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Update Basis/Transform3D/Quaternion to match the engine #859

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21 changes: 21 additions & 0 deletions include/godot_cpp/core/math.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -537,6 +537,27 @@ inline bool is_zero_approx(double s) {
return abs(s) < CMP_EPSILON;
}

inline float absf(float g) {
union {
float f;
uint32_t i;
} u;

u.f = g;
u.i &= 2147483647u;
return u.f;
}

inline double absd(double g) {
union {
double d;
uint64_t i;
} u;
u.d = g;
u.i &= (uint64_t)9223372036854775807ull;
return u.d;
}

inline double smoothstep(double p_from, double p_to, double p_weight) {
if (is_equal_approx(static_cast<real_t>(p_from), static_cast<real_t>(p_to))) {
return p_from;
Expand Down
202 changes: 96 additions & 106 deletions include/godot_cpp/variant/basis.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -49,10 +49,10 @@ class Basis {
Vector3(0, 0, 1)
};

inline const Vector3 &operator[](int axis) const {
_FORCE_INLINE_ const Vector3 &operator[](int axis) const {
return rows[axis];
}
inline Vector3 &operator[](int axis) {
_FORCE_INLINE_ Vector3 &operator[](int axis) {
return rows[axis];
}

Expand All @@ -62,93 +62,82 @@ class Basis {
Basis inverse() const;
Basis transposed() const;

inline real_t determinant() const;
_FORCE_INLINE_ real_t determinant() const;

void from_z(const Vector3 &p_z);
enum EulerOrder {
EULER_ORDER_XYZ,
EULER_ORDER_XZY,
EULER_ORDER_YXZ,
EULER_ORDER_YZX,
EULER_ORDER_ZXY,
EULER_ORDER_ZYX
};

inline Vector3 get_axis(int p_axis) const {
// get actual basis axis (rows is transposed for performance)
return Vector3(rows[0][p_axis], rows[1][p_axis], rows[2][p_axis]);
}
inline void set_axis(int p_axis, const Vector3 &p_value) {
// get actual basis axis (rows is transposed for performance)
rows[0][p_axis] = p_value.x;
rows[1][p_axis] = p_value.y;
rows[2][p_axis] = p_value.z;
}
void from_z(const Vector3 &p_z);

void rotate(const Vector3 &p_axis, real_t p_phi);
Basis rotated(const Vector3 &p_axis, real_t p_phi) const;
void rotate(const Vector3 &p_axis, real_t p_angle);
Basis rotated(const Vector3 &p_axis, real_t p_angle) const;

void rotate_local(const Vector3 &p_axis, real_t p_phi);
Basis rotated_local(const Vector3 &p_axis, real_t p_phi) const;
void rotate_local(const Vector3 &p_axis, real_t p_angle);
Basis rotated_local(const Vector3 &p_axis, real_t p_angle) const;

void rotate(const Vector3 &p_euler);
Basis rotated(const Vector3 &p_euler) const;
void rotate(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ);
Basis rotated(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ) const;

void rotate(const Quaternion &p_quat);
Basis rotated(const Quaternion &p_quat) const;
void rotate(const Quaternion &p_quaternion);
Basis rotated(const Quaternion &p_quaternion) const;

Vector3 get_rotation_euler() const;
Vector3 get_euler_normalized(EulerOrder p_order = EULER_ORDER_YXZ) const;
void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const;
void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const;
Quaternion get_rotation_quaternion() const;
Vector3 get_rotation() const { return get_rotation_euler(); };

Vector3 rotref_posscale_decomposition(Basis &rotref) const;
void rotate_to_align(Vector3 p_start_direction, Vector3 p_end_direction);

Vector3 get_euler_xyz() const;
void set_euler_xyz(const Vector3 &p_euler);

Vector3 get_euler_xzy() const;
void set_euler_xzy(const Vector3 &p_euler);

Vector3 get_euler_yzx() const;
void set_euler_yzx(const Vector3 &p_euler);

Vector3 get_euler_yxz() const;
void set_euler_yxz(const Vector3 &p_euler);

Vector3 get_euler_zxy() const;
void set_euler_zxy(const Vector3 &p_euler);
Vector3 rotref_posscale_decomposition(Basis &rotref) const;

Vector3 get_euler_zyx() const;
void set_euler_zyx(const Vector3 &p_euler);
Vector3 get_euler(EulerOrder p_order = EULER_ORDER_YXZ) const;
void set_euler(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ);
static Basis from_euler(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ) {
Basis b;
b.set_euler(p_euler, p_order);
return b;
}

Quaternion get_quaternion() const;
void set_quaternion(const Quaternion &p_quat);

Vector3 get_euler() const { return get_euler_yxz(); }
void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); }
void set_quaternion(const Quaternion &p_quaternion);

void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const;
void set_axis_angle(const Vector3 &p_axis, real_t p_phi);
void set_axis_angle(const Vector3 &p_axis, real_t p_angle);

void scale(const Vector3 &p_scale);
Basis scaled(const Vector3 &p_scale) const;

void scale_local(const Vector3 &p_scale);
Basis scaled_local(const Vector3 &p_scale) const;

void scale_orthogonal(const Vector3 &p_scale);
Basis scaled_orthogonal(const Vector3 &p_scale) const;

void make_scale_uniform();
float get_uniform_scale() const;

