Implementing clang-format and applying it to all classes

This commit is contained in:
Bastiaan Olij
2018-11-24 09:09:41 +11:00
parent 0a6f5d052a
commit fc20fa3fce
49 changed files with 2923 additions and 3172 deletions

View File

@@ -1,88 +1,86 @@
#include "AABB.hpp"
#include "Vector3.hpp"
#include "Plane.hpp"
#include "Vector3.hpp"
#include <algorithm>
namespace godot {
bool AABB::intersects(const AABB& p_aabb) const {
bool AABB::intersects(const AABB &p_aabb) const {
if ( position.x >= (p_aabb.position.x + p_aabb.size.x) )
if (position.x >= (p_aabb.position.x + p_aabb.size.x))
return false;
if ( (position.x+size.x) <= p_aabb.position.x )
if ((position.x + size.x) <= p_aabb.position.x)
return false;
if ( position.y >= (p_aabb.position.y + p_aabb.size.y) )
if (position.y >= (p_aabb.position.y + p_aabb.size.y))
return false;
if ( (position.y+size.y) <= p_aabb.position.y )
if ((position.y + size.y) <= p_aabb.position.y)
return false;
if ( position.z >= (p_aabb.position.z + p_aabb.size.z) )
if (position.z >= (p_aabb.position.z + p_aabb.size.z))
return false;
if ( (position.z+size.z) <= p_aabb.position.z )
if ((position.z + size.z) <= p_aabb.position.z)
return false;
return true;
}
bool AABB::intersects_inclusive(const AABB& p_aabb) const {
bool AABB::intersects_inclusive(const AABB &p_aabb) const {
if ( position.x > (p_aabb.position.x + p_aabb.size.x) )
if (position.x > (p_aabb.position.x + p_aabb.size.x))
return false;
if ( (position.x+size.x) < p_aabb.position.x )
if ((position.x + size.x) < p_aabb.position.x)
return false;
if ( position.y > (p_aabb.position.y + p_aabb.size.y) )
if (position.y > (p_aabb.position.y + p_aabb.size.y))
return false;
if ( (position.y+size.y) < p_aabb.position.y )
if ((position.y + size.y) < p_aabb.position.y)
return false;
if ( position.z > (p_aabb.position.z + p_aabb.size.z) )
if (position.z > (p_aabb.position.z + p_aabb.size.z))
return false;
if ( (position.z+size.z) < p_aabb.position.z )
if ((position.z + size.z) < p_aabb.position.z)
return false;
return true;
}
bool AABB::encloses(const AABB & p_aabb) const {
bool AABB::encloses(const AABB &p_aabb) const {
Vector3 src_min=position;
Vector3 src_max=position+size;
Vector3 dst_min=p_aabb.position;
Vector3 dst_max=p_aabb.position+p_aabb.size;
Vector3 src_min = position;
Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position;
Vector3 dst_max = p_aabb.position + p_aabb.size;
return (
(src_min.x <= dst_min.x) &&
return (
(src_min.x <= dst_min.x) &&
(src_max.x > dst_max.x) &&
(src_min.y <= dst_min.y) &&
(src_max.y > dst_max.y) &&
(src_min.z <= dst_min.z) &&
(src_max.z > dst_max.z) );
(src_max.z > dst_max.z));
}
Vector3 AABB::get_support(const Vector3& p_normal) const {
Vector3 AABB::get_support(const Vector3 &p_normal) const {
Vector3 half_extents = size * 0.5;
Vector3 ofs = position + half_extents;
return Vector3(
(p_normal.x>0) ? -half_extents.x : half_extents.x,
(p_normal.y>0) ? -half_extents.y : half_extents.y,
(p_normal.z>0) ? -half_extents.z : half_extents.z
)+ofs;
(p_normal.x > 0) ? -half_extents.x : half_extents.x,
(p_normal.y > 0) ? -half_extents.y : half_extents.y,
(p_normal.z > 0) ? -half_extents.z : half_extents.z) +
ofs;
}
Vector3 AABB::get_endpoint(int p_point) const {
switch(p_point) {
case 0: return Vector3( position.x , position.y , position.z );
case 1: return Vector3( position.x , position.y , position.z+size.z );
case 2: return Vector3( position.x , position.y+size.y , position.z );
case 3: return Vector3( position.x , position.y+size.y , position.z+size.z );
case 4: return Vector3( position.x+size.x , position.y , position.z );
case 5: return Vector3( position.x+size.x , position.y , position.z+size.z );
case 6: return Vector3( position.x+size.x , position.y+size.y , position.z );
case 7: return Vector3( position.x+size.x , position.y+size.y , position.z+size.z );
switch (p_point) {
case 0: return Vector3(position.x, position.y, position.z);
case 1: return Vector3(position.x, position.y, position.z + size.z);
case 2: return Vector3(position.x, position.y + size.y, position.z);
case 3: return Vector3(position.x, position.y + size.y, position.z + size.z);
case 4: return Vector3(position.x + size.x, position.y, position.z);
case 5: return Vector3(position.x + size.x, position.y, position.z + size.z);
case 6: return Vector3(position.x + size.x, position.y + size.y, position.z);
case 7: return Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
};
ERR_FAIL_V(Vector3());
@@ -93,14 +91,13 @@ bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) con
Vector3 half_extents = size * 0.5;
Vector3 ofs = position + half_extents;
for(int i=0;i<p_plane_count;i++) {
const Plane &p=p_planes[i];
for (int i = 0; i < p_plane_count; i++) {
const Plane &p = p_planes[i];
Vector3 point(
(p.normal.x>0) ? -half_extents.x : half_extents.x,
(p.normal.y>0) ? -half_extents.y : half_extents.y,
(p.normal.z>0) ? -half_extents.z : half_extents.z
);
point+=ofs;
(p.normal.x > 0) ? -half_extents.x : half_extents.x,
(p.normal.y > 0) ? -half_extents.y : half_extents.y,
(p.normal.z > 0) ? -half_extents.z : half_extents.z);
point += ofs;
if (p.is_point_over(point))
return false;
}
@@ -108,69 +105,68 @@ bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count) con
return true;
}
bool AABB::has_point(const Vector3& p_point) const {
bool AABB::has_point(const Vector3 &p_point) const {
if (p_point.x<position.x)
if (p_point.x < position.x)
return false;
if (p_point.y<position.y)
if (p_point.y < position.y)
return false;
if (p_point.z<position.z)
if (p_point.z < position.z)
return false;
if (p_point.x>position.x+size.x)
if (p_point.x > position.x + size.x)
return false;
if (p_point.y>position.y+size.y)
if (p_point.y > position.y + size.y)
return false;
if (p_point.z>position.z+size.z)
if (p_point.z > position.z + size.z)
return false;
return true;
}
void AABB::expand_to(const Vector3 &p_vector) {
void AABB::expand_to(const Vector3& p_vector) {
Vector3 begin = position;
Vector3 end = position + size;
Vector3 begin=position;
Vector3 end=position+size;
if (p_vector.x < begin.x)
begin.x = p_vector.x;
if (p_vector.y < begin.y)
begin.y = p_vector.y;
if (p_vector.z < begin.z)
begin.z = p_vector.z;
if (p_vector.x<begin.x)
begin.x=p_vector.x;
if (p_vector.y<begin.y)
begin.y=p_vector.y;
if (p_vector.z<begin.z)
begin.z=p_vector.z;
if (p_vector.x > end.x)
end.x = p_vector.x;
if (p_vector.y > end.y)
end.y = p_vector.y;
if (p_vector.z > end.z)
end.z = p_vector.z;
if (p_vector.x>end.x)
end.x=p_vector.x;
if (p_vector.y>end.y)
end.y=p_vector.y;
if (p_vector.z>end.z)
end.z=p_vector.z;
position=begin;
size=end-begin;
position = begin;
size = end - begin;
}
void AABB::project_range_in_plane(const Plane& p_plane,real_t &r_min,real_t& r_max) const {
void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
Vector3 half_extents( size.x * 0.5, size.y * 0.5, size.z * 0.5 );
Vector3 center( position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z );
Vector3 half_extents(size.x * 0.5, size.y * 0.5, size.z * 0.5);
Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
real_t length = p_plane.normal.abs().dot(half_extents);
real_t distance = p_plane.distance_to( center );
real_t distance = p_plane.distance_to(center);
r_min = distance - length;
r_max = distance + length;
}
real_t AABB::get_longest_axis_size() const {
real_t max_size=size.x;
real_t max_size = size.x;
if (size.y > max_size ) {
max_size=size.y;
if (size.y > max_size) {
max_size = size.y;
}
if (size.z > max_size ) {
max_size=size.z;
if (size.z > max_size) {
max_size = size.z;
}
return max_size;
@@ -178,167 +174,156 @@ real_t AABB::get_longest_axis_size() const {
real_t AABB::get_shortest_axis_size() const {
real_t max_size=size.x;
real_t max_size = size.x;
if (size.y < max_size ) {
max_size=size.y;
if (size.y < max_size) {
max_size = size.y;
}
if (size.z < max_size ) {
max_size=size.z;
if (size.z < max_size) {
max_size = size.z;
}
return max_size;
}
bool AABB::smits_intersect_ray(const Vector3 &from,const Vector3& dir, real_t t0, real_t t1) const {
bool AABB::smits_intersect_ray(const Vector3 &from, const Vector3 &dir, real_t t0, real_t t1) const {
real_t divx=1.0/dir.x;
real_t divy=1.0/dir.y;
real_t divz=1.0/dir.z;
real_t divx = 1.0 / dir.x;
real_t divy = 1.0 / dir.y;
real_t divz = 1.0 / dir.z;
Vector3 upbound=position+size;
Vector3 upbound = position + size;
real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
if (dir.x >= 0) {
tmin = (position.x - from.x) * divx;
tmax = (upbound.x - from.x) * divx;
}
else {
} else {
tmin = (upbound.x - from.x) * divx;
tmax = (position.x - from.x) * divx;
}
if (dir.y >= 0) {
tymin = (position.y - from.y) * divy;
tymax = (upbound.y - from.y) * divy;
}
else {
} else {
tymin = (upbound.y - from.y) * divy;
tymax = (position.y - from.y) * divy;
}
if ( (tmin > tymax) || (tymin > tmax) )
if ((tmin > tymax) || (tymin > tmax))
return false;
if (tymin > tmin)
tmin = tymin;
tmin = tymin;
if (tymax < tmax)
tmax = tymax;
if (dir.z >= 0) {
tzmin = (position.z - from.z) * divz;
tzmax = (upbound.z - from.z) * divz;
}
else {
} else {
tzmin = (upbound.z - from.z) * divz;
tzmax = (position.z - from.z) * divz;
}
if ( (tmin > tzmax) || (tzmin > tmax) )
if ((tmin > tzmax) || (tzmin > tmax))
return false;
if (tzmin > tmin)
tmin = tzmin;
if (tzmax < tmax)
tmax = tzmax;
return ( (tmin < t1) && (tmax > t0) );
return ((tmin < t1) && (tmax > t0));
}
void AABB::grow_by(real_t p_amount) {
position.x-=p_amount;
position.y-=p_amount;
position.z-=p_amount;
size.x+=2.0*p_amount;
size.y+=2.0*p_amount;
size.z+=2.0*p_amount;
position.x -= p_amount;
position.y -= p_amount;
position.z -= p_amount;
size.x += 2.0 * p_amount;
size.y += 2.0 * p_amount;
size.z += 2.0 * p_amount;
}
real_t AABB::get_area() const {
return size.x*size.y*size.z;
return size.x * size.y * size.z;
}
bool AABB::operator==(const AABB& p_rval) const {
return ((position==p_rval.position) && (size==p_rval.size));
bool AABB::operator==(const AABB &p_rval) const {
return ((position == p_rval.position) && (size == p_rval.size));
}
bool AABB::operator!=(const AABB& p_rval) const {
return ((position!=p_rval.position) || (size!=p_rval.size));
bool AABB::operator!=(const AABB &p_rval) const {
return ((position != p_rval.position) || (size != p_rval.size));
}
void AABB::merge_with(const AABB& p_aabb) {
void AABB::merge_with(const AABB &p_aabb) {
Vector3 beg_1,beg_2;
Vector3 end_1,end_2;
Vector3 min,max;
Vector3 beg_1, beg_2;
Vector3 end_1, end_2;
Vector3 min, max;
beg_1=position;
beg_2=p_aabb.position;
end_1=Vector3(size.x,size.y,size.z)+beg_1;
end_2=Vector3(p_aabb.size.x,p_aabb.size.y,p_aabb.size.z)+beg_2;
beg_1 = position;
beg_2 = p_aabb.position;
end_1 = Vector3(size.x, size.y, size.z) + beg_1;
end_2 = Vector3(p_aabb.size.x, p_aabb.size.y, p_aabb.size.z) + beg_2;
min.x=(beg_1.x<beg_2.x)?beg_1.x:beg_2.x;
min.y=(beg_1.y<beg_2.y)?beg_1.y:beg_2.y;
min.z=(beg_1.z<beg_2.z)?beg_1.z:beg_2.z;
min.x = (beg_1.x < beg_2.x) ? beg_1.x : beg_2.x;
min.y = (beg_1.y < beg_2.y) ? beg_1.y : beg_2.y;
min.z = (beg_1.z < beg_2.z) ? beg_1.z : beg_2.z;
max.x=(end_1.x>end_2.x)?end_1.x:end_2.x;
max.y=(end_1.y>end_2.y)?end_1.y:end_2.y;
max.z=(end_1.z>end_2.z)?end_1.z:end_2.z;
max.x = (end_1.x > end_2.x) ? end_1.x : end_2.x;
max.y = (end_1.y > end_2.y) ? end_1.y : end_2.y;
max.z = (end_1.z > end_2.z) ? end_1.z : end_2.z;
position=min;
size=max-min;
position = min;
size = max - min;
}
AABB AABB::intersection(const AABB& p_aabb) const {
AABB AABB::intersection(const AABB &p_aabb) const {
Vector3 src_min=position;
Vector3 src_max=position+size;
Vector3 dst_min=p_aabb.position;
Vector3 dst_max=p_aabb.position+p_aabb.size;
Vector3 src_min = position;
Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position;
Vector3 dst_max = p_aabb.position + p_aabb.size;
Vector3 min,max;
Vector3 min, max;
if (src_min.x > dst_max.x || src_max.x < dst_min.x )
if (src_min.x > dst_max.x || src_max.x < dst_min.x)
return AABB();
else {
min.x= ( src_min.x > dst_min.x ) ? src_min.x :dst_min.x;
max.x= ( src_max.x < dst_max.x ) ? src_max.x :dst_max.x;
min.x = (src_min.x > dst_min.x) ? src_min.x : dst_min.x;
max.x = (src_max.x < dst_max.x) ? src_max.x : dst_max.x;
}
if (src_min.y > dst_max.y || src_max.y < dst_min.y )
if (src_min.y > dst_max.y || src_max.y < dst_min.y)
return AABB();
else {
min.y= ( src_min.y > dst_min.y ) ? src_min.y :dst_min.y;
max.y= ( src_max.y < dst_max.y ) ? src_max.y :dst_max.y;
min.y = (src_min.y > dst_min.y) ? src_min.y : dst_min.y;
max.y = (src_max.y < dst_max.y) ? src_max.y : dst_max.y;
}
if (src_min.z > dst_max.z || src_max.z < dst_min.z )
if (src_min.z > dst_max.z || src_max.z < dst_min.z)
return AABB();
else {
min.z= ( src_min.z > dst_min.z ) ? src_min.z :dst_min.z;
max.z= ( src_max.z < dst_max.z ) ? src_max.z :dst_max.z;
min.z = (src_min.z > dst_min.z) ? src_min.z : dst_min.z;
max.z = (src_max.z < dst_max.z) ? src_max.z : dst_max.z;
}
return AABB( min, max-min );
return AABB(min, max - min);
}
bool AABB::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r_clip,Vector3* r_normal) const {
bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip, Vector3 *r_normal) const {
Vector3 c1, c2;
Vector3 end = position+size;
real_t near=-1e20;
real_t far=1e20;
int axis=0;
Vector3 end = position + size;
real_t near = -1e20;
real_t far = 1e20;
int axis = 0;
for (int i=0;i<3;i++){
if (p_dir[i] == 0){
for (int i = 0; i < 3; i++) {
if (p_dir[i] == 0) {
if ((p_from[i] < position[i]) || (p_from[i] > end[i])) {
return false;
}
@@ -346,71 +331,69 @@ bool AABB::intersects_ray(const Vector3& p_from, const Vector3& p_dir,Vector3* r
c1[i] = (position[i] - p_from[i]) / p_dir[i];
c2[i] = (end[i] - p_from[i]) / p_dir[i];
if(c1[i] > c2[i]){
std::swap(c1,c2);
if (c1[i] > c2[i]) {
std::swap(c1, c2);
}
if (c1[i] > near){
if (c1[i] > near) {
near = c1[i];
axis=i;
axis = i;
}
if (c2[i] < far){
if (c2[i] < far) {
far = c2[i];
}
if( (near > far) || (far < 0) ){
if ((near > far) || (far < 0)) {
return false;
}
}
}
if (r_clip)
*r_clip=c1;
*r_clip = c1;
if (r_normal) {
*r_normal=Vector3();
(*r_normal)[axis]=p_dir[axis]?-1:1;
*r_normal = Vector3();
(*r_normal)[axis] = p_dir[axis] ? -1 : 1;
}
return true;
}
bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip, Vector3 *r_normal) const {
bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3* r_clip,Vector3* r_normal) const {
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
real_t min=0,max=1;
int axis=0;
real_t sign=0;
for(int i=0;i<3;i++) {
real_t seg_from=p_from[i];
real_t seg_to=p_to[i];
real_t box_begin=position[i];
real_t box_end=box_begin+size[i];
real_t cmin,cmax;
for (int i = 0; i < 3; i++) {
real_t seg_from = p_from[i];
real_t seg_to = p_to[i];
real_t box_begin = position[i];
real_t box_end = box_begin + size[i];
real_t cmin, cmax;
real_t csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin)
return false;
real_t length=seg_to-seg_from;
cmin = (seg_from < box_begin)?((box_begin - seg_from)/length):0;
cmax = (seg_to > box_end)?((box_end - seg_from)/length):1;
csign=-1.0;
real_t length = seg_to - seg_from;
cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
csign = -1.0;
} else {
if (seg_to > box_end || seg_from < box_begin)
return false;
real_t length=seg_to-seg_from;
cmin = (seg_from > box_end)?(box_end - seg_from)/length:0;
cmax = (seg_to < box_begin)?(box_begin - seg_from)/length:1;
csign=1.0;
real_t length = seg_to - seg_from;
cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
csign = 1.0;
}
if (cmin > min) {
min = cmin;
axis=i;
sign=csign;
axis = i;
sign = csign;
}
if (cmax < max)
max = cmax;
@@ -418,217 +401,207 @@ bool AABB::intersects_segment(const Vector3& p_from, const Vector3& p_to,Vector3
return false;
}
Vector3 rel=p_to-p_from;
Vector3 rel = p_to - p_from;
if (r_normal) {
Vector3 normal;
normal[axis]=sign;
*r_normal=normal;
normal[axis] = sign;
*r_normal = normal;
}
if (r_clip)
*r_clip=p_from+rel*min;
*r_clip = p_from + rel * min;
return true;
}
bool AABB::intersects_plane(const Plane &p_plane) const {
Vector3 points[8] = {
Vector3( position.x , position.y , position.z ),
Vector3( position.x , position.y , position.z+size.z ),
Vector3( position.x , position.y+size.y , position.z ),
Vector3( position.x , position.y+size.y , position.z+size.z ),
Vector3( position.x+size.x , position.y , position.z ),
Vector3( position.x+size.x , position.y , position.z+size.z ),
Vector3( position.x+size.x , position.y+size.y , position.z ),
Vector3( position.x+size.x , position.y+size.y , position.z+size.z ),
Vector3(position.x, position.y, position.z),
Vector3(position.x, position.y, position.z + size.z),
Vector3(position.x, position.y + size.y, position.z),
Vector3(position.x, position.y + size.y, position.z + size.z),
Vector3(position.x + size.x, position.y, position.z),
Vector3(position.x + size.x, position.y, position.z + size.z),
Vector3(position.x + size.x, position.y + size.y, position.z),
Vector3(position.x + size.x, position.y + size.y, position.z + size.z),
};
bool over=false;
bool under=false;
bool over = false;
bool under = false;
for (int i=0;i<8;i++) {
for (int i = 0; i < 8; i++) {
if (p_plane.distance_to(points[i])>0)
over=true;
if (p_plane.distance_to(points[i]) > 0)
over = true;
else
under=true;
under = true;
}
return under && over;
}
Vector3 AABB::get_longest_axis() const {
Vector3 axis(1,0,0);
real_t max_size=size.x;
Vector3 axis(1, 0, 0);
real_t max_size = size.x;
if (size.y > max_size ) {
axis=Vector3(0,1,0);
max_size=size.y;
if (size.y > max_size) {
axis = Vector3(0, 1, 0);
max_size = size.y;
}
if (size.z > max_size ) {
axis=Vector3(0,0,1);
max_size=size.z;
if (size.z > max_size) {
axis = Vector3(0, 0, 1);
max_size = size.z;
}
return axis;
}
int AABB::get_longest_axis_index() const {
int axis=0;
real_t max_size=size.x;
int axis = 0;
real_t max_size = size.x;
if (size.y > max_size ) {
axis=1;
max_size=size.y;
if (size.y > max_size) {
axis = 1;
max_size = size.y;
}
if (size.z > max_size ) {
axis=2;
max_size=size.z;
if (size.z > max_size) {
axis = 2;
max_size = size.z;
}
return axis;
}
Vector3 AABB::get_shortest_axis() const {
Vector3 axis(1,0,0);
real_t max_size=size.x;
Vector3 axis(1, 0, 0);
real_t max_size = size.x;
if (size.y < max_size ) {
axis=Vector3(0,1,0);
max_size=size.y;
if (size.y < max_size) {
axis = Vector3(0, 1, 0);
max_size = size.y;
}
if (size.z < max_size ) {
axis=Vector3(0,0,1);
max_size=size.z;
if (size.z < max_size) {
axis = Vector3(0, 0, 1);
max_size = size.z;
}
return axis;
}
int AABB::get_shortest_axis_index() const {
int axis=0;
real_t max_size=size.x;
int axis = 0;
real_t max_size = size.x;
if (size.y < max_size ) {
axis=1;
max_size=size.y;
if (size.y < max_size) {
axis = 1;
max_size = size.y;
}
if (size.z < max_size ) {
axis=2;
max_size=size.z;
if (size.z < max_size) {
axis = 2;
max_size = size.z;
}
return axis;
}
AABB AABB::merge(const AABB& p_with) const {
AABB AABB::merge(const AABB &p_with) const {
AABB aabb=*this;
AABB aabb = *this;
aabb.merge_with(p_with);
return aabb;
}
AABB AABB::expand(const Vector3& p_vector) const {
AABB aabb=*this;
AABB AABB::expand(const Vector3 &p_vector) const {
AABB aabb = *this;
aabb.expand_to(p_vector);
return aabb;
}
AABB AABB::grow(real_t p_by) const {
AABB aabb=*this;
AABB aabb = *this;
aabb.grow_by(p_by);
return aabb;
}
void AABB::get_edge(int p_edge,Vector3& r_from,Vector3& r_to) const {
void AABB::get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const {
ERR_FAIL_INDEX(p_edge,12);
switch(p_edge) {
ERR_FAIL_INDEX(p_edge, 12);
switch (p_edge) {
case 0:{
case 0: {
r_from=Vector3( position.x+size.x , position.y , position.z );
r_to=Vector3( position.x , position.y , position.z );
r_from = Vector3(position.x + size.x, position.y, position.z);
r_to = Vector3(position.x, position.y, position.z);
} break;
case 1:{
case 1: {
r_from=Vector3( position.x+size.x , position.y , position.z+size.z );
r_to=Vector3( position.x+size.x , position.y , position.z );
r_from = Vector3(position.x + size.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y, position.z);
} break;
case 2:{
r_from=Vector3( position.x , position.y , position.z+size.z );
r_to=Vector3( position.x+size.x , position.y , position.z+size.z );
case 2: {
r_from = Vector3(position.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y, position.z + size.z);
} break;
case 3:{
case 3: {
r_from=Vector3( position.x , position.y , position.z );
r_to=Vector3( position.x , position.y , position.z+size.z );
r_from = Vector3(position.x, position.y, position.z);
r_to = Vector3(position.x, position.y, position.z + size.z);
} break;
case 4:{
case 4: {
r_from=Vector3( position.x , position.y+size.y , position.z );
r_to=Vector3( position.x+size.x , position.y+size.y , position.z );
r_from = Vector3(position.x, position.y + size.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z);
} break;
case 5:{
case 5: {
r_from=Vector3( position.x+size.x , position.y+size.y , position.z );
r_to=Vector3( position.x+size.x , position.y+size.y , position.z+size.z );
r_from = Vector3(position.x + size.x, position.y + size.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
} break;
case 6:{
r_from=Vector3( position.x+size.x , position.y+size.y , position.z+size.z );
r_to=Vector3( position.x , position.y+size.y , position.z+size.z );
case 6: {
r_from = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z + size.z);
} break;
case 7:{
case 7: {
r_from=Vector3( position.x , position.y+size.y , position.z+size.z );
r_to=Vector3( position.x , position.y+size.y , position.z );
r_from = Vector3(position.x, position.y + size.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z);
} break;
case 8:{
case 8: {
r_from=Vector3( position.x , position.y , position.z+size.z );
r_to=Vector3( position.x , position.y+size.y , position.z+size.z );
r_from = Vector3(position.x, position.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z + size.z);
} break;
case 9:{
case 9: {
r_from=Vector3( position.x , position.y , position.z );
r_to=Vector3( position.x , position.y+size.y , position.z );
r_from = Vector3(position.x, position.y, position.z);
r_to = Vector3(position.x, position.y + size.y, position.z);
} break;
case 10:{
case 10: {
r_from=Vector3( position.x+size.x , position.y , position.z );
r_to=Vector3( position.x+size.x , position.y+size.y , position.z );
r_from = Vector3(position.x + size.x, position.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z);
} break;
case 11:{
case 11: {
r_from=Vector3( position.x+size.x , position.y , position.z+size.z );
r_to=Vector3( position.x+size.x , position.y+size.y , position.z+size.z );
r_from = Vector3(position.x + size.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
} break;
}
}
AABB::operator String() const {
@@ -636,4 +609,4 @@ AABB::operator String() const {
return String() + position + " - " + size;
}
}
} // namespace godot

