S.
// Returns the rotation-reflection matrix via reference argument, and scaling information is returned as a Vector3.
-// This (internal) function is too specıfıc and named too ugly to expose to users, and probably there's no need to do so.
+// This (internal) function is too specific and named too ugly to expose to users, and probably there's no need to do so.
Vector3 Basis::rotref_posscale_decomposition(Basis &rotref) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(determinant() == 0, Vector3());
@@ -371,31 +371,30 @@ Vector3 Basis::get_euler_xyz() const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(is_rotation() == false, euler);
#endif
- euler.y = Math::asin(elements[0][2]);
- if (euler.y < Math_PI * 0.5) {
- if (euler.y > -Math_PI * 0.5) {
+ real_t sy = elements[0][2];
+ if (sy < 1.0) {
+ if (sy > -1.0) {
// is this a pure Y rotation?
if (elements[1][0] == 0.0 && elements[0][1] == 0.0 && elements[1][2] == 0 && elements[2][1] == 0 && elements[1][1] == 1) {
- // return the simplest form
+ // return the simplest form (human friendlier in editor and scripts)
euler.x = 0;
euler.y = atan2(elements[0][2], elements[0][0]);
euler.z = 0;
} else {
euler.x = Math::atan2(-elements[1][2], elements[2][2]);
+ euler.y = Math::asin(sy);
euler.z = Math::atan2(-elements[0][1], elements[0][0]);
}
-
} else {
- real_t r = Math::atan2(elements[1][0], elements[1][1]);
+ euler.x = -Math::atan2(elements[0][1], elements[1][1]);
+ euler.y = -Math_PI / 2.0;
euler.z = 0.0;
- euler.x = euler.z - r;
}
} else {
- real_t r = Math::atan2(elements[0][1], elements[1][1]);
- euler.z = 0;
- euler.x = r - euler.z;
+ euler.x = Math::atan2(elements[0][1], elements[1][1]);
+ euler.y = Math_PI / 2.0;
+ euler.z = 0.0;
}
-
return euler;
}
@@ -445,7 +444,7 @@ Vector3 Basis::get_euler_yxz() const {
if (m12 > -1) {
// is this a pure X rotation?
if (elements[1][0] == 0 && elements[0][1] == 0 && elements[0][2] == 0 && elements[2][0] == 0 && elements[0][0] == 1) {
- // return the simplest form
+ // return the simplest form (human friendlier in editor and scripts)
euler.x = atan2(-m12, elements[1][1]);
euler.y = 0;
euler.z = 0;