Vector3 get_scale() const;
Vector3 get_scale_abs() const;
Vector3 get_scale_local() const;

void set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale);
void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale);
void set_quaternion_scale(const Quaternion &p_quat, const Vector3 &p_scale);
void set_axis_angle_scale(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale);
void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale, EulerOrder p_order = EULER_ORDER_YXZ);
void set_quaternion_scale(const Quaternion &p_quaternion, const Vector3 &p_scale);

// transposed dot products
inline real_t tdotx(const Vector3 &v) const {
_FORCE_INLINE_ real_t tdotx(const Vector3 &v) const {
return rows[0][0] * v[0] + rows[1][0] * v[1] + rows[2][0] * v[2];
}
inline real_t tdoty(const Vector3 &v) const {
_FORCE_INLINE_ real_t tdoty(const Vector3 &v) const {
return rows[0][1] * v[0] + rows[1][1] * v[1] + rows[2][1] * v[2];
}
inline real_t tdotz(const Vector3 &v) const {
_FORCE_INLINE_ real_t tdotz(const Vector3 &v) const {
return rows[0][2] * v[0] + rows[1][2] * v[1] + rows[2][2] * v[2];
}

Expand All @@ -157,34 +146,30 @@ class Basis {
bool operator==(const Basis &p_matrix) const;
bool operator!=(const Basis &p_matrix) const;

inline Vector3 xform(const Vector3 &p_vector) const;
inline Vector3 xform_inv(const Vector3 &p_vector) const;
inline void operator*=(const Basis &p_matrix);
inline Basis operator*(const Basis &p_matrix) const;
inline void operator+=(const Basis &p_matrix);
inline Basis operator+(const Basis &p_matrix) const;
inline void operator-=(const Basis &p_matrix);
inline Basis operator-(const Basis &p_matrix) const;
inline void operator*=(real_t p_val);
inline Basis operator*(real_t p_val) const;

int get_orthogonal_index() const;
void set_orthogonal_index(int p_index);

void set_diagonal(const Vector3 &p_diag);
_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
_FORCE_INLINE_ void operator*=(const Basis &p_matrix);
_FORCE_INLINE_ Basis operator*(const Basis &p_matrix) const;
_FORCE_INLINE_ void operator+=(const Basis &p_matrix);
_FORCE_INLINE_ Basis operator+(const Basis &p_matrix) const;
_FORCE_INLINE_ void operator-=(const Basis &p_matrix);
_FORCE_INLINE_ Basis operator-(const Basis &p_matrix) const;
_FORCE_INLINE_ void operator*=(const real_t p_val);
_FORCE_INLINE_ Basis operator*(const real_t p_val) const;

bool is_orthogonal() const;
bool is_diagonal() const;
bool is_rotation() const;

Basis lerp(const Basis &p_to, const real_t &p_weight) const;
Basis slerp(const Basis &p_to, const real_t &p_weight) const;
void rotate_sh(real_t *p_values);

operator String() const;

/* create / set */

inline void set(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) {
_FORCE_INLINE_ void set(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) {
rows[0][0] = xx;
rows[0][1] = xy;
rows[0][2] = xz;
Expand All @@ -195,35 +180,35 @@ class Basis {
rows[2][1] = zy;
rows[2][2] = zz;
}
inline void set(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) {
set_axis(0, p_x);
set_axis(1, p_y);
set_axis(2, p_z);
}
inline Vector3 get_column(int i) const {
return Vector3(rows[0][i], rows[1][i], rows[2][i]);
_FORCE_INLINE_ void set_columns(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) {
set_column(0, p_x);
set_column(1, p_y);
set_column(2, p_z);
}

inline Vector3 get_row(int i) const {
return Vector3(rows[i][0], rows[i][1], rows[i][2]);
_FORCE_INLINE_ Vector3 get_column(int p_index) const {
// Get actual basis axis column (we store transposed as rows for performance).
return Vector3(rows[0][p_index], rows[1][p_index], rows[2][p_index]);
}
inline Vector3 get_main_diagonal() const {
return Vector3(rows[0][0], rows[1][1], rows[2][2]);