View File

@@ -1,6 +1,6 @@
#include "Array.hpp"
#include "Variant.hpp"
#include "GodotGlobal.hpp"
#include "Variant.hpp"
#include <cstdlib>
@@ -8,194 +8,158 @@ namespace godot {
class Object;
Array::Array()
{
Array::Array() {
godot::api->godot_array_new(&_godot_array);
}
Array::Array(const Array & other)
{
Array::Array(const Array &other) {
godot::api->godot_array_new_copy(&_godot_array, &other._godot_array);
}
Array & Array::operator=(const Array & other)
{
Array &Array::operator=(const Array &other) {
godot::api->godot_array_destroy(&_godot_array);
godot::api->godot_array_new_copy(&_godot_array, &other._godot_array);
return *this;
}
Array::Array(const PoolByteArray& a)
{
godot::api->godot_array_new_pool_byte_array(&_godot_array, (godot_pool_byte_array *) &a);
Array::Array(const PoolByteArray &a) {
godot::api->godot_array_new_pool_byte_array(&_godot_array, (godot_pool_byte_array *)&a);
}
Array::Array(const PoolIntArray& a)
{
godot::api->godot_array_new_pool_int_array(&_godot_array, (godot_pool_int_array *) &a);
Array::Array(const PoolIntArray &a) {
godot::api->godot_array_new_pool_int_array(&_godot_array, (godot_pool_int_array *)&a);
}
Array::Array(const PoolRealArray& a)
{
godot::api->godot_array_new_pool_real_array(&_godot_array, (godot_pool_real_array *) &a);
Array::Array(const PoolRealArray &a) {
godot::api->godot_array_new_pool_real_array(&_godot_array, (godot_pool_real_array *)&a);
}
Array::Array(const PoolStringArray& a)
{
godot::api->godot_array_new_pool_string_array(&_godot_array, (godot_pool_string_array *) &a);
Array::Array(const PoolStringArray &a) {
godot::api->godot_array_new_pool_string_array(&_godot_array, (godot_pool_string_array *)&a);
}
Array::Array(const PoolVector2Array& a)
{
godot::api->godot_array_new_pool_vector2_array(&_godot_array, (godot_pool_vector2_array *) &a);
Array::Array(const PoolVector2Array &a) {
godot::api->godot_array_new_pool_vector2_array(&_godot_array, (godot_pool_vector2_array *)&a);
}
Array::Array(const PoolVector3Array& a)
{
godot::api->godot_array_new_pool_vector3_array(&_godot_array, (godot_pool_vector3_array *) &a);
Array::Array(const PoolVector3Array &a) {
godot::api->godot_array_new_pool_vector3_array(&_godot_array, (godot_pool_vector3_array *)&a);
}
Array::Array(const PoolColorArray& a)
{
godot::api->godot_array_new_pool_color_array(&_godot_array, (godot_pool_color_array *) &a);
Array::Array(const PoolColorArray &a) {
godot::api->godot_array_new_pool_color_array(&_godot_array, (godot_pool_color_array *)&a);
}
Variant& Array::operator [](const int idx)
{
Variant &Array::operator[](const int idx) {
godot_variant *v = godot::api->godot_array_operator_index(&_godot_array, idx);
return *(Variant *) v;
return *(Variant *)v;
}
Variant Array::operator [](const int idx) const
{
Variant Array::operator[](const int idx) const {
// Yes, I'm casting away the const... you can hate me now.
// since the result is
godot_variant *v = godot::api->godot_array_operator_index((godot_array *) &_godot_array, idx);
return *(Variant *) v;
godot_variant *v = godot::api->godot_array_operator_index((godot_array *)&_godot_array, idx);
return *(Variant *)v;
}
void Array::append(const Variant& v)
{
godot::api->godot_array_append(&_godot_array, (godot_variant *) &v);
void Array::append(const Variant &v) {
godot::api->godot_array_append(&_godot_array, (godot_variant *)&v);
}
void Array::clear()
{
void Array::clear() {
godot::api->godot_array_clear(&_godot_array);
}
int Array::count(const Variant& v)
{
return godot::api->godot_array_count(&_godot_array, (godot_variant *) &v);
int Array::count(const Variant &v) {
return godot::api->godot_array_count(&_godot_array, (godot_variant *)&v);
}
bool Array::empty() const
{
bool Array::empty() const {
return godot::api->godot_array_empty(&_godot_array);
}
void Array::erase(const Variant& v)
{
godot::api->godot_array_erase(&_godot_array, (godot_variant *) &v);
void Array::erase(const Variant &v) {
godot::api->godot_array_erase(&_godot_array, (godot_variant *)&v);
}
Variant Array::front() const
{
Variant Array::front() const {
godot_variant v = godot::api->godot_array_front(&_godot_array);
return *(Variant *) &v;
return *(Variant *)&v;
}
Variant Array::back() const
{
Variant Array::back() const {
godot_variant v = godot::api->godot_array_back(&_godot_array);
return *(Variant *) &v;
return *(Variant *)&v;
}
int Array::find(const Variant& what, const int from)
{
return godot::api->godot_array_find(&_godot_array, (godot_variant *) &what, from);
int Array::find(const Variant &what, const int from) {
return godot::api->godot_array_find(&_godot_array, (godot_variant *)&what, from);
}
int Array::find_last(const Variant& what)
{
return godot::api->godot_array_find_last(&_godot_array, (godot_variant *) &what);
int Array::find_last(const Variant &what) {
return godot::api->godot_array_find_last(&_godot_array, (godot_variant *)&what);
}
bool Array::has(const Variant& what) const
{
return godot::api->godot_array_has(&_godot_array, (godot_variant *) &what);
bool Array::has(const Variant &what) const {
return godot::api->godot_array_has(&_godot_array, (godot_variant *)&what);
}
uint32_t Array::hash() const
{
uint32_t Array::hash() const {
return godot::api->godot_array_hash(&_godot_array);
}
void Array::insert(const int pos, const Variant& value)
{
godot::api->godot_array_insert(&_godot_array, pos, (godot_variant *) &value);
void Array::insert(const int pos, const Variant &value) {
godot::api->godot_array_insert(&_godot_array, pos, (godot_variant *)&value);
}
void Array::invert()
{
void Array::invert() {
godot::api->godot_array_invert(&_godot_array);
}
Variant Array::pop_back()
{
Variant Array::pop_back() {
godot_variant v = godot::api->godot_array_pop_back(&_godot_array);
return *(Variant *) &v;
return *(Variant *)&v;
}
Variant Array::pop_front()
{
Variant Array::pop_front() {
godot_variant v = godot::api->godot_array_pop_front(&_godot_array);
return *(Variant *) &v;
return *(Variant *)&v;
}
void Array::push_back(const Variant& v)
{
godot::api->godot_array_push_back(&_godot_array, (godot_variant *) &v);
void Array::push_back(const Variant &v) {
godot::api->godot_array_push_back(&_godot_array, (godot_variant *)&v);
}
void Array::push_front(const Variant& v)
{
godot::api->godot_array_push_front(&_godot_array, (godot_variant *) &v);
void Array::push_front(const Variant &v) {
godot::api->godot_array_push_front(&_godot_array, (godot_variant *)&v);
}
void Array::remove(const int idx)
{
void Array::remove(const int idx) {
godot::api->godot_array_remove(&_godot_array, idx);
}
int Array::size() const
{
int Array::size() const {
return godot::api->godot_array_size(&_godot_array);
}
void Array::resize(const int size)
{
void Array::resize(const int size) {
godot::api->godot_array_resize(&_godot_array, size);
}
int Array::rfind(const Variant& what, const int from)
{
return godot::api->godot_array_rfind(&_godot_array, (godot_variant *) &what, from);
int Array::rfind(const Variant &what, const int from) {
return godot::api->godot_array_rfind(&_godot_array, (godot_variant *)&what, from);
}
void Array::sort()
{
void Array::sort() {
godot::api->godot_array_sort(&_godot_array);
}
void Array::sort_custom(Object *obj, const String& func)
{
godot::api->godot_array_sort_custom(&_godot_array, (godot_object *) obj, (godot_string *) &func);
void Array::sort_custom(Object *obj, const String &func) {
godot::api->godot_array_sort_custom(&_godot_array, (godot_object *)obj, (godot_string *)&func);
}
Array::~Array()
{
Array::~Array() {
godot::api->godot_array_destroy(&_godot_array);
}
}
} // namespace godot

