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-rw-r--r--modules/mono/glue/cs_files/Basis.cs223
1 files changed, 127 insertions, 96 deletions
diff --git a/modules/mono/glue/cs_files/Basis.cs b/modules/mono/glue/cs_files/Basis.cs
index c6cdc069ef..2e7e5404c4 100644
--- a/modules/mono/glue/cs_files/Basis.cs
+++ b/modules/mono/glue/cs_files/Basis.cs
@@ -1,6 +1,12 @@
using System;
using System.Runtime.InteropServices;
+#if REAL_T_IS_DOUBLE
+using real_t = System.Double;
+#else
+using real_t = System.Single;
+#endif
+
namespace Godot
{
[StructLayout(LayoutKind.Sequential)]
@@ -41,9 +47,27 @@ namespace Godot
new Basis(0f, -1f, 0f, 0f, 0f, -1f, 1f, 0f, 0f)
};
- public Vector3 x;
- public Vector3 y;
- public Vector3 z;
+ public Vector3 x
+ {
+ get { return GetAxis(0); }
+ set { SetAxis(0, value); }
+ }
+
+ public Vector3 y
+ {
+ get { return GetAxis(1); }
+ set { SetAxis(1, value); }
+ }
+
+ public Vector3 z
+ {
+ get { return GetAxis(2); }
+ set { SetAxis(2, value); }
+ }
+
+ private Vector3 _x;
+ private Vector3 _y;
+ private Vector3 _z;
public static Basis Identity
{
@@ -70,11 +94,11 @@ namespace Godot
switch (index)
{
case 0:
- return x;
+ return _x;
case 1:
- return y;
+ return _y;
case 2:
- return z;
+ return _z;
default:
throw new IndexOutOfRangeException();
}
@@ -84,13 +108,13 @@ namespace Godot
switch (index)
{
case 0:
- x = value;
+ _x = value;
return;
case 1:
- y = value;
+ _y = value;
return;
case 2:
- z = value;
+ _z = value;
return;
default:
throw new IndexOutOfRangeException();
@@ -98,18 +122,18 @@ namespace Godot
}
}
- public float this[int index, int axis]
+ public real_t this[int index, int axis]
{
get
{
switch (index)
{
case 0:
- return x[axis];
+ return _x[axis];
case 1:
- return y[axis];
+ return _y[axis];
case 2:
- return z[axis];
+ return _z[axis];
default:
throw new IndexOutOfRangeException();
}
@@ -119,13 +143,13 @@ namespace Godot
switch (index)
{
case 0:
- x[axis] = value;
+ _x[axis] = value;
return;
case 1:
- y[axis] = value;
+ _y[axis] = value;
return;
case 2:
- z[axis] = value;
+ _z[axis] = value;
return;
default:
throw new IndexOutOfRangeException();
@@ -143,7 +167,7 @@ namespace Godot
);
}
- public float Determinant()
+ public real_t Determinant()
{
return this[0, 0] * (this[1, 1] * this[2, 2] - this[2, 1] * this[1, 2]) -
this[1, 0] * (this[0, 1] * this[2, 2] - this[2, 1] * this[0, 2]) +
@@ -155,6 +179,13 @@ namespace Godot
return new Vector3(this[0, axis], this[1, axis], this[2, axis]);
}
+ public void SetAxis(int axis, Vector3 value)
+ {
+ this[0, axis] = value.x;
+ this[1, axis] = value.y;
+ this[2, axis] = value.z;
+ }
+
public Vector3 GetEuler()
{
Basis m = this.Orthonormalized();
@@ -162,7 +193,7 @@ namespace Godot
Vector3 euler;
euler.z = 0.0f;
- float mxy = m.y[2];
+ real_t mxy = m[1, 2];
if (mxy < 1.0f)
@@ -170,19 +201,19 @@ namespace Godot
if (mxy > -1.0f)
{
euler.x = Mathf.Asin(-mxy);
- euler.y = Mathf.Atan2(m.x[2], m.z[2]);
- euler.z = Mathf.Atan2(m.y[0], m.y[1]);
+ euler.y = Mathf.Atan2(m[0, 2], m[2, 2]);
+ euler.z = Mathf.Atan2(m[1, 0], m[1, 1]);
}
else
{
euler.x = Mathf.PI * 0.5f;
- euler.y = -Mathf.Atan2(-m.x[1], m.x[0]);
+ euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
}
}
else
{
euler.x = -Mathf.PI * 0.5f;
- euler.y = -Mathf.Atan2(m.x[1], m.x[0]);
+ euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
}
return euler;
@@ -196,7 +227,7 @@ namespace Godot
{
for (int j = 0; j < 3; j++)
