Update Vector2/2i/3/3i to match the engine
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@@ -184,6 +184,10 @@ bool Vector2::is_equal_approx(const Vector2 &p_v) const {
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return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y);
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}
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bool Vector2::is_zero_approx() const {
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return Math::is_zero_approx(x) && Math::is_zero_approx(y);
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}
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Vector2::operator String() const {
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return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ")";
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}
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@@ -47,16 +47,6 @@ Vector3 Vector3::rotated(const Vector3 &p_axis, const real_t p_angle) const {
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return r;
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}
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void Vector3::set_axis(const int p_axis, const real_t p_value) {
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ERR_FAIL_INDEX(p_axis, 3);
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coord[p_axis] = p_value;
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}
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real_t Vector3::get_axis(const int p_axis) const {
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ERR_FAIL_INDEX_V(p_axis, 3, 0);
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return operator[](p_axis);
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}
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Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
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return Vector3(
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CLAMP(x, p_min.x, p_max.x),
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@@ -119,18 +109,38 @@ Vector3 Vector3::octahedron_decode(const Vector2 &p_oct) {
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return n.normalized();
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}
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Basis Vector3::outer(const Vector3 &p_with) const {
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Vector3 row0(x * p_with.x, x * p_with.y, x * p_with.z);
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Vector3 row1(y * p_with.x, y * p_with.y, y * p_with.z);
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Vector3 row2(z * p_with.x, z * p_with.y, z * p_with.z);
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Vector2 Vector3::octahedron_tangent_encode(const float sign) const {
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Vector2 res = this->octahedron_encode();
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res.y = res.y * 0.5f + 0.5f;
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res.y = sign >= 0.0f ? res.y : 1 - res.y;
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return res;
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}
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return Basis(row0, row1, row2);
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Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *sign) {
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Vector2 oct_compressed = p_oct;
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oct_compressed.y = oct_compressed.y * 2 - 1;
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*sign = oct_compressed.y >= 0.0f ? 1.0f : -1.0f;
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oct_compressed.y = Math::abs(oct_compressed.y);
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Vector3 res = Vector3::octahedron_decode(oct_compressed);
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return res;
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}
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Basis Vector3::outer(const Vector3 &p_with) const {
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Basis basis;
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basis.rows[0] = Vector3(x * p_with.x, x * p_with.y, x * p_with.z);
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basis.rows[1] = Vector3(y * p_with.x, y * p_with.y, y * p_with.z);
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basis.rows[2] = Vector3(z * p_with.x, z * p_with.y, z * p_with.z);
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return basis;
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}
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bool Vector3::is_equal_approx(const Vector3 &p_v) const {
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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);
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}
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bool Vector3::is_zero_approx() const {
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return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z);
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}
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Vector3::operator String() const {
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return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ")";
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}
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@@ -35,16 +35,6 @@
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namespace godot {
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void Vector3i::set_axis(const int p_axis, const int32_t p_value) {
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ERR_FAIL_INDEX(p_axis, 3);
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coord[p_axis] = p_value;
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}
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int32_t Vector3i::get_axis(const int p_axis) const {
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ERR_FAIL_INDEX_V(p_axis, 3, 0);
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return operator[](p_axis);
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}
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Vector3i::Axis Vector3i::min_axis_index() const {
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return x < y ? (x < z ? Vector3i::AXIS_X : Vector3i::AXIS_Z) : (y < z ? Vector3i::AXIS_Y : Vector3i::AXIS_Z);
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}
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