View File

@@ -1,18 +1,16 @@
#include "Basis.hpp"
#include "Defs.hpp"
#include "Vector3.hpp"
#include "Quat.hpp"
#include "Vector3.hpp"
#include <algorithm>
namespace godot {
Basis::Basis(const Vector3& row0, const Vector3& row1, const Vector3& row2)
{
elements[0]=row0;
elements[1]=row1;
elements[2]=row2;
Basis::Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
elements[0] = row0;
elements[1] = row1;
elements[2] = row2;
}
Basis::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) {
@@ -22,58 +20,52 @@ Basis::Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, r
Basis::Basis() {
elements[0][0]=1;
elements[0][1]=0;
elements[0][2]=0;
elements[1][0]=0;
elements[1][1]=1;
elements[1][2]=0;
elements[2][0]=0;
elements[2][1]=0;
elements[2][2]=1;
elements[0][0] = 1;
elements[0][1] = 0;
elements[0][2] = 0;
elements[1][0] = 0;
elements[1][1] = 1;
elements[1][2] = 0;
elements[2][0] = 0;
elements[2][1] = 0;
elements[2][2] = 1;
}
const Vector3& Basis::operator[](int axis) const {
const Vector3 &Basis::operator[](int axis) const {
return elements[axis];
}
Vector3&Basis:: operator[](int axis) {
Vector3 &Basis::operator[](int axis) {
return elements[axis];
}
#define cofac(row1,col1, row2, col2)\
(elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])
#define cofac(row1, col1, row2, col2) \
(elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])
void Basis::invert()
{
real_t co[3]={
void Basis::invert() {
real_t co[3] = {
cofac(1, 1, 2, 2), cofac(1, 2, 2, 0), cofac(1, 0, 2, 1)
};
real_t det = elements[0][0] * co[0]+
elements[0][1] * co[1]+
elements[0][2] * co[2];
real_t det = elements[0][0] * co[0] +
elements[0][1] * co[1] +
elements[0][2] * co[2];
ERR_FAIL_COND(det == 0);
real_t s = 1.0/det;
set( co[0]*s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s,
co[1]*s, cofac(0, 0, 2, 2) * s, cofac(0, 2, 1, 0) * s,
co[2]*s, cofac(0, 1, 2, 0) * s, cofac(0, 0, 1, 1) * s );
real_t s = 1.0 / det;
set(co[0] * s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s,
co[1] * s, cofac(0, 0, 2, 2) * s, cofac(0, 2, 1, 0) * s,
co[2] * s, cofac(0, 1, 2, 0) * s, cofac(0, 0, 1, 1) * s);
}
#undef cofac
bool Basis::isequal_approx(const Basis& a, const Basis& b) const {
bool Basis::isequal_approx(const Basis &a, const Basis &b) const {
for (int i=0;i<3;i++) {
for (int j=0;j<3;j++) {
if ((::fabs(a.elements[i][j]-b.elements[i][j]) < CMP_EPSILON) == false)
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if ((::fabs(a.elements[i][j] - b.elements[i][j]) < CMP_EPSILON) == false)
return false;
}
}
@@ -81,102 +73,89 @@ bool Basis::isequal_approx(const Basis& a, const Basis& b) const {
return true;
}
bool Basis::is_orthogonal() const
{
bool Basis::is_orthogonal() const {
Basis id;
Basis m = (*this)*transposed();
Basis m = (*this) * transposed();
return isequal_approx(id,m);
return isequal_approx(id, m);
}
bool Basis::is_rotation() const
{
return ::fabs(determinant()-1) < CMP_EPSILON && is_orthogonal();
bool Basis::is_rotation() const {
return ::fabs(determinant() - 1) < CMP_EPSILON && is_orthogonal();
}
void Basis::transpose()
{
std::swap(elements[0][1],elements[1][0]);
std::swap(elements[0][2],elements[2][0]);
std::swap(elements[1][2],elements[2][1]);
void Basis::transpose() {
std::swap(elements[0][1], elements[1][0]);
std::swap(elements[0][2], elements[2][0]);
std::swap(elements[1][2], elements[2][1]);
}
Basis Basis::inverse() const
{
Basis Basis::inverse() const {
Basis b = *this;
b.invert();
return b;
}
Basis Basis::transposed() const
{
Basis Basis::transposed() const {
Basis b = *this;
b.transpose();
return b;
}
real_t Basis::determinant() const
{
return elements[0][0]*(elements[1][1]*elements[2][2] - elements[2][1]*elements[1][2]) -
elements[1][0]*(elements[0][1]*elements[2][2] - elements[2][1]*elements[0][2]) +
elements[2][0]*(elements[0][1]*elements[1][2] - elements[1][1]*elements[0][2]);
real_t Basis::determinant() const {
return elements[0][0] * (elements[1][1] * elements[2][2] - elements[2][1] * elements[1][2]) -
elements[1][0] * (elements[0][1] * elements[2][2] - elements[2][1] * elements[0][2]) +
elements[2][0] * (elements[0][1] * elements[1][2] - elements[1][1] * elements[0][2]);
}
Vector3 Basis::get_axis(int p_axis) const {
// get actual basis axis (elements is transposed for performance)
return Vector3( elements[0][p_axis], elements[1][p_axis], elements[2][p_axis] );
return Vector3(elements[0][p_axis], elements[1][p_axis], elements[2][p_axis]);
}
void Basis::set_axis(int p_axis, const Vector3& p_value) {
void Basis::set_axis(int p_axis, const Vector3 &p_value) {
// get actual basis axis (elements is transposed for performance)
elements[0][p_axis]=p_value.x;
elements[1][p_axis]=p_value.y;
elements[2][p_axis]=p_value.z;
elements[0][p_axis] = p_value.x;
elements[1][p_axis] = p_value.y;
elements[2][p_axis] = p_value.z;
}
void Basis::rotate(const Vector3& p_axis, real_t p_phi)
{
void Basis::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = rotated(p_axis, p_phi);
}
Basis Basis::rotated(const Vector3& p_axis, real_t p_phi) const
{
Basis Basis::rotated(const Vector3 &p_axis, real_t p_phi) const {
return Basis(p_axis, p_phi) * (*this);
}
void Basis::scale( const Vector3& p_scale )
{
elements[0][0]*=p_scale.x;
elements[0][1]*=p_scale.x;
elements[0][2]*=p_scale.x;
elements[1][0]*=p_scale.y;
elements[1][1]*=p_scale.y;
elements[1][2]*=p_scale.y;
elements[2][0]*=p_scale.z;
elements[2][1]*=p_scale.z;
elements[2][2]*=p_scale.z;
void Basis::scale(const Vector3 &p_scale) {
elements[0][0] *= p_scale.x;
elements[0][1] *= p_scale.x;
elements[0][2] *= p_scale.x;
elements[1][0] *= p_scale.y;
elements[1][1] *= p_scale.y;
elements[1][2] *= p_scale.y;
elements[2][0] *= p_scale.z;
elements[2][1] *= p_scale.z;
elements[2][2] *= p_scale.z;
}
Basis Basis::scaled( const Vector3& p_scale ) const
{
Basis Basis::scaled(const Vector3 &p_scale) const {
Basis b = *this;
b.scale(p_scale);
return b;
}
Vector3 Basis::get_scale() const
{
Vector3 Basis::get_scale() const {
// We are assuming M = R.S, and performing a polar decomposition to extract R and S.
// FIXME: We eventually need a proper polar decomposition.
// As a cheap workaround until then, to ensure that R is a proper rotation matrix with determinant +1
// (such that it can be represented by a Quat or Euler angles), we absorb the sign flip into the scaling matrix.
// As such, it works in conjuction with get_rotation().
real_t det_sign = determinant() > 0 ? 1 : -1;
return det_sign*Vector3(
Vector3(elements[0][0],elements[1][0],elements[2][0]).length(),
Vector3(elements[0][1],elements[1][1],elements[2][1]).length(),
Vector3(elements[0][2],elements[1][2],elements[2][2]).length()
);
return det_sign * Vector3(
Vector3(elements[0][0], elements[1][0], elements[2][0]).length(),
Vector3(elements[0][1], elements[1][1], elements[2][1]).length(),
Vector3(elements[0][2], elements[1][2], elements[2][2]).length());
}
// get_euler_xyz returns a vector containing the Euler angles in the format
@@ -322,23 +301,20 @@ void Basis::set_euler_yxz(const Vector3 &p_euler) {
*this = ymat * xmat * zmat;
}
// transposed dot products
real_t Basis::tdotx(const Vector3& v) const {
real_t Basis::tdotx(const Vector3 &v) const {
return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2];
}
real_t Basis::tdoty(const Vector3& v) const {
real_t Basis::tdoty(const Vector3 &v) const {
return elements[0][1] * v[0] + elements[1][1] * v[1] + elements[2][1] * v[2];
}
real_t Basis::tdotz(const Vector3& v) const {
real_t Basis::tdotz(const Vector3 &v) const {
return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2];
}
bool Basis::operator==(const Basis& p_matrix) const
{
for (int i=0;i<3;i++) {
for (int j=0;j<3;j++) {
bool Basis::operator==(const Basis &p_matrix) const {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (elements[i][j] != p_matrix.elements[i][j])
return false;
}
@@ -347,69 +323,61 @@ bool Basis::operator==(const Basis& p_matrix) const
return true;
}
bool Basis::operator!=(const Basis& p_matrix) const
{
return (!(*this==p_matrix));
bool Basis::operator!=(const Basis &p_matrix) const {
return (!(*this == p_matrix));
}
Vector3 Basis::xform(const Vector3& p_vector) const {
Vector3 Basis::xform(const Vector3 &p_vector) const {
return Vector3(
elements[0].dot(p_vector),
elements[1].dot(p_vector),
elements[2].dot(p_vector)
);
elements[0].dot(p_vector),
elements[1].dot(p_vector),
elements[2].dot(p_vector));
}
Vector3 Basis::xform_inv(const Vector3& p_vector) const {
Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
return Vector3(
(elements[0][0]*p_vector.x ) + ( elements[1][0]*p_vector.y ) + ( elements[2][0]*p_vector.z ),
(elements[0][1]*p_vector.x ) + ( elements[1][1]*p_vector.y ) + ( elements[2][1]*p_vector.z ),
(elements[0][2]*p_vector.x ) + ( elements[1][2]*p_vector.y ) + ( elements[2][2]*p_vector.z )
);
(elements[0][0] * p_vector.x) + (elements[1][0] * p_vector.y) + (elements[2][0] * p_vector.z),
(elements[0][1] * p_vector.x) + (elements[1][1] * p_vector.y) + (elements[2][1] * p_vector.z),
(elements[0][2] * p_vector.x) + (elements[1][2] * p_vector.y) + (elements[2][2] * p_vector.z));
}
void Basis::operator*=(const Basis& p_matrix)
{
void Basis::operator*=(const Basis &p_matrix) {
set(
p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
}
Basis Basis::operator*(const Basis& p_matrix) const
{
Basis Basis::operator*(const Basis &p_matrix) const {
return Basis(
p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]) );
p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
}
void Basis::operator+=(const Basis& p_matrix) {
void Basis::operator+=(const Basis &p_matrix) {
elements[0] += p_matrix.elements[0];
elements[1] += p_matrix.elements[1];
elements[2] += p_matrix.elements[2];
}
Basis Basis::operator+(const Basis& p_matrix) const {
Basis Basis::operator+(const Basis &p_matrix) const {
Basis ret(*this);
ret += p_matrix;
return ret;
}
void Basis::operator-=(const Basis& p_matrix) {
void Basis::operator-=(const Basis &p_matrix) {
elements[0] -= p_matrix.elements[0];
elements[1] -= p_matrix.elements[1];
elements[2] -= p_matrix.elements[2];
}
Basis Basis::operator-(const Basis& p_matrix) const {
Basis Basis::operator-(const Basis &p_matrix) const {
Basis ret(*this);
ret -= p_matrix;
@@ -418,21 +386,19 @@ Basis Basis::operator-(const Basis& p_matrix) const {
void Basis::operator*=(real_t p_val) {
elements[0]*=p_val;
elements[1]*=p_val;
elements[2]*=p_val;
elements[0] *= p_val;
elements[1] *= p_val;
elements[2] *= p_val;
}
Basis Basis::operator*(real_t p_val) const {
Basis ret(*this);
ret *= p_val;
return ret;
Basis ret(*this);
ret *= p_val;
return ret;
}
Basis::operator String() const
{
Basis::operator String() const {
String s;
for (int i = 0; i < 3; i++) {
@@ -449,82 +415,77 @@ Basis::operator String() const
/* create / set */
void Basis::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) {
elements[0][0]=xx;
elements[0][1]=xy;
elements[0][2]=xz;
elements[1][0]=yx;
elements[1][1]=yy;
elements[1][2]=yz;
elements[2][0]=zx;
elements[2][1]=zy;
elements[2][2]=zz;
elements[0][0] = xx;
elements[0][1] = xy;
elements[0][2] = xz;
elements[1][0] = yx;
elements[1][1] = yy;
elements[1][2] = yz;
elements[2][0] = zx;
elements[2][1] = zy;
elements[2][2] = zz;
}
Vector3 Basis::get_column(int i) const {
return Vector3(elements[0][i],elements[1][i],elements[2][i]);
return Vector3(elements[0][i], elements[1][i], elements[2][i]);
}
Vector3 Basis::get_row(int i) const {
return Vector3(elements[i][0],elements[i][1],elements[i][2]);
return Vector3(elements[i][0], elements[i][1], elements[i][2]);
}
Vector3 Basis::get_main_diagonal() const {
return Vector3(elements[0][0],elements[1][1],elements[2][2]);
return Vector3(elements[0][0], elements[1][1], elements[2][2]);
}
void Basis::set_row(int i, const Vector3& p_row) {
elements[i][0]=p_row.x;
elements[i][1]=p_row.y;
elements[i][2]=p_row.z;
void Basis::set_row(int i, const Vector3 &p_row) {
elements[i][0] = p_row.x;
elements[i][1] = p_row.y;
elements[i][2] = p_row.z;
}
Basis Basis::transpose_xform(const Basis& m) const
{
Basis Basis::transpose_xform(const Basis &m) const {
return Basis(
elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x,
elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y,
elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z,
elements[0].y * m[0].x + elements[1].y * m[1].x + elements[2].y * m[2].x,
elements[0].y * m[0].y + elements[1].y * m[1].y + elements[2].y * m[2].y,
elements[0].y * m[0].z + elements[1].y * m[1].z + elements[2].y * m[2].z,
elements[0].z * m[0].x + elements[1].z * m[1].x + elements[2].z * m[2].x,
elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y,
elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z);
elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x,
elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y,
elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z,
elements[0].y * m[0].x + elements[1].y * m[1].x + elements[2].y * m[2].x,
elements[0].y * m[0].y + elements[1].y * m[1].y + elements[2].y * m[2].y,
elements[0].y * m[0].z + elements[1].y * m[1].z + elements[2].y * m[2].z,
elements[0].z * m[0].x + elements[1].z * m[1].x + elements[2].z * m[2].x,
elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y,
elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z);
}
void Basis::orthonormalize()
{
void Basis::orthonormalize() {
ERR_FAIL_COND(determinant() == 0);
// Gram-Schmidt Process
Vector3 x=get_axis(0);
Vector3 y=get_axis(1);
Vector3 z=get_axis(2);
Vector3 x = get_axis(0);
Vector3 y = get_axis(1);
Vector3 z = get_axis(2);
x.normalize();
y = (y-x*(x.dot(y)));
y = (y - x * (x.dot(y)));
y.normalize();
z = (z-x*(x.dot(z))-y*(y.dot(z)));
z = (z - x * (x.dot(z)) - y * (y.dot(z)));
z.normalize();
set_axis(0,x);
set_axis(1,y);
set_axis(2,z);
set_axis(0, x);
set_axis(1, y);
set_axis(2, z);
}
Basis Basis::orthonormalized() const
{
Basis Basis::orthonormalized() const {
Basis b = *this;
b.orthonormalize();
return b;
}
bool Basis::is_symmetric() const
{
bool Basis::is_symmetric() const {
if (::fabs(elements[0][1] - elements[1][0]) > CMP_EPSILON)
return false;
if (::fabs(elements[0][2] - elements[2][0]) > CMP_EPSILON)
@@ -535,8 +496,7 @@ bool Basis::is_symmetric() const
return true;
}
Basis Basis::diagonalize()
{
Basis Basis::diagonalize() {
// I love copy paste
if (!is_symmetric())
@@ -548,7 +508,7 @@ Basis Basis::diagonalize()
int ite = 0;
Basis acc_rot;
while (off_matrix_norm_2 > CMP_EPSILON2 && ite++ < ite_max ) {
while (off_matrix_norm_2 > CMP_EPSILON2 && ite++ < ite_max) {
real_t el01_2 = elements[0][1] * elements[0][1];
real_t el02_2 = elements[0][2] * elements[0][2];
real_t el12_2 = elements[1][2] * elements[1][2];
@@ -583,7 +543,7 @@ Basis Basis::diagonalize()
// Compute the rotation matrix
Basis rot;
rot.elements[i][i] = rot.elements[j][j] = ::cos(angle);
rot.elements[i][j] = - (rot.elements[j][i] = ::sin(angle));
rot.elements[i][j] = -(rot.elements[j][i] = ::sin(angle));
// Update the off matrix norm
off_matrix_norm_2 -= elements[i][j] * elements[i][j];
@@ -596,8 +556,7 @@ Basis Basis::diagonalize()
return acc_rot;
}
static const Basis _ortho_bases[24]={
static const Basis _ortho_bases[24] = {
Basis(1, 0, 0, 0, 1, 0, 0, 0, 1),
Basis(0, -1, 0, 1, 0, 0, 0, 0, 1),
Basis(-1, 0, 0, 0, -1, 0, 0, 0, 1),
@@ -624,95 +583,84 @@ static const Basis _ortho_bases[24]={
Basis(0, -1, 0, 0, 0, -1, 1, 0, 0)
};
int Basis::get_orthogonal_index() const
{
int Basis::get_orthogonal_index() const {
//could be sped up if i come up with a way
Basis orth=*this;
for(int i=0;i<3;i++) {
for(int j=0;j<3;j++) {
Basis orth = *this;
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
real_t v = orth[i][j];
if (v>0.5)
v=1.0;
else if (v<-0.5)
v=-1.0;
if (v > 0.5)
v = 1.0;
else if (v < -0.5)
v = -1.0;
else
v=0;
v = 0;
orth[i][j]=v;
orth[i][j] = v;
}
}
for(int i=0;i<24;i++) {
for (int i = 0; i < 24; i++) {
if (_ortho_bases[i]==orth)
if (_ortho_bases[i] == orth)
return i;
}
return 0;
}
void Basis::set_orthogonal_index(int p_index){
void Basis::set_orthogonal_index(int p_index) {
//there only exist 24 orthogonal bases in r3
ERR_FAIL_COND(p_index >= 24);
*this=_ortho_bases[p_index];
*this = _ortho_bases[p_index];
}
Basis::Basis(const Vector3 &p_euler) {
Basis::Basis(const Vector3& p_euler) {
set_euler( p_euler );
set_euler(p_euler);
}
}
} // namespace godot
#include "Quat.hpp"
namespace godot {
Basis::Basis(const Quat& p_quat) {
Basis::Basis(const Quat &p_quat) {
real_t d = p_quat.length_squared();
real_t s = 2.0 / d;
real_t xs = p_quat.x * s, ys = p_quat.y * s, zs = p_quat.z * s;
real_t wx = p_quat.w * xs, wy = p_quat.w * ys, wz = p_quat.w * zs;
real_t xx = p_quat.x * xs, xy = p_quat.x * ys, xz = p_quat.x * zs;
real_t yy = p_quat.y * ys, yz = p_quat.y * zs, zz = p_quat.z * zs;
set( 1.0 - (yy + zz), xy - wz, xz + wy,
xy + wz, 1.0 - (xx + zz), yz - wx,
xz - wy, yz + wx, 1.0 - (xx + yy)) ;
real_t xs = p_quat.x * s, ys = p_quat.y * s, zs = p_quat.z * s;
real_t wx = p_quat.w * xs, wy = p_quat.w * ys, wz = p_quat.w * zs;
real_t xx = p_quat.x * xs, xy = p_quat.x * ys, xz = p_quat.x * zs;
real_t yy = p_quat.y * ys, yz = p_quat.y * zs, zz = p_quat.z * zs;
set(1.0 - (yy + zz), xy - wz, xz + wy,
xy + wz, 1.0 - (xx + zz), yz - wx,
xz - wy, yz + wx, 1.0 - (xx + yy));
}
Basis::Basis(const Vector3& p_axis, real_t p_phi) {
Basis::Basis(const Vector3 &p_axis, real_t p_phi) {
// Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle
Vector3 axis_sq(p_axis.x*p_axis.x,p_axis.y*p_axis.y,p_axis.z*p_axis.z);
Vector3 axis_sq(p_axis.x * p_axis.x, p_axis.y * p_axis.y, p_axis.z * p_axis.z);
real_t cosine= ::cos(p_phi);
real_t sine= ::sin(p_phi);
real_t cosine = ::cos(p_phi);
real_t sine = ::sin(p_phi);
elements[0][0] = axis_sq.x + cosine * ( 1.0 - axis_sq.x );
elements[0][1] = p_axis.x * p_axis.y * ( 1.0 - cosine ) - p_axis.z * sine;
elements[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine;
elements[0][0] = axis_sq.x + cosine * (1.0 - axis_sq.x);
elements[0][1] = p_axis.x * p_axis.y * (1.0 - cosine) - p_axis.z * sine;
elements[0][2] = p_axis.z * p_axis.x * (1.0 - cosine) + p_axis.y * sine;
elements[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine;
elements[1][1] = axis_sq.y + cosine * ( 1.0 - axis_sq.y );
elements[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine;
elements[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine;
elements[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine;
elements[2][2] = axis_sq.z + cosine * ( 1.0 - axis_sq.z );
elements[1][0] = p_axis.x * p_axis.y * (1.0 - cosine) + p_axis.z * sine;
elements[1][1] = axis_sq.y + cosine * (1.0 - axis_sq.y);
elements[1][2] = p_axis.y * p_axis.z * (1.0 - cosine) - p_axis.x * sine;
elements[2][0] = p_axis.z * p_axis.x * (1.0 - cosine) - p_axis.y * sine;
elements[2][1] = p_axis.y * p_axis.z * (1.0 - cosine) + p_axis.x * sine;
elements[2][2] = axis_sq.z + cosine * (1.0 - axis_sq.z);
}
Basis::operator Quat() const {
@@ -722,21 +670,18 @@ Basis::operator Quat() const {
real_t trace = elements[0][0] + elements[1][1] + elements[2][2];
real_t temp[4];
if (trace > 0.0)
{
if (trace > 0.0) {
real_t s = ::sqrt(trace + 1.0);
temp[3]=(s * 0.5);
temp[3] = (s * 0.5);
s = 0.5 / s;
temp[0]=((elements[2][1] - elements[1][2]) * s);
temp[1]=((elements[0][2] - elements[2][0]) * s);
temp[2]=((elements[1][0] - elements[0][1]) * s);
}
else
{
temp[0] = ((elements[2][1] - elements[1][2]) * s);
temp[1] = ((elements[0][2] - elements[2][0]) * s);
temp[2] = ((elements[1][0] - elements[0][1]) * s);
} else {
int i = elements[0][0] < elements[1][1] ?
(elements[1][1] < elements[2][2] ? 2 : 1) :
(elements[0][0] < elements[2][2] ? 2 : 0);
(elements[1][1] < elements[2][2] ? 2 : 1) :
(elements[0][0] < elements[2][2] ? 2 : 0);
int j = (i + 1) % 3;
int k = (i + 2) % 3;
@@ -749,11 +694,7 @@ Basis::operator Quat() const {
temp[k] = (elements[k][i] + elements[i][k]) * s;
}
return Quat(temp[0],temp[1],temp[2],temp[3]);
return Quat(temp[0], temp[1], temp[2], temp[3]);
}
}
} // namespace godot