{
- float v = orth[i, j];
+ real_t v = orth[i, j];
if (v > 0.5f)
v = 1.0f;
@@ -222,26 +253,26 @@ namespace Godot
{
Basis inv = this;
- float[] co = new float[3]
+ real_t[] co = new real_t[3]
{
inv[1, 1] * inv[2, 2] - inv[1, 2] * inv[2, 1],
inv[1, 2] * inv[2, 0] - inv[1, 0] * inv[2, 2],
inv[1, 0] * inv[2, 1] - inv[1, 1] * inv[2, 0]
};
- float det = inv[0, 0] * co[0] + inv[0, 1] * co[1] + inv[0, 2] * co[2];
+ real_t det = inv[0, 0] * co[0] + inv[0, 1] * co[1] + inv[0, 2] * co[2];
if (det == 0)
{
return new Basis
(
- float.NaN, float.NaN, float.NaN,
- float.NaN, float.NaN, float.NaN,
- float.NaN, float.NaN, float.NaN
+ real_t.NaN, real_t.NaN, real_t.NaN,
+ real_t.NaN, real_t.NaN, real_t.NaN,
+ real_t.NaN, real_t.NaN, real_t.NaN
);
}
- float s = 1.0f / det;
+ real_t s = 1.0f / det;
inv = new Basis
(
@@ -274,7 +305,7 @@ namespace Godot
return Basis.CreateFromAxes(xAxis, yAxis, zAxis);
}
- public Basis Rotated(Vector3 axis, float phi)
+ public Basis Rotated(Vector3 axis, real_t phi)
{
return new Basis(axis, phi) * this;
}
@@ -296,17 +327,17 @@ namespace Godot
return m;
}
- public float Tdotx(Vector3 with)
+ public real_t Tdotx(Vector3 with)
{
return this[0, 0] * with[0] + this[1, 0] * with[1] + this[2, 0] * with[2];
}
- public float Tdoty(Vector3 with)
+ public real_t Tdoty(Vector3 with)
{
return this[0, 1] * with[0] + this[1, 1] * with[1] + this[2, 1] * with[2];
}
- public float Tdotz(Vector3 with)
+ public real_t Tdotz(Vector3 with)
{
return this[0, 2] * with[0] + this[1, 2] * with[1] + this[2, 2] * with[2];
}
@@ -315,7 +346,7 @@ namespace Godot
{
Basis tr = this;
- float temp = this[0, 1];
+ real_t temp = this[0, 1];
this[0, 1] = this[1, 0];
this[1, 0] = temp;
@@ -351,91 +382,91 @@ namespace Godot
}
public Quat Quat() {
- float trace = x[0] + y[1] + z[2];
+ real_t trace = _x[0] + _y[1] + _z[2];
if (trace > 0.0f) {
- float s = Mathf.Sqrt(trace + 1.0f) * 2f;
- float inv_s = 1f / s;
+ real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
return new Quat(
- (z[1] - y[2]) * inv_s,
- (x[2] - z[0]) * inv_s,
- (y[0] - x[1]) * inv_s,
+ (_z[1] - _y[2]) * inv_s,
+ (_x[2] - _z[0]) * inv_s,
+ (_y[0] - _x[1]) * inv_s,
s * 0.25f
);
- } else if (x[0] > y[1] && x[0] > z[2]) {
- float s = Mathf.Sqrt(x[0] - y[1] - z[2] + 1.0f) * 2f;
- float inv_s = 1f / s;
+ } else if (_x[0] > _y[1] && _x[0] > _z[2]) {
+ real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
return new Quat(
s * 0.25f,
- (x[1] + y[0]) * inv_s,
- (x[2] + z[0]) * inv_s,
- (z[1] - y[2]) * inv_s
+ (_x[1] + _y[0]) * inv_s,
+ (_x[2] + _z[0]) * inv_s,
+ (_z[1] - _y[2]) * inv_s
);
- } else if (y[1] > z[2]) {
- float s = Mathf.Sqrt(-x[0] + y[1] - z[2] + 1.0f) * 2f;
- float inv_s = 1f / s;
+ } else if (_y[1] > _z[2]) {
+ real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
return new Quat(
- (x[1] + y[0]) * inv_s,
+ (_x[1] + _y[0]) * inv_s,
s * 0.25f,
- (y[2] + z[1]) * inv_s,
- (x[2] - z[0]) * inv_s
+ (_y[2] + _z[1]) * inv_s,
+ (_x[2] - _z[0]) * inv_s
);
} else {
- float s = Mathf.Sqrt(-x[0] - y[1] + z[2] + 1.0f) * 2f;
- float inv_s = 1f / s;
+ real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
+ real_t inv_s = 1f / s;
return new Quat(
- (x[2] + z[0]) * inv_s,
- (y[2] + z[1]) * inv_s,
+ (_x[2] + _z[0]) * inv_s,
+ (_y[2] + _z[1]) * inv_s,
s * 0.25f,
- (y[0] - x[1]) * inv_s
+ (_y[0] - _x[1]) * inv_s
);
}
}
public Basis(Quat quat)
{
- float s = 2.0f / quat.LengthSquared();
-