_FORCE_INLINE_ void set_column(int p_index, const Vector3 &p_value) {
// Set actual basis axis column (we store transposed as rows for performance).
rows[0][p_index] = p_value.x;
rows[1][p_index] = p_value.y;
rows[2][p_index] = p_value.z;
}

inline void set_row(int i, const Vector3 &p_row) {
rows[i][0] = p_row.x;
rows[i][1] = p_row.y;
rows[i][2] = p_row.z;
_FORCE_INLINE_ Vector3 get_main_diagonal() const {
return Vector3(rows[0][0], rows[1][1], rows[2][2]);
}

inline void set_zero() {
_FORCE_INLINE_ void set_zero() {
rows[0].zero();
rows[1].zero();
rows[2].zero();
}

inline Basis transpose_xform(const Basis &m) const {
_FORCE_INLINE_ Basis transpose_xform(const Basis &m) const {
return Basis(
rows[0].x * m[0].x + rows[1].x * m[1].x + rows[2].x * m[2].x,
rows[0].x * m[0].y + rows[1].x * m[1].y + rows[2].x * m[2].y,
Expand All @@ -242,76 +227,81 @@ class Basis {
void orthonormalize();
Basis orthonormalized() const;

void orthogonalize();
Basis orthogonalized() const;

#ifdef MATH_CHECKS
bool is_symmetric() const;
#endif
Basis diagonalize();

operator Quaternion() const { return get_quaternion(); }

Basis(const Quaternion &p_quat) { set_quaternion(p_quat); };
Basis(const Quaternion &p_quat, const Vector3 &p_scale) { set_quaternion_scale(p_quat, p_scale); }
static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));

Basis(const Vector3 &p_euler) { set_euler(p_euler); }
Basis(const Vector3 &p_euler, const Vector3 &p_scale) { set_euler_scale(p_euler, p_scale); }
Basis(const Quaternion &p_quaternion) { set_quaternion(p_quaternion); };
Basis(const Quaternion &p_quaternion, const Vector3 &p_scale) { set_quaternion_scale(p_quaternion, p_scale); }

Basis(const Vector3 &p_axis, real_t p_phi) { set_axis_angle(p_axis, p_phi); }
Basis(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_phi, p_scale); }
Basis(const Vector3 &p_axis, real_t p_angle) { set_axis_angle(p_axis, p_angle); }
Basis(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_angle, p_scale); }
static Basis from_scale(const Vector3 &p_scale);

inline Basis(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) {
set_axis(0, p_x);
set_axis(1, p_y);
set_axis(2, p_z);
_FORCE_INLINE_ Basis(const Vector3 &p_x_axis, const Vector3 &p_y_axis, const Vector3 &p_z_axis) {
set_columns(p_x_axis, p_y_axis, p_z_axis);
}

inline Basis() {}
_FORCE_INLINE_ Basis() {}

private:
// Helper method.
void _set_diagonal(const Vector3 &p_diag);
};

inline void Basis::operator*=(const Basis &p_matrix) {
_FORCE_INLINE_ void Basis::operator*=(const Basis &p_matrix) {
set(
p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]),
p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]),
p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2]));
}

inline Basis Basis::operator*(const Basis &p_matrix) const {
_FORCE_INLINE_ Basis Basis::operator*(const Basis &p_matrix) const {
return Basis(
p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]),
p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]),
p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2]));
}

inline void Basis::operator+=(const Basis &p_matrix) {
_FORCE_INLINE_ void Basis::operator+=(const Basis &p_matrix) {
rows[0] += p_matrix.rows[0];
rows[1] += p_matrix.rows[1];
rows[2] += p_matrix.rows[2];
}

inline Basis Basis::operator+(const Basis &p_matrix) const {
_FORCE_INLINE_ Basis Basis::operator+(const Basis &p_matrix) const {
Basis ret(*this);
ret += p_matrix;
return ret;
}

inline void Basis::operator-=(const Basis &p_matrix) {
_FORCE_INLINE_ void Basis::operator-=(const Basis &p_matrix) {
rows[0] -= p_matrix.rows[0];
rows[1] -= p_matrix.rows[1];
rows[2] -= p_matrix.rows[2];
}

inline Basis Basis::operator-(const Basis &p_matrix) const {
_FORCE_INLINE_ Basis Basis::operator-(const Basis &p_matrix) const {
Basis ret(*this);
ret -= p_matrix;
return ret;
}

inline void Basis::operator*=(real_t p_val) {
_FORCE_INLINE_ void Basis::operator*=(const real_t p_val) {
rows[0] *= p_val;
rows[1] *= p_val;
rows[2] *= p_val;
}

inline Basis Basis::operator*(real_t p_val) const {
_FORCE_INLINE_ Basis Basis::operator*(const real_t p_val) const {
Basis ret(*this);
ret *= p_val;
return ret;
Expand All @@ -333,8 +323,8 @@ Vector3 Basis::xform_inv(const Vector3 &p_vector) const {

real_t Basis::determinant() const {
return rows[0][0] * (rows[1][1] * rows[2][2] - rows[2][1] * rows[1][2]) -
rows[1][0] * (rows[0][1] * rows[2][2] - rows[2][1] * rows[0][2]) +
rows[2][0] * (rows[0][1] * rows[1][2] - rows[1][1] * rows[0][2]);
rows[1][0] * (rows[0][1] * rows[2][2] - rows[2][1] * rows[0][2]) +
rows[2][0] * (rows[0][1] * rows[1][2] - rows[1][1] * rows[0][2]);
}

} // namespace godot
Expand Down
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