View File

@@ -12,138 +12,128 @@ namespace godot {
static String _to_hex(float p_val);
static float _parse_col(const String& p_str, int p_ofs) {
static float _parse_col(const String &p_str, int p_ofs) {
int ig=0;
int ig = 0;
for(int i=0;i<2;i++) {
for (int i = 0; i < 2; i++) {
int c= (int) (wchar_t) p_str[i+p_ofs];
int v=0;
int c = (int)(wchar_t)p_str[i + p_ofs];
int v = 0;
if (c>='0' && c<='9') {
v=c-'0';
} else if (c>='a' && c<='f') {
v=c-'a';
v+=10;
} else if (c>='A' && c<='F') {
v=c-'A';
v+=10;
if (c >= '0' && c <= '9') {
v = c - '0';
} else if (c >= 'a' && c <= 'f') {
v = c - 'a';
v += 10;
} else if (c >= 'A' && c <= 'F') {
v = c - 'A';
v += 10;
} else {
return -1;
}
if (i==0)
ig+=v*16;
if (i == 0)
ig += v * 16;
else
ig+=v;
ig += v;
}
return ig;
}
uint32_t Color::to_32() const
{
uint32_t Color::to_32() const {
uint32_t c=(uint8_t)(a*255);
c<<=8;
c|=(uint8_t)(r*255);
c<<=8;
c|=(uint8_t)(g*255);
c<<=8;
c|=(uint8_t)(b*255);
uint32_t c = (uint8_t)(a * 255);
c <<= 8;
c |= (uint8_t)(r * 255);
c <<= 8;
c |= (uint8_t)(g * 255);
c <<= 8;
c |= (uint8_t)(b * 255);
return c;
}
uint32_t Color::to_ARGB32() const
{
uint32_t c=(uint8_t)(a*255);
c<<=8;
c|=(uint8_t)(r*255);
c<<=8;
c|=(uint8_t)(g*255);
c<<=8;
c|=(uint8_t)(b*255);
uint32_t Color::to_ARGB32() const {
uint32_t c = (uint8_t)(a * 255);
c <<= 8;
c |= (uint8_t)(r * 255);
c <<= 8;
c |= (uint8_t)(g * 255);
c <<= 8;
c |= (uint8_t)(b * 255);
return c;
}
float Color::gray() const
{
return (r+g+b)/3.0;
float Color::gray() const {
return (r + g + b) / 3.0;
}
float Color::get_h() const
{
float Color::get_h() const {
float min = MIN( r, g );
min = MIN( min, b );
float max = MAX( r, g );
max = MAX( max, b );
float min = MIN(r, g);
min = MIN(min, b);
float max = MAX(r, g);
max = MAX(max, b);
float delta = max - min;
if( delta == 0 )
if (delta == 0)
return 0;
float h;
if( r == max )
h = ( g - b ) / delta; // between yellow & magenta
else if( g == max )
h = 2 + ( b - r ) / delta; // between cyan & yellow
if (r == max)
h = (g - b) / delta; // between yellow & magenta
else if (g == max)
h = 2 + (b - r) / delta; // between cyan & yellow
else
h = 4 + ( r - g ) / delta; // between magenta & cyan
h = 4 + (r - g) / delta; // between magenta & cyan
h/=6.0;
if (h<0)
h+=1.0;
h /= 6.0;
if (h < 0)
h += 1.0;
return h;
}
float Color::get_s() const
{
float min = MIN( r, g );
min = MIN( min, b );
float max = MAX( r, g );
max = MAX( max, b );
float Color::get_s() const {
float min = MIN(r, g);
min = MIN(min, b);
float max = MAX(r, g);
max = MAX(max, b);
float delta = max - min;
return (max!=0) ? (delta / max) : 0;
return (max != 0) ? (delta / max) : 0;
}
float Color::get_v() const
{
float max = MAX( r, g );
max = MAX( max, b );
float Color::get_v() const {
float max = MAX(r, g);
max = MAX(max, b);
return max;
}
void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha)
{
void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
int i;
float f, p, q, t;
a=p_alpha;
a = p_alpha;
if( p_s == 0 ) {
if (p_s == 0) {
// acp_hromatic (grey)
r = g = b = p_v;
return;
}
p_h *=6.0;
p_h = ::fmod(p_h,6);
i = ::floor( p_h );
p_h *= 6.0;
p_h = ::fmod(p_h, 6);
i = ::floor(p_h);
f = p_h - i;
p = p_v * ( 1 - p_s );
q = p_v * ( 1 - p_s * f );
t = p_v * ( 1 - p_s * ( 1 - f ) );
p = p_v * (1 - p_s);
q = p_v * (1 - p_s * f);
t = p_v * (1 - p_s * (1 - f));
switch( i ) {
switch (i) {
case 0: // Red is the dominant color
r = p_v;
g = t;
@@ -177,56 +167,51 @@ void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha)
}
}
void Color::invert()
{
r=1.0-r;
g=1.0-g;
b=1.0-b;
void Color::invert() {
r = 1.0 - r;
g = 1.0 - g;
b = 1.0 - b;
}
void Color::contrast()
{
r=::fmod(r+0.5,1.0);
g=::fmod(g+0.5,1.0);
b=::fmod(b+0.5,1.0);
void Color::contrast() {
r = ::fmod(r + 0.5, 1.0);
g = ::fmod(g + 0.5, 1.0);
b = ::fmod(b + 0.5, 1.0);
}
Color Color::inverted() const
{
Color c=*this;
Color Color::inverted() const {
Color c = *this;
c.invert();
return c;
}
Color Color::contrasted() const
{
Color c=*this;
Color Color::contrasted() const {
Color c = *this;
c.contrast();
return c;
}
Color Color::linear_interpolate(const Color& p_b, float p_t) const {
Color Color::linear_interpolate(const Color &p_b, float p_t) const {
Color res=*this;
Color res = *this;
res.r+= (p_t * (p_b.r-r));
res.g+= (p_t * (p_b.g-g));
res.b+= (p_t * (p_b.b-b));
res.a+= (p_t * (p_b.a-a));
res.r += (p_t * (p_b.r - r));
res.g += (p_t * (p_b.g - g));
res.b += (p_t * (p_b.b - b));
res.a += (p_t * (p_b.a - a));
return res;
}
Color Color::blend(const Color& p_over) const {
Color Color::blend(const Color &p_over) const {
Color res;
float sa = 1.0 - p_over.a;
res.a = a*sa+p_over.a;
if (res.a==0) {
return Color(0,0,0,0);
res.a = a * sa + p_over.a;
if (res.a == 0) {
return Color(0, 0, 0, 0);
} else {
res.r = (r*a*sa + p_over.r * p_over.a)/res.a;
res.g = (g*a*sa + p_over.g * p_over.a)/res.a;
res.b = (b*a*sa + p_over.b * p_over.a)/res.a;
res.r = (r * a * sa + p_over.r * p_over.a) / res.a;
res.g = (g * a * sa + p_over.g * p_over.a) / res.a;
res.b = (b * a * sa + p_over.b * p_over.a) / res.a;
}
return res;
}
@@ -234,114 +219,110 @@ Color Color::blend(const Color& p_over) const {
Color Color::to_linear() const {
return Color(
r<0.04045 ? r * (1.0 / 12.92) : ::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
g<0.04045 ? g * (1.0 / 12.92) : ::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
b<0.04045 ? b * (1.0 / 12.92) : ::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
a
);
r < 0.04045 ? r * (1.0 / 12.92) : ::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
g < 0.04045 ? g * (1.0 / 12.92) : ::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
b < 0.04045 ? b * (1.0 / 12.92) : ::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
a);
}
Color Color::hex(uint32_t p_hex)
{
float a = (p_hex&0xFF)/255.0;
p_hex>>=8;
float b = (p_hex&0xFF)/255.0;
p_hex>>=8;
float g = (p_hex&0xFF)/255.0;
p_hex>>=8;
float r = (p_hex&0xFF)/255.0;
Color Color::hex(uint32_t p_hex) {
float a = (p_hex & 0xFF) / 255.0;
p_hex >>= 8;
float b = (p_hex & 0xFF) / 255.0;
p_hex >>= 8;
float g = (p_hex & 0xFF) / 255.0;
p_hex >>= 8;
float r = (p_hex & 0xFF) / 255.0;
return Color(r,g,b,a);
return Color(r, g, b, a);
}
Color Color::html(const String& p_color)
{
Color Color::html(const String &p_color) {
String color = p_color;
if (color.length()==0)
if (color.length() == 0)
return Color();
if (color[0]=='#')
color=color.substr(1,color.length()-1);
if (color[0] == '#')
color = color.substr(1, color.length() - 1);
bool alpha=false;
bool alpha = false;
if (color.length()==8) {
alpha=true;
} else if (color.length()==6) {
alpha=false;
if (color.length() == 8) {
alpha = true;
} else if (color.length() == 6) {
alpha = false;
} else {
ERR_PRINTS(String("Invalid Color Code: ") + p_color);
ERR_FAIL_V(Color());
}
int a=255;
int a = 255;
if (alpha) {
a=_parse_col(color,0);
if (a<0) {
a = _parse_col(color, 0);
if (a < 0) {
ERR_PRINTS(String("Invalid Color Code: ") + p_color);
ERR_FAIL_V(Color());
}
}
int from=alpha?2:0;
int from = alpha ? 2 : 0;
int r=_parse_col(color,from+0);
if (r<0) {
int r = _parse_col(color, from + 0);
if (r < 0) {
ERR_PRINTS(String("Invalid Color Code: ") + p_color);
ERR_FAIL_V(Color());
}
int g=_parse_col(color,from+2);
if (g<0) {
int g = _parse_col(color, from + 2);
if (g < 0) {
ERR_PRINTS(String("Invalid Color Code: ") + p_color);
ERR_FAIL_V(Color());
}
int b=_parse_col(color,from+4);
if (b<0) {
int b = _parse_col(color, from + 4);
if (b < 0) {
ERR_PRINTS(String("Invalid Color Code: ") + p_color);
ERR_FAIL_V(Color());
}
return Color(r/255.0,g/255.0,b/255.0,a/255.0);
return Color(r / 255.0, g / 255.0, b / 255.0, a / 255.0);
}
bool Color::html_is_valid(const String& p_color)
{
bool Color::html_is_valid(const String &p_color) {
String color = p_color;
if (color.length()==0)
if (color.length() == 0)
return false;
if (color[0]=='#')
color=color.substr(1,color.length()-1);
if (color[0] == '#')
color = color.substr(1, color.length() - 1);
bool alpha=false;
bool alpha = false;
if (color.length()==8) {
alpha=true;
} else if (color.length()==6) {
alpha=false;
if (color.length() == 8) {
alpha = true;
} else if (color.length() == 6) {
alpha = false;
} else {
return false;
}
int a=255;
int a = 255;
if (alpha) {
a=_parse_col(color,0);
if (a<0) {
a = _parse_col(color, 0);
if (a < 0) {
return false;
}
}
int from=alpha?2:0;
int from = alpha ? 2 : 0;
int r=_parse_col(color,from+0);
if (r<0) {
int r = _parse_col(color, from + 0);
if (r < 0) {
return false;
}
int g=_parse_col(color,from+2);
if (g<0) {
int g = _parse_col(color, from + 2);
if (g < 0) {
return false;
}
int b=_parse_col(color,from+4);
if (b<0) {
int b = _parse_col(color, from + 4);
if (b < 0) {
return false;
}
@@ -349,62 +330,57 @@ bool Color::html_is_valid(const String& p_color)
}
#ifndef CLAMP
#define CLAMP(m_a,m_min,m_max) (((m_a)<(m_min))?(m_min):(((m_a)>(m_max))?m_max:m_a))
#define CLAMP(m_a, m_min, m_max) (((m_a) < (m_min)) ? (m_min) : (((m_a) > (m_max)) ? m_max : m_a))
#endif
static String _to_hex(float p_val) {
int v = p_val * 255;
v = CLAMP(v,0,255);
v = CLAMP(v, 0, 255);
String ret;
for(int i=0;i<2;i++) {
for (int i = 0; i < 2; i++) {
wchar_t c[2]={0,0};
int lv = v&0xF;
if (lv<10)
c[0]='0'+lv;
wchar_t c[2] = { 0, 0 };
int lv = v & 0xF;
if (lv < 10)
c[0] = '0' + lv;
else
c[0]='a'+lv-10;
c[0] = 'a' + lv - 10;
v>>=4;
String cs=(const wchar_t*)c;
v >>= 4;
String cs = (const wchar_t *)c;
ret = cs + ret;
}
return ret;
}
String Color::to_html(bool p_alpha) const
{
String Color::to_html(bool p_alpha) const {
String txt;
txt+=_to_hex(r);
txt+=_to_hex(g);
txt+=_to_hex(b);
txt += _to_hex(r);
txt += _to_hex(g);
txt += _to_hex(b);
if (p_alpha)
txt=_to_hex(a)+txt;
txt = _to_hex(a) + txt;
return txt;
}
Color::operator String() const
{
Color::operator String() const {
return String::num(r) + ", " + String::num(g) + ", " + String::num(b) + ", " + String::num(a);
}
bool Color::operator<(const Color &p_color) const {
bool Color::operator<(const Color& p_color) const {
if (r==p_color.r) {
if (g==p_color.g) {
if(b==p_color.b) {
return (a<p_color.a);
if (r == p_color.r) {
if (g == p_color.g) {
if (b == p_color.b) {
return (a < p_color.a);
} else
return (b<p_color.b);
return (b < p_color.b);
} else
return g<p_color.g;
return g < p_color.g;
} else
return r<p_color.r;
return r < p_color.r;
}
}
} // namespace godot

View File

@@ -1,95 +1,78 @@
#include "Dictionary.hpp"
#include "Variant.hpp"
#include "Array.hpp"
#include "GodotGlobal.hpp"
#include "Variant.hpp"
namespace godot {
Dictionary::Dictionary()
{
Dictionary::Dictionary() {
godot::api->godot_dictionary_new(&_godot_dictionary);
}
Dictionary::Dictionary(const Dictionary & other)
{
Dictionary::Dictionary(const Dictionary &other) {
godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary);
}
Dictionary & Dictionary::operator=(const Dictionary & other)
{
Dictionary &Dictionary::operator=(const Dictionary &other) {
godot::api->godot_dictionary_destroy(&_godot_dictionary);
godot::api->godot_dictionary_new_copy(&_godot_dictionary, &other._godot_dictionary);
return *this;
}
void Dictionary::clear()
{
void Dictionary::clear() {
godot::api->godot_dictionary_clear(&_godot_dictionary);
}
bool Dictionary::empty() const
{
bool Dictionary::empty() const {
return godot::api->godot_dictionary_empty(&_godot_dictionary);
}
void Dictionary::erase(const Variant& key)
{
godot::api->godot_dictionary_erase(&_godot_dictionary, (godot_variant *) &key);
void Dictionary::erase(const Variant &key) {
godot::api->godot_dictionary_erase(&_godot_dictionary, (godot_variant *)&key);
}
bool Dictionary::has(const Variant& key) const
{
return godot::api->godot_dictionary_has(&_godot_dictionary, (godot_variant *) &key);
bool Dictionary::has(const Variant &key) const {
return godot::api->godot_dictionary_has(&_godot_dictionary, (godot_variant *)&key);
}
bool Dictionary::has_all(const Array& keys) const
{
return godot::api->godot_dictionary_has_all(&_godot_dictionary, (godot_array *) &keys);
bool Dictionary::has_all(const Array &keys) const {
return godot::api->godot_dictionary_has_all(&_godot_dictionary, (godot_array *)&keys);
}
uint32_t Dictionary::hash() const
{
uint32_t Dictionary::hash() const {
return godot::api->godot_dictionary_hash(&_godot_dictionary);
}
Array Dictionary::keys() const
{
Array Dictionary::keys() const {
godot_array a = godot::api->godot_dictionary_keys(&_godot_dictionary);
return *(Array *) &a;
return *(Array *)&a;
}
Variant &Dictionary::operator [](const Variant& key)
{
return *(Variant *) godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *) &key);
Variant &Dictionary::operator[](const Variant &key) {
return *(Variant *)godot::api->godot_dictionary_operator_index(&_godot_dictionary, (godot_variant *)&key);
}
const Variant &Dictionary::operator [](const Variant& key) const
{
const Variant &Dictionary::operator[](const Variant &key) const {
// oops I did it again
return *(Variant *) godot::api->godot_dictionary_operator_index((godot_dictionary *) &_godot_dictionary, (godot_variant *) &key);
return *(Variant *)godot::api->godot_dictionary_operator_index((godot_dictionary *)&_godot_dictionary, (godot_variant *)&key);
}
int Dictionary::size() const
{
int Dictionary::size() const {
return godot::api->godot_dictionary_size(&_godot_dictionary);
}
String Dictionary::to_json() const
{
String Dictionary::to_json() const {
godot_string s = godot::api->godot_dictionary_to_json(&_godot_dictionary);
return *(String *) &s;
return *(String *)&s;
}
Array Dictionary::values() const
{
Array Dictionary::values() const {
godot_array a = godot::api->godot_dictionary_values(&_godot_dictionary);
return *(Array *) &a;
return *(Array *)&a;
}
Dictionary::~Dictionary()
{
Dictionary::~Dictionary() {
godot::api->godot_dictionary_destroy(&_godot_dictionary);
}
}
} // namespace godot