- float xs = quat.x * s;
- float ys = quat.y * s;
- float zs = quat.z * s;
- float wx = quat.w * xs;
- float wy = quat.w * ys;
- float wz = quat.w * zs;
- float xx = quat.x * xs;
- float xy = quat.x * ys;
- float xz = quat.x * zs;
- float yy = quat.y * ys;
- float yz = quat.y * zs;
- float zz = quat.z * zs;
-
- this.x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
- this.y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
- this.z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
+ real_t s = 2.0f / quat.LengthSquared();
+
+ real_t xs = quat.x * s;
+ real_t ys = quat.y * s;
+ real_t zs = quat.z * s;
+ real_t wx = quat.w * xs;
+ real_t wy = quat.w * ys;
+ real_t wz = quat.w * zs;
+ real_t xx = quat.x * xs;
+ real_t xy = quat.x * ys;
+ real_t xz = quat.x * zs;
+ real_t yy = quat.y * ys;
+ real_t yz = quat.y * zs;
+ real_t zz = quat.z * zs;
+
+ this._x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
+ this._y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
+ this._z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
}
- public Basis(Vector3 axis, float phi)
+ public Basis(Vector3 axis, real_t phi)
{
Vector3 axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
- float cosine = Mathf.Cos(phi);
- float sine = Mathf.Sin(phi);
+ real_t cosine = Mathf.Cos( (real_t)phi);
+ real_t sine = Mathf.Sin( (real_t)phi);
- this.x = new Vector3
+ this._x = new Vector3
(
axis_sq.x + cosine * (1.0f - axis_sq.x),
axis.x * axis.y * (1.0f - cosine) - axis.z * sine,
axis.z * axis.x * (1.0f - cosine) + axis.y * sine
);
- this.y = new Vector3
+ this._y = new Vector3
(
axis.x * axis.y * (1.0f - cosine) + axis.z * sine,
axis_sq.y + cosine * (1.0f - axis_sq.y),
axis.y * axis.z * (1.0f - cosine) - axis.x * sine
);
- this.z = new Vector3
+ this._z = new Vector3
(
axis.z * axis.x * (1.0f - cosine) - axis.y * sine,
axis.y * axis.z * (1.0f - cosine) + axis.x * sine,
@@ -445,16 +476,16 @@ namespace Godot
public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
{
- this.x = xAxis;
- this.y = yAxis;
- this.z = zAxis;
+ this._x = xAxis;
+ this._y = yAxis;
+ this._z = zAxis;
}
- public Basis(float xx, float xy, float xz, float yx, float yy, float yz, float zx, float zy, float zz)
+ public Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz)
{
- this.x = new Vector3(xx, yx, zx);
- this.y = new Vector3(xy, yy, zy);
- this.z = new Vector3(xz, yz, zz);
+ this._x = new Vector3(xx, xy, xz);
+ this._y = new Vector3(yx, yy, yz);
+ this._z = new Vector3(zx, zy, zz);
}
public static Basis operator *(Basis left, Basis right)
@@ -489,21 +520,21 @@ namespace Godot
public bool Equals(Basis other)
{
- return x.Equals(other.x) && y.Equals(other.y) && z.Equals(other.z);
+ return _x.Equals(other[0]) && _y.Equals(other[1]) && _z.Equals(other[2]);
}
public override int GetHashCode()
{
- return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode();
+ return _x.GetHashCode() ^ _y.GetHashCode() ^ _z.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1}, {2})", new object[]
{
- this.x.ToString(),
- this.y.ToString(),
- this.z.ToString()
+ this._x.ToString(),
+ this._y.ToString(),
+ this._z.ToString()
});
}
@@ -511,9 +542,9 @@ namespace Godot
{
return String.Format("({0}, {1}, {2})", new object[]
{
- this.x.ToString(format),
- this.y.ToString(format),
- this.z.ToString(format)
+ this._x.ToString(format),
+ this._y.ToString(format),
+ this._z.ToString(format)
});
}
}