View File

@@ -4,20 +4,18 @@
#include "Wrapped.hpp"
static GDCALLINGCONV void *wrapper_create(void *data, const void *type_tag, godot_object *instance)
{
godot::_Wrapped *wrapper_memory = (godot::_Wrapped *) godot::api->godot_alloc(sizeof(godot::_Wrapped));
static GDCALLINGCONV void *wrapper_create(void *data, const void *type_tag, godot_object *instance) {
godot::_Wrapped *wrapper_memory = (godot::_Wrapped *)godot::api->godot_alloc(sizeof(godot::_Wrapped));
if (!wrapper_memory)
return NULL;
wrapper_memory->_owner = instance;
wrapper_memory->_type_tag = (size_t) type_tag;
wrapper_memory->_type_tag = (size_t)type_tag;
return (void *) wrapper_memory;
return (void *)wrapper_memory;
}
static GDCALLINGCONV void wrapper_destroy(void *data, void *wrapper)
{
static GDCALLINGCONV void wrapper_destroy(void *data, void *wrapper) {
if (wrapper)
godot::api->godot_free(wrapper);
}
@@ -32,20 +30,18 @@ const godot_gdnative_ext_nativescript_1_1_api_struct *nativescript_1_1_api = nul
const void *gdnlib = NULL;
void Godot::print(const String& message)
{
godot::api->godot_print((godot_string *) &message);
void Godot::print(const String &message) {
godot::api->godot_print((godot_string *)&message);
}
void Godot::print_warning(const String& description, const String& function, const String& file, int line)
{
void Godot::print_warning(const String &description, const String &function, const String &file, int line) {
int len;
char * c_desc = description.alloc_c_string();
char * c_func = function.alloc_c_string();
char * c_file = file.alloc_c_string();
char *c_desc = description.alloc_c_string();
char *c_func = function.alloc_c_string();
char *c_file = file.alloc_c_string();
if (c_desc != nullptr && c_func !=nullptr && c_file != nullptr) {
if (c_desc != nullptr && c_func != nullptr && c_file != nullptr) {
godot::api->godot_print_warning(c_desc, c_func, c_file, line);
};
@@ -54,15 +50,14 @@ void Godot::print_warning(const String& description, const String& function, con
if (c_file != nullptr) godot::api->godot_free(c_file);
}
void Godot::print_error(const String& description, const String& function, const String& file, int line)
{
void Godot::print_error(const String &description, const String &function, const String &file, int line) {
int len;
char * c_desc = description.alloc_c_string();
char * c_func = function.alloc_c_string();
char * c_file = file.alloc_c_string();
char *c_desc = description.alloc_c_string();
char *c_func = function.alloc_c_string();
char *c_file = file.alloc_c_string();
if (c_desc != nullptr && c_func !=nullptr && c_file != nullptr) {
if (c_desc != nullptr && c_func != nullptr && c_file != nullptr) {
godot::api->godot_print_error(c_desc, c_func, c_file, line);
};
@@ -73,22 +68,21 @@ void Godot::print_error(const String& description, const String& function, const
void ___register_types();
void Godot::gdnative_init(godot_gdnative_init_options *options)
{
void Godot::gdnative_init(godot_gdnative_init_options *options) {
godot::api = options->api_struct;
godot::gdnlib = options->gd_native_library;
// now find our extensions
for (int i = 0; i < godot::api->num_extensions; i++) {
switch (godot::api->extensions[i]->type) {
case GDNATIVE_EXT_NATIVESCRIPT: {
godot::nativescript_api = (const godot_gdnative_ext_nativescript_api_struct *)godot::api->extensions[i];
case GDNATIVE_EXT_NATIVESCRIPT: {
godot::nativescript_api = (const godot_gdnative_ext_nativescript_api_struct *)godot::api->extensions[i];
const godot_gdnative_api_struct *extension = godot::nativescript_api->next;
while (extension) {
if (extension->version.major == 1 && extension->version.minor == 1) {
godot::nativescript_1_1_api = (const godot_gdnative_ext_nativescript_1_1_api_struct *) extension;
godot::nativescript_1_1_api = (const godot_gdnative_ext_nativescript_1_1_api_struct *)extension;
}
extension = extension->next;
@@ -97,16 +91,13 @@ void Godot::gdnative_init(godot_gdnative_init_options *options)
default: break;
}
}
}
void Godot::gdnative_terminate(godot_gdnative_terminate_options *options)
{
void Godot::gdnative_terminate(godot_gdnative_terminate_options *options) {
// reserved for future use.
}
void Godot::nativescript_init(void *handle)
{
void Godot::nativescript_init(void *handle) {
godot::_RegisterState::nativescript_handle = handle;
godot_instance_binding_functions binding_funcs = {};
@@ -118,9 +109,8 @@ void Godot::nativescript_init(void *handle)
___register_types();
}
void Godot::nativescript_terminate(void *handle)
{
void Godot::nativescript_terminate(void *handle) {
godot::nativescript_1_1_api->godot_nativescript_unregister_instance_binding_data_functions(godot::_RegisterState::language_index);
}
}
} // namespace godot

View File

@@ -1,94 +1,77 @@
#include "NodePath.hpp"
#include "String.hpp"
#include "GodotGlobal.hpp"
#include "String.hpp"
#include <gdnative/node_path.h>
namespace godot {
NodePath::NodePath()
{
NodePath::NodePath() {
String from = "";
godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
}
NodePath::NodePath(const NodePath &other)
{
NodePath::NodePath(const NodePath &other) {
String from = other;
godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
}
NodePath::NodePath(const String &from)
{
godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
NodePath::NodePath(const String &from) {
godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
}
NodePath::NodePath(const char *contents)
{
NodePath::NodePath(const char *contents) {
String from = contents;
godot::api->godot_node_path_new(&_node_path, (godot_string *) &from);
godot::api->godot_node_path_new(&_node_path, (godot_string *)&from);
}
String NodePath::get_name(const int idx) const
{
String NodePath::get_name(const int idx) const {
godot_string str = godot::api->godot_node_path_get_name(&_node_path, idx);
return *(String *) &str;
return *(String *)&str;
}
int NodePath::get_name_count() const
{
int NodePath::get_name_count() const {
return godot::api->godot_node_path_get_name_count(&_node_path);
}
String NodePath::get_subname(const int idx) const
{
String NodePath::get_subname(const int idx) const {
godot_string str = godot::api->godot_node_path_get_subname(&_node_path, idx);
return *(String *) &str;
return *(String *)&str;
}
int NodePath::get_subname_count() const
{
int NodePath::get_subname_count() const {
return godot::api->godot_node_path_get_subname_count(&_node_path);
}
bool NodePath::is_absolute() const
{
bool NodePath::is_absolute() const {
return godot::api->godot_node_path_is_absolute(&_node_path);
}
bool NodePath::is_empty() const
{
bool NodePath::is_empty() const {
return godot::api->godot_node_path_is_empty(&_node_path);
}
NodePath::operator String() const
{
NodePath::operator String() const {
godot_string str = godot::api->godot_node_path_as_string(&_node_path);
return *(String *) &str;
return *(String *)&str;
}
bool NodePath::operator ==(const NodePath& other)
{
bool NodePath::operator==(const NodePath &other) {
return godot::api->godot_node_path_operator_equal(&_node_path, &other._node_path);
}
void NodePath::operator =(const NodePath& other)
{
void NodePath::operator=(const NodePath &other) {
godot::api->godot_node_path_destroy(&_node_path);
String other_string = (String) other;
String other_string = (String)other;
godot::api->godot_node_path_new(&_node_path, (godot_string *) &other_string);
godot::api->godot_node_path_new(&_node_path, (godot_string *)&other_string);
}
NodePath::~NodePath()
{
NodePath::~NodePath() {
godot::api->godot_node_path_destroy(&_node_path);
}
}
} // namespace godot

View File

@@ -5,27 +5,24 @@
namespace godot {
void Plane::set_normal(const Vector3& p_normal)
{
void Plane::set_normal(const Vector3 &p_normal) {
this->normal = p_normal;
}
Vector3 Plane::project(const Vector3& p_point) const {
Vector3 Plane::project(const Vector3 &p_point) const {
return p_point - normal * distance_to(p_point);
}
void Plane::normalize() {
real_t l = normal.length();
if (l==0) {
*this=Plane(0,0,0,0);
if (l == 0) {
*this = Plane(0, 0, 0, 0);
return;
}
normal/=l;
d/=l;
normal /= l;
d /= l;
}
Plane Plane::normalized() const {
@@ -37,96 +34,95 @@ Plane Plane::normalized() const {
Vector3 Plane::get_any_point() const {
return get_normal()*d;
return get_normal() * d;
}
Vector3 Plane::get_any_perpendicular_normal() const {
static const Vector3 p1 = Vector3(1,0,0);
static const Vector3 p2 = Vector3(0,1,0);
static const Vector3 p1 = Vector3(1, 0, 0);
static const Vector3 p2 = Vector3(0, 1, 0);
Vector3 p;
if (::fabs(normal.dot(p1)) > 0.99) // if too similar to p1
p=p2; // use p2
p = p2; // use p2
else
p=p1; // use p1
p = p1; // use p1
p-=normal * normal.dot(p);
p -= normal * normal.dot(p);
p.normalize();
return p;
}
/* intersections */
bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const {
const Plane &p_plane0=*this;
Vector3 normal0=p_plane0.normal;
Vector3 normal1=p_plane1.normal;
Vector3 normal2=p_plane2.normal;
const Plane &p_plane0 = *this;
Vector3 normal0 = p_plane0.normal;
Vector3 normal1 = p_plane1.normal;
Vector3 normal2 = p_plane2.normal;
real_t denom=vec3_cross(normal0,normal1).dot(normal2);
real_t denom = vec3_cross(normal0, normal1).dot(normal2);
if (::fabs(denom)<=CMP_EPSILON)
if (::fabs(denom) <= CMP_EPSILON)
return false;
if (r_result) {
*r_result = ( (vec3_cross(normal1, normal2) * p_plane0.d) +
(vec3_cross(normal2, normal0) * p_plane1.d) +
(vec3_cross(normal0, normal1) * p_plane2.d) )/denom;
*r_result = ((vec3_cross(normal1, normal2) * p_plane0.d) +
(vec3_cross(normal2, normal0) * p_plane1.d) +
(vec3_cross(normal0, normal1) * p_plane2.d)) /
denom;
}
return true;
}
bool Plane::intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersection) const {
bool Plane::intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3* p_intersection) const {
Vector3 segment=p_dir;
real_t den=normal.dot( segment );
Vector3 segment = p_dir;
real_t den = normal.dot(segment);
//printf("den is %i\n",den);
if (::fabs(den)<=CMP_EPSILON) {
if (::fabs(den) <= CMP_EPSILON) {
return false;
}
real_t dist=(normal.dot( p_from ) - d) / den;
real_t dist = (normal.dot(p_from) - d) / den;
//printf("dist is %i\n",dist);
if (dist>CMP_EPSILON) { //this is a ray, before the emiting pos (p_from) doesnt exist
if (dist > CMP_EPSILON) { //this is a ray, before the emiting pos (p_from) doesnt exist
return false;
}
dist=-dist;
dist = -dist;
*p_intersection = p_from + segment * dist;
return true;
}
bool Plane::intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3* p_intersection) const {
bool Plane::intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_intersection) const {
Vector3 segment= p_begin - p_end;
real_t den=normal.dot( segment );
Vector3 segment = p_begin - p_end;
real_t den = normal.dot(segment);
//printf("den is %i\n",den);
if (::fabs(den)<=CMP_EPSILON) {
if (::fabs(den) <= CMP_EPSILON) {
return false;
}
real_t dist=(normal.dot( p_begin ) - d) / den;
real_t dist = (normal.dot(p_begin) - d) / den;
//printf("dist is %i\n",dist);
if (dist<-CMP_EPSILON || dist > (1.0 +CMP_EPSILON)) {
if (dist < -CMP_EPSILON || dist > (1.0 + CMP_EPSILON)) {
return false;
}
dist=-dist;
dist = -dist;
*p_intersection = p_begin + segment * dist;
return true;
@@ -134,20 +130,17 @@ bool Plane::intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3* p_inters
/* misc */
bool Plane::is_almost_like(const Plane& p_plane) const {
bool Plane::is_almost_like(const Plane &p_plane) const {
return (normal.dot( p_plane.normal ) > _PLANE_EQ_DOT_EPSILON && ::fabs(d-p_plane.d) < _PLANE_EQ_D_EPSILON);
return (normal.dot(p_plane.normal) > _PLANE_EQ_DOT_EPSILON && ::fabs(d - p_plane.d) < _PLANE_EQ_D_EPSILON);
}
Plane::operator String() const {
// return normal.operator String() + ", " + rtos(d);
return String(); // @Todo
}
bool Plane::is_point_over(const Vector3 &p_point) const {
return (normal.dot(p_point) > d);
@@ -155,55 +148,47 @@ bool Plane::is_point_over(const Vector3 &p_point) const {
real_t Plane::distance_to(const Vector3 &p_point) const {
return (normal.dot(p_point)-d);
return (normal.dot(p_point) - d);
}
bool Plane::has_point(const Vector3 &p_point,real_t _epsilon) const {
real_t dist=normal.dot(p_point) - d;
dist=::fabs(dist);
return ( dist <= _epsilon);
bool Plane::has_point(const Vector3 &p_point, real_t _epsilon) const {
real_t dist = normal.dot(p_point) - d;
dist = ::fabs(dist);
return (dist <= _epsilon);
}
Plane::Plane(const Vector3 &p_normal, real_t p_d) {
normal=p_normal;
d=p_d;
normal = p_normal;
d = p_d;
}
Plane::Plane(const Vector3 &p_point, const Vector3& p_normal) {
Plane::Plane(const Vector3 &p_point, const Vector3 &p_normal) {
normal=p_normal;
d=p_normal.dot(p_point);
normal = p_normal;
d = p_normal.dot(p_point);
}
Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3,ClockDirection p_dir) {
Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) {
if (p_dir == CLOCKWISE)
normal=(p_point1-p_point3).cross(p_point1-p_point2);
normal = (p_point1 - p_point3).cross(p_point1 - p_point2);
else
normal=(p_point1-p_point2).cross(p_point1-p_point3);
normal = (p_point1 - p_point2).cross(p_point1 - p_point3);
normal.normalize();
d = normal.dot(p_point1);
}
bool Plane::operator==(const Plane& p_plane) const {
bool Plane::operator==(const Plane &p_plane) const {
return normal==p_plane.normal && d == p_plane.d;
return normal == p_plane.normal && d == p_plane.d;
}
bool Plane::operator!=(const Plane& p_plane) const {
return normal!=p_plane.normal || d != p_plane.d;
bool Plane::operator!=(const Plane &p_plane) const {
return normal != p_plane.normal || d != p_plane.d;
}
}
} // namespace godot

View File

@@ -1,679 +1,541 @@
#include "PoolArrays.hpp"
#include "Defs.hpp"
#include "String.hpp"
#include "Color.hpp"
#include "Defs.hpp"
#include "GodotGlobal.hpp"
#include "String.hpp"
#include "Vector2.hpp"
#include "Vector3.hpp"
#include "GodotGlobal.hpp"
#include <gdnative/pool_arrays.h>
namespace godot {
PoolByteArray::PoolByteArray()
{
PoolByteArray::PoolByteArray() {
godot::api->godot_pool_byte_array_new(&_godot_array);
}
PoolByteArray::PoolByteArray(const PoolByteArray &p_other)
{
PoolByteArray::PoolByteArray(const PoolByteArray &p_other) {
godot::api->godot_pool_byte_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolByteArray &PoolByteArray::operator=(const PoolByteArray & p_other)
{
PoolByteArray &PoolByteArray::operator=(const PoolByteArray &p_other) {
godot::api->godot_pool_byte_array_destroy(&_godot_array);
godot::api->godot_pool_byte_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolByteArray::PoolByteArray(const Array& array)
{
godot::api->godot_pool_byte_array_new_with_array(&_godot_array, (godot_array *) &array);
PoolByteArray::PoolByteArray(const Array &array) {
godot::api->godot_pool_byte_array_new_with_array(&_godot_array, (godot_array *)&array);
}
PoolByteArray::Read PoolByteArray::read() const
{
PoolByteArray::Read PoolByteArray::read() const {
Read read;
read._read_access = godot::api->godot_pool_byte_array_read(&_godot_array);
return read;
}
PoolByteArray::Write PoolByteArray::write()
{
PoolByteArray::Write PoolByteArray::write() {
Write write;
write._write_access = godot::api->godot_pool_byte_array_write(&_godot_array);
return write;
}
void PoolByteArray::append(const uint8_t data)
{
void PoolByteArray::append(const uint8_t data) {
godot::api->godot_pool_byte_array_append(&_godot_array, data);
}
void PoolByteArray::append_array(const PoolByteArray& array)
{
void PoolByteArray::append_array(const PoolByteArray &array) {
godot::api->godot_pool_byte_array_append_array(&_godot_array, &array._godot_array);
}
int PoolByteArray::insert(const int idx, const uint8_t data)
{
int PoolByteArray::insert(const int idx, const uint8_t data) {
return godot::api->godot_pool_byte_array_insert(&_godot_array, idx, data);
}
void PoolByteArray::invert()
{
void PoolByteArray::invert() {
godot::api->godot_pool_byte_array_invert(&_godot_array);
}
void PoolByteArray::push_back(const uint8_t data)
{
void PoolByteArray::push_back(const uint8_t data) {
godot::api->godot_pool_byte_array_push_back(&_godot_array, data);
}
void PoolByteArray::remove(const int idx)
{
void PoolByteArray::remove(const int idx) {
godot::api->godot_pool_byte_array_remove(&_godot_array, idx);
}
void PoolByteArray::resize(const int size)
{
void PoolByteArray::resize(const int size) {
godot::api->godot_pool_byte_array_resize(&_godot_array, size);
}
void PoolByteArray::set(const int idx, const uint8_t data)
{
void PoolByteArray::set(const int idx, const uint8_t data) {
godot::api->godot_pool_byte_array_set(&_godot_array, idx, data);
}
uint8_t PoolByteArray::operator [](const int idx)
{
uint8_t PoolByteArray::operator[](const int idx) {
return godot::api->godot_pool_byte_array_get(&_godot_array, idx);
}
int PoolByteArray::size() const
{
int PoolByteArray::size() const {
return godot::api->godot_pool_byte_array_size(&_godot_array);
}
PoolByteArray::~PoolByteArray()
{
PoolByteArray::~PoolByteArray() {
godot::api->godot_pool_byte_array_destroy(&_godot_array);
}
PoolIntArray::PoolIntArray()
{
PoolIntArray::PoolIntArray() {
godot::api->godot_pool_int_array_new(&_godot_array);
}
PoolIntArray::PoolIntArray(const PoolIntArray &p_other)
{
PoolIntArray::PoolIntArray(const PoolIntArray &p_other) {
godot::api->godot_pool_int_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolIntArray &PoolIntArray::operator=(const PoolIntArray &p_other)
{
PoolIntArray &PoolIntArray::operator=(const PoolIntArray &p_other) {
godot::api->godot_pool_int_array_destroy(&_godot_array);
godot::api->godot_pool_int_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolIntArray::PoolIntArray(const Array& array)
{
godot::api->godot_pool_int_array_new_with_array(&_godot_array, (godot_array *) &array);
PoolIntArray::PoolIntArray(const Array &array) {
godot::api->godot_pool_int_array_new_with_array(&_godot_array, (godot_array *)&array);
}
PoolIntArray::Read PoolIntArray::read() const
{
PoolIntArray::Read PoolIntArray::read() const {
Read read;
read._read_access = godot::api->godot_pool_int_array_read(&_godot_array);
return read;
}
PoolIntArray::Write PoolIntArray::write()
{
PoolIntArray::Write PoolIntArray::write() {
Write write;
write._write_access = godot::api->godot_pool_int_array_write(&_godot_array);
return write;
}
void PoolIntArray::append(const int data)
{
void PoolIntArray::append(const int data) {
godot::api->godot_pool_int_array_append(&_godot_array, data);
}
void PoolIntArray::append_array(const PoolIntArray& array)
{
void PoolIntArray::append_array(const PoolIntArray &array) {
godot::api->godot_pool_int_array_append_array(&_godot_array, &array._godot_array);
}
int PoolIntArray::insert(const int idx, const int data)
{
int PoolIntArray::insert(const int idx, const int data) {
return godot::api->godot_pool_int_array_insert(&_godot_array, idx, data);
}
void PoolIntArray::invert()
{
void PoolIntArray::invert() {
godot::api->godot_pool_int_array_invert(&_godot_array);
}
void PoolIntArray::push_back(const int data)
{
void PoolIntArray::push_back(const int data) {
godot::api->godot_pool_int_array_push_back(&_godot_array, data);
}
void PoolIntArray::remove(const int idx)
{
void PoolIntArray::remove(const int idx) {
godot::api->godot_pool_int_array_remove(&_godot_array, idx);
}
void PoolIntArray::resize(const int size)
{
void PoolIntArray::resize(const int size) {
godot::api->godot_pool_int_array_resize(&_godot_array, size);
}
void PoolIntArray::set(const int idx, const int data)
{
void PoolIntArray::set(const int idx, const int data) {
godot::api->godot_pool_int_array_set(&_godot_array, idx, data);
}
int PoolIntArray::operator [](const int idx)
{
int PoolIntArray::operator[](const int idx) {
return godot::api->godot_pool_int_array_get(&_godot_array, idx);
}
int PoolIntArray::size() const
{
int PoolIntArray::size() const {
return godot::api->godot_pool_int_array_size(&_godot_array);
}
PoolIntArray::~PoolIntArray()
{
PoolIntArray::~PoolIntArray() {
godot::api->godot_pool_int_array_destroy(&_godot_array);
}
PoolRealArray::PoolRealArray()
{
PoolRealArray::PoolRealArray() {
godot::api->godot_pool_real_array_new(&_godot_array);
}
PoolRealArray::PoolRealArray(const PoolRealArray &p_other)
{
PoolRealArray::PoolRealArray(const PoolRealArray &p_other) {
godot::api->godot_pool_real_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolRealArray &PoolRealArray::operator=(const PoolRealArray &p_other)
{
PoolRealArray &PoolRealArray::operator=(const PoolRealArray &p_other) {
godot::api->godot_pool_real_array_destroy(&_godot_array);
godot::api->godot_pool_real_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolRealArray::Read PoolRealArray::read() const
{
PoolRealArray::Read PoolRealArray::read() const {
Read read;
read._read_access = godot::api->godot_pool_real_array_read(&_godot_array);
return read;
}
PoolRealArray::Write PoolRealArray::write()
{
PoolRealArray::Write PoolRealArray::write() {
Write write;
write._write_access = godot::api->godot_pool_real_array_write(&_godot_array);
return write;
}
PoolRealArray::PoolRealArray(const Array& array)
{
godot::api->godot_pool_real_array_new_with_array(&_godot_array, (godot_array *) &array);
PoolRealArray::PoolRealArray(const Array &array) {
godot::api->godot_pool_real_array_new_with_array(&_godot_array, (godot_array *)&array);
}
void PoolRealArray::append(const real_t data)
{
void PoolRealArray::append(const real_t data) {
godot::api->godot_pool_real_array_append(&_godot_array, data);
}
void PoolRealArray::append_array(const PoolRealArray& array)
{
void PoolRealArray::append_array(const PoolRealArray &array) {
godot::api->godot_pool_real_array_append_array(&_godot_array, &array._godot_array);
}
int PoolRealArray::insert(const int idx, const real_t data)
{
int PoolRealArray::insert(const int idx, const real_t data) {
return godot::api->godot_pool_real_array_insert(&_godot_array, idx, data);
}
void PoolRealArray::invert()
{
void PoolRealArray::invert() {
godot::api->godot_pool_real_array_invert(&_godot_array);
}
void PoolRealArray::push_back(const real_t data)
{
void PoolRealArray::push_back(const real_t data) {
godot::api->godot_pool_real_array_push_back(&_godot_array, data);
}
void PoolRealArray::remove(const int idx)
{
void PoolRealArray::remove(const int idx) {
godot::api->godot_pool_real_array_remove(&_godot_array, idx);
}
void PoolRealArray::resize(const int size)
{
void PoolRealArray::resize(const int size) {
godot::api->godot_pool_real_array_resize(&_godot_array, size);
}
void PoolRealArray::set(const int idx, const real_t data)
{
void PoolRealArray::set(const int idx, const real_t data) {
godot::api->godot_pool_real_array_set(&_godot_array, idx, data);
}
real_t PoolRealArray::operator [](const int idx)
{
real_t PoolRealArray::operator[](const int idx) {
return godot::api->godot_pool_real_array_get(&_godot_array, idx);
}
int PoolRealArray::size() const
{
int PoolRealArray::size() const {
return godot::api->godot_pool_real_array_size(&_godot_array);
}
PoolRealArray::~PoolRealArray()
{
PoolRealArray::~PoolRealArray() {
godot::api->godot_pool_real_array_destroy(&_godot_array);
}
PoolStringArray::PoolStringArray()
{
PoolStringArray::PoolStringArray() {
godot::api->godot_pool_string_array_new(&_godot_array);
}
PoolStringArray::PoolStringArray(const PoolStringArray &p_other)
{
PoolStringArray::PoolStringArray(const PoolStringArray &p_other) {
godot::api->godot_pool_string_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolStringArray &PoolStringArray::operator=(const PoolStringArray &p_other)
{
PoolStringArray &PoolStringArray::operator=(const PoolStringArray &p_other) {
godot::api->godot_pool_string_array_destroy(&_godot_array);
godot::api->godot_pool_string_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolStringArray::PoolStringArray(const Array& array)
{
godot::api->godot_pool_string_array_new_with_array(&_godot_array, (godot_array *) &array);
PoolStringArray::PoolStringArray(const Array &array) {
godot::api->godot_pool_string_array_new_with_array(&_godot_array, (godot_array *)&array);
}
PoolStringArray::Read PoolStringArray::read() const
{
PoolStringArray::Read PoolStringArray::read() const {
Read read;
read._read_access = godot::api->godot_pool_string_array_read(&_godot_array);
return read;
}
PoolStringArray::Write PoolStringArray::write()
{
PoolStringArray::Write PoolStringArray::write() {
Write write;
write._write_access = godot::api->godot_pool_string_array_write(&_godot_array);
return write;
}
void PoolStringArray::append(const String& data)
{
godot::api->godot_pool_string_array_append(&_godot_array, (godot_string *) &data);
void PoolStringArray::append(const String &data) {
godot::api->godot_pool_string_array_append(&_godot_array, (godot_string *)&data);
}
void PoolStringArray::append_array(const PoolStringArray& array)
{
void PoolStringArray::append_array(const PoolStringArray &array) {
godot::api->godot_pool_string_array_append_array(&_godot_array, &array._godot_array);
}
int PoolStringArray::insert(const int idx, const String& data)
{
return godot::api->godot_pool_string_array_insert(&_godot_array, idx, (godot_string *) &data);
int PoolStringArray::insert(const int idx, const String &data) {
return godot::api->godot_pool_string_array_insert(&_godot_array, idx, (godot_string *)&data);
}
void PoolStringArray::invert()
{
void PoolStringArray::invert() {
godot::api->godot_pool_string_array_invert(&_godot_array);
}
void PoolStringArray::push_back(const String& data)
{
godot::api->godot_pool_string_array_push_back(&_godot_array, (godot_string *) &data);
void PoolStringArray::push_back(const String &data) {
godot::api->godot_pool_string_array_push_back(&_godot_array, (godot_string *)&data);
}
void PoolStringArray::remove(const int idx)
{
void PoolStringArray::remove(const int idx) {
godot::api->godot_pool_string_array_remove(&_godot_array, idx);
}
void PoolStringArray::resize(const int size)
{
void PoolStringArray::resize(const int size) {
godot::api->godot_pool_string_array_resize(&_godot_array, size);
}
void PoolStringArray::set(const int idx, const String& data)
{
godot::api->godot_pool_string_array_set(&_godot_array, idx, (godot_string *) &data);
void PoolStringArray::set(const int idx, const String &data) {
godot::api->godot_pool_string_array_set(&_godot_array, idx, (godot_string *)&data);
}
const String PoolStringArray::operator [](const int idx)
{
const String PoolStringArray::operator[](const int idx) {
String s;
godot_string str = godot::api->godot_pool_string_array_get(&_godot_array, idx);
godot::api->godot_string_new_copy((godot_string *) &s, &str);
godot::api->godot_string_new_copy((godot_string *)&s, &str);
godot::api->godot_string_destroy(&str);
return s;
}
int PoolStringArray::size() const
{
int PoolStringArray::size() const {
return godot::api->godot_pool_string_array_size(&_godot_array);
}
PoolStringArray::~PoolStringArray()
{
PoolStringArray::~PoolStringArray() {
godot::api->godot_pool_string_array_destroy(&_godot_array);
}
PoolVector2Array::PoolVector2Array()
{
PoolVector2Array::PoolVector2Array() {
godot::api->godot_pool_vector2_array_new(&_godot_array);
}
PoolVector2Array::PoolVector2Array(const PoolVector2Array &p_other)
{
PoolVector2Array::PoolVector2Array(const PoolVector2Array &p_other) {
godot::api->godot_pool_vector2_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolVector2Array &PoolVector2Array::operator=(const PoolVector2Array &p_other)
{
PoolVector2Array &PoolVector2Array::operator=(const PoolVector2Array &p_other) {
godot::api->godot_pool_vector2_array_destroy(&_godot_array);
godot::api->godot_pool_vector2_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolVector2Array::PoolVector2Array(const Array& array)
{
godot::api->godot_pool_vector2_array_new_with_array(&_godot_array, (godot_array *) &array);
PoolVector2Array::PoolVector2Array(const Array &array) {
godot::api->godot_pool_vector2_array_new_with_array(&_godot_array, (godot_array *)&array);
}
PoolVector2Array::Read PoolVector2Array::read() const
{
PoolVector2Array::Read PoolVector2Array::read() const {
Read read;
read._read_access = godot::api->godot_pool_vector2_array_read(&_godot_array);
return read;
}
PoolVector2Array::Write PoolVector2Array::write()
{
PoolVector2Array::Write PoolVector2Array::write() {
Write write;
write._write_access = godot::api->godot_pool_vector2_array_write(&_godot_array);
return write;
}
void PoolVector2Array::append(const Vector2& data)
{
godot::api->godot_pool_vector2_array_append(&_godot_array, (godot_vector2 *) &data);
void PoolVector2Array::append(const Vector2 &data) {
godot::api->godot_pool_vector2_array_append(&_godot_array, (godot_vector2 *)&data);
}
void PoolVector2Array::append_array(const PoolVector2Array& array)
{
void PoolVector2Array::append_array(const PoolVector2Array &array) {
godot::api->godot_pool_vector2_array_append_array(&_godot_array, &array._godot_array);
}
int PoolVector2Array::insert(const int idx, const Vector2& data)
{
return godot::api->godot_pool_vector2_array_insert(&_godot_array, idx, (godot_vector2 *) &data);
int PoolVector2Array::insert(const int idx, const Vector2 &data) {
return godot::api->godot_pool_vector2_array_insert(&_godot_array, idx, (godot_vector2 *)&data);
}
void PoolVector2Array::invert()
{
void PoolVector2Array::invert() {
godot::api->godot_pool_vector2_array_invert(&_godot_array);
}
void PoolVector2Array::push_back(const Vector2& data)
{
godot::api->godot_pool_vector2_array_push_back(&_godot_array, (godot_vector2 *) &data);
void PoolVector2Array::push_back(const Vector2 &data) {
godot::api->godot_pool_vector2_array_push_back(&_godot_array, (godot_vector2 *)&data);
}
void PoolVector2Array::remove(const int idx)
{
void PoolVector2Array::remove(const int idx) {
godot::api->godot_pool_vector2_array_remove(&_godot_array, idx);
}
void PoolVector2Array::resize(const int size)
{
void PoolVector2Array::resize(const int size) {
godot::api->godot_pool_vector2_array_resize(&_godot_array, size);
}
void PoolVector2Array::set(const int idx, const Vector2& data)
{
godot::api->godot_pool_vector2_array_set(&_godot_array, idx, (godot_vector2 *) &data);
void PoolVector2Array::set(const int idx, const Vector2 &data) {
godot::api->godot_pool_vector2_array_set(&_godot_array, idx, (godot_vector2 *)&data);
}
const Vector2 PoolVector2Array::operator [](const int idx)
{
const Vector2 PoolVector2Array::operator[](const int idx) {
Vector2 v;
*(godot_vector2 *) &v = godot::api->godot_pool_vector2_array_get(&_godot_array, idx);
*(godot_vector2 *)&v = godot::api->godot_pool_vector2_array_get(&_godot_array, idx);
return v;
}
int PoolVector2Array::size() const
{
int PoolVector2Array::size() const {
return godot::api->godot_pool_vector2_array_size(&_godot_array);
}
PoolVector2Array::~PoolVector2Array()
{
PoolVector2Array::~PoolVector2Array() {
godot::api->godot_pool_vector2_array_destroy(&_godot_array);
}
PoolVector3Array::PoolVector3Array()
{
PoolVector3Array::PoolVector3Array() {
godot::api->godot_pool_vector3_array_new(&_godot_array);
}
PoolVector3Array::PoolVector3Array(const PoolVector3Array &p_other)
{
PoolVector3Array::PoolVector3Array(const PoolVector3Array &p_other) {
godot::api->godot_pool_vector3_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolVector3Array &PoolVector3Array::operator=(const PoolVector3Array &p_other)
{
PoolVector3Array &PoolVector3Array::operator=(const PoolVector3Array &p_other) {
godot::api->godot_pool_vector3_array_destroy(&_godot_array);
godot::api->godot_pool_vector3_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolVector3Array::PoolVector3Array(const Array& array)
{
godot::api->godot_pool_vector3_array_new_with_array(&_godot_array, (godot_array *) &array);
PoolVector3Array::PoolVector3Array(const Array &array) {
godot::api->godot_pool_vector3_array_new_with_array(&_godot_array, (godot_array *)&array);
}
PoolVector3Array::Read PoolVector3Array::read() const
{
PoolVector3Array::Read PoolVector3Array::read() const {
Read read;
read._read_access = godot::api->godot_pool_vector3_array_read(&_godot_array);
return read;
}
PoolVector3Array::Write PoolVector3Array::write()
{
PoolVector3Array::Write PoolVector3Array::write() {
Write write;
write._write_access = godot::api->godot_pool_vector3_array_write(&_godot_array);
return write;
}
void PoolVector3Array::append(const Vector3& data)
{
godot::api->godot_pool_vector3_array_append(&_godot_array, (godot_vector3 *) &data);
void PoolVector3Array::append(const Vector3 &data) {
godot::api->godot_pool_vector3_array_append(&_godot_array, (godot_vector3 *)&data);
}
void PoolVector3Array::append_array(const PoolVector3Array& array)
{
void PoolVector3Array::append_array(const PoolVector3Array &array) {
godot::api->godot_pool_vector3_array_append_array(&_godot_array, &array._godot_array);
}
int PoolVector3Array::insert(const int idx, const Vector3& data)
{
return godot::api->godot_pool_vector3_array_insert(&_godot_array, idx, (godot_vector3 *) &data);
int PoolVector3Array::insert(const int idx, const Vector3 &data) {
return godot::api->godot_pool_vector3_array_insert(&_godot_array, idx, (godot_vector3 *)&data);
}
void PoolVector3Array::invert()
{
void PoolVector3Array::invert() {
godot::api->godot_pool_vector3_array_invert(&_godot_array);
}
void PoolVector3Array::push_back(const Vector3& data)
{
godot::api->godot_pool_vector3_array_push_back(&_godot_array, (godot_vector3 *) &data);
void PoolVector3Array::push_back(const Vector3 &data) {
godot::api->godot_pool_vector3_array_push_back(&_godot_array, (godot_vector3 *)&data);
}
void PoolVector3Array::remove(const int idx)
{
void PoolVector3Array::remove(const int idx) {
godot::api->godot_pool_vector3_array_remove(&_godot_array, idx);
}
void PoolVector3Array::resize(const int size)
{
void PoolVector3Array::resize(const int size) {
godot::api->godot_pool_vector3_array_resize(&_godot_array, size);
}
void PoolVector3Array::set(const int idx, const Vector3& data)
{
godot::api->godot_pool_vector3_array_set(&_godot_array, idx, (godot_vector3 *) &data);
void PoolVector3Array::set(const int idx, const Vector3 &data) {
godot::api->godot_pool_vector3_array_set(&_godot_array, idx, (godot_vector3 *)&data);
}
const Vector3 PoolVector3Array::operator [](const int idx)
{
const Vector3 PoolVector3Array::operator[](const int idx) {
Vector3 v;
*(godot_vector3 *) &v = godot::api->godot_pool_vector3_array_get(&_godot_array, idx);
*(godot_vector3 *)&v = godot::api->godot_pool_vector3_array_get(&_godot_array, idx);
return v;
}
int PoolVector3Array::size() const
{
int PoolVector3Array::size() const {
return godot::api->godot_pool_vector3_array_size(&_godot_array);
}
PoolVector3Array::~PoolVector3Array()
{
PoolVector3Array::~PoolVector3Array() {
godot::api->godot_pool_vector3_array_destroy(&_godot_array);
}
PoolColorArray::PoolColorArray()
{
PoolColorArray::PoolColorArray() {
godot::api->godot_pool_color_array_new(&_godot_array);
}
PoolColorArray::PoolColorArray(const PoolColorArray &p_other)
{
PoolColorArray::PoolColorArray(const PoolColorArray &p_other) {
godot::api->godot_pool_color_array_new_copy(&_godot_array, &p_other._godot_array);
}
PoolColorArray &PoolColorArray::operator=(const PoolColorArray &p_other)
{
PoolColorArray &PoolColorArray::operator=(const PoolColorArray &p_other) {
godot::api->godot_pool_color_array_destroy(&_godot_array);
godot::api->godot_pool_color_array_new_copy(&_godot_array, &p_other._godot_array);
return *this;
}
PoolColorArray::PoolColorArray(const Array& array)
{
godot::api->godot_pool_color_array_new_with_array(&_godot_array, (godot_array *) &array);
PoolColorArray::PoolColorArray(const Array &array) {
godot::api->godot_pool_color_array_new_with_array(&_godot_array, (godot_array *)&array);
}
PoolColorArray::Read PoolColorArray::read() const
{
PoolColorArray::Read PoolColorArray::read() const {
Read read;
read._read_access = godot::api->godot_pool_color_array_read(&_godot_array);
return read;
}
PoolColorArray::Write PoolColorArray::write()
{
PoolColorArray::Write PoolColorArray::write() {
Write write;
write._write_access = godot::api->godot_pool_color_array_write(&_godot_array);
return write;
}
void PoolColorArray::append(const Color& data)
{
godot::api->godot_pool_color_array_append(&_godot_array, (godot_color *) &data);
void PoolColorArray::append(const Color &data) {
godot::api->godot_pool_color_array_append(&_godot_array, (godot_color *)&data);
}
void PoolColorArray::append_array(const PoolColorArray& array)
{
void PoolColorArray::append_array(const PoolColorArray &array) {
godot::api->godot_pool_color_array_append_array(&_godot_array, &array._godot_array);
}
int PoolColorArray::insert(const int idx, const Color& data)
{
return godot::api->godot_pool_color_array_insert(&_godot_array, idx, (godot_color *) &data);
int PoolColorArray::insert(const int idx, const Color &data) {
return godot::api->godot_pool_color_array_insert(&_godot_array, idx, (godot_color *)&data);
}
void PoolColorArray::invert()
{
void PoolColorArray::invert() {
godot::api->godot_pool_color_array_invert(&_godot_array);
}
void PoolColorArray::push_back(const Color& data)
{
godot::api->godot_pool_color_array_push_back(&_godot_array, (godot_color *) &data);
void PoolColorArray::push_back(const Color &data) {
godot::api->godot_pool_color_array_push_back(&_godot_array, (godot_color *)&data);
}
void PoolColorArray::remove(const int idx)
{
void PoolColorArray::remove(const int idx) {
godot::api->godot_pool_color_array_remove(&_godot_array, idx);
}
void PoolColorArray::resize(const int size)
{
void PoolColorArray::resize(const int size) {
godot::api->godot_pool_color_array_resize(&_godot_array, size);
}
void PoolColorArray::set(const int idx, const Color& data)
{
godot::api->godot_pool_color_array_set(&_godot_array, idx, (godot_color *) &data);
void PoolColorArray::set(const int idx, const Color &data) {
godot::api->godot_pool_color_array_set(&_godot_array, idx, (godot_color *)&data);
}
const Color PoolColorArray::operator [](const int idx)
{
const Color PoolColorArray::operator[](const int idx) {
Color v;
*(godot_color *) &v = godot::api->godot_pool_color_array_get(&_godot_array, idx);
*(godot_color *)&v = godot::api->godot_pool_color_array_get(&_godot_array, idx);
return v;
}
int PoolColorArray::size() const
{
int PoolColorArray::size() const {
return godot::api->godot_pool_color_array_size(&_godot_array);
}
PoolColorArray::~PoolColorArray()
{
PoolColorArray::~PoolColorArray() {
godot::api->godot_pool_color_array_destroy(&_godot_array);
}
}
} // namespace godot

View File

@@ -1,7 +1,7 @@
#include "Quat.hpp"
#include "Basis.hpp"
#include "Defs.hpp"
#include "Vector3.hpp"
#include "Basis.hpp"
#include <cmath>
@@ -77,53 +77,47 @@ Vector3 Quat::get_euler_yxz() const {
return m.get_euler_yxz();
}
real_t Quat::length() const
{
real_t Quat::length() const {
return ::sqrt(length_squared());
}
void Quat::normalize()
{
void Quat::normalize() {
*this /= length();
}
Quat Quat::normalized() const
{
Quat Quat::normalized() const {
return *this / length();
}
Quat Quat::inverse() const
{
return Quat( -x, -y, -z, w );
Quat Quat::inverse() const {
return Quat(-x, -y, -z, w);
}
Quat Quat::slerp(const Quat& q, const real_t& t) const {
Quat to1;
real_t omega, cosom, sinom, scale0, scale1;
Quat Quat::slerp(const Quat &q, const real_t &t) const {
Quat to1;
real_t omega, cosom, sinom, scale0, scale1;
// calc cosine
cosom = dot(q);
// adjust signs (if necessary)
if ( cosom <0.0 ) {
if (cosom < 0.0) {
cosom = -cosom;
to1.x = - q.x;
to1.y = - q.y;
to1.z = - q.z;
to1.w = - q.w;
} else {
to1.x = -q.x;
to1.y = -q.y;
to1.z = -q.z;
to1.w = -q.w;
} else {
to1.x = q.x;
to1.y = q.y;
to1.z = q.z;
to1.w = q.w;
}
// calculate coefficients
if ( (1.0 - cosom) > CMP_EPSILON ) {
if ((1.0 - cosom) > CMP_EPSILON) {
// standard case (slerp)
omega = ::acos(cosom);
sinom = ::sin(omega);
@@ -137,14 +131,13 @@ Quat Quat::slerp(const Quat& q, const real_t& t) const {
}
// calculate final values
return Quat(
scale0 * x + scale1 * to1.x,
scale0 * y + scale1 * to1.y,
scale0 * z + scale1 * to1.z,
scale0 * w + scale1 * to1.w
);
scale0 * x + scale1 * to1.x,
scale0 * y + scale1 * to1.y,
scale0 * z + scale1 * to1.z,
scale0 * w + scale1 * to1.w);
}
Quat Quat::slerpni(const Quat& q, const real_t& t) const {
Quat Quat::slerpni(const Quat &q, const real_t &t) const {
const Quat &from = *this;
@@ -152,162 +145,161 @@ Quat Quat::slerpni(const Quat& q, const real_t& t) const {
if (::fabs(dot) > 0.9999) return from;
real_t theta = ::acos(dot),
sinT = 1.0 / ::sin(theta),
newFactor = ::sin(t * theta) * sinT,
invFactor = ::sin((1.0 - t) * theta) * sinT;
real_t theta = ::acos(dot),
sinT = 1.0 / ::sin(theta),
newFactor = ::sin(t * theta) * sinT,
invFactor = ::sin((1.0 - t) * theta) * sinT;
return Quat(invFactor * from.x + newFactor * q.x,
invFactor * from.y + newFactor * q.y,
invFactor * from.z + newFactor * q.z,
invFactor * from.w + newFactor * q.w);
invFactor * from.y + newFactor * q.y,
invFactor * from.z + newFactor * q.z,
invFactor * from.w + newFactor * q.w);
}
Quat Quat::cubic_slerp(const Quat& q, const Quat& prep, const Quat& postq,const real_t& t) const
{
Quat Quat::cubic_slerp(const Quat &q, const Quat &prep, const Quat &postq, const real_t &t) const {
//the only way to do slerp :|
real_t t2 = (1.0-t)*t*2;
Quat sp = this->slerp(q,t);
Quat sq = prep.slerpni(postq,t);
return sp.slerpni(sq,t2);
real_t t2 = (1.0 - t) * t * 2;
Quat sp = this->slerp(q, t);
Quat sq = prep.slerpni(postq, t);
return sp.slerpni(sq, t2);
}
void Quat::get_axis_and_angle(Vector3& r_axis, real_t &r_angle) const {
void Quat::get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const {
r_angle = 2 * ::acos(w);
r_axis.x = x / ::sqrt(1-w*w);
r_axis.y = y / ::sqrt(1-w*w);
r_axis.z = z / ::sqrt(1-w*w);
r_axis.x = x / ::sqrt(1 - w * w);
r_axis.y = y / ::sqrt(1 - w * w);
r_axis.z = z / ::sqrt(1 - w * w);
}
Quat Quat::operator*(const Vector3& v) const
{
return Quat( w * v.x + y * v.z - z * v.y,
w * v.y + z * v.x - x * v.z,
w * v.z + x * v.y - y * v.x,
-x * v.x - y * v.y - z * v.z);
Quat Quat::operator*(const Vector3 &v) const {
return Quat(w * v.x + y * v.z - z * v.y,
w * v.y + z * v.x - x * v.z,
w * v.z + x * v.y - y * v.x,
-x * v.x - y * v.y - z * v.z);
}
Vector3 Quat::xform(const Vector3& v) const {
Vector3 Quat::xform(const Vector3 &v) const {
Quat q = *this * v;
q *= this->inverse();
return Vector3(q.x,q.y,q.z);
return Vector3(q.x, q.y, q.z);
}
Quat::operator String() const
{
Quat::operator String() const {
return String(); // @Todo
}
Quat::Quat(const Vector3& axis, const real_t& angle)
{
Quat::Quat(const Vector3 &axis, const real_t &angle) {
real_t d = axis.length();
if (d==0)
set(0,0,0,0);
if (d == 0)
set(0, 0, 0, 0);
else {
real_t sin_angle = ::sin(angle * 0.5);
real_t cos_angle = ::cos(angle * 0.5);
real_t s = sin_angle / d;
set(axis.x * s, axis.y * s, axis.z * s,
cos_angle);
cos_angle);
}
}
Quat::Quat(const Vector3& v0, const Vector3& v1) // shortest arc
Quat::Quat(const Vector3 &v0, const Vector3 &v1) // shortest arc
{
Vector3 c = v0.cross(v1);
real_t d = v0.dot(v1);
real_t d = v0.dot(v1);
if (d < -1.0 + CMP_EPSILON) {
x=0;
y=1;
z=0;
w=0;
x = 0;
y = 1;
z = 0;
w = 0;
} else {
real_t s = ::sqrt((1.0 + d) * 2.0);
real_t s = ::sqrt((1.0 + d) * 2.0);
real_t rs = 1.0 / s;
x=c.x*rs;
y=c.y*rs;
z=c.z*rs;
w=s * 0.5;
x = c.x * rs;
y = c.y * rs;
z = c.z * rs;
w = s * 0.5;
}
}
real_t Quat::dot(const Quat& q) const {
return x * q.x+y * q.y+z * q.z+w * q.w;
real_t Quat::dot(const Quat &q) const {
return x * q.x + y * q.y + z * q.z + w * q.w;
}
real_t Quat::length_squared() const {
return dot(*this);
}
void Quat::operator+=(const Quat& q) {
x += q.x; y += q.y; z += q.z; w += q.w;
void Quat::operator+=(const Quat &q) {
x += q.x;
y += q.y;
z += q.z;
w += q.w;
}
void Quat::operator-=(const Quat& q) {
x -= q.x; y -= q.y; z -= q.z; w -= q.w;
void Quat::operator-=(const Quat &q) {
x -= q.x;
y -= q.y;
z -= q.z;
w -= q.w;
}
void Quat::operator*=(const Quat& q) {
x *= q.x; y *= q.y; z *= q.z; w *= q.w;
void Quat::operator*=(const Quat &q) {
x *= q.x;
y *= q.y;
z *= q.z;
w *= q.w;
}
void Quat::operator*=(const real_t& s) {
x *= s; y *= s; z *= s; w *= s;
void Quat::operator*=(const real_t &s) {
x *= s;
y *= s;
z *= s;
w *= s;
}
void Quat::operator/=(const real_t& s) {
void Quat::operator/=(const real_t &s) {
*this *= 1.0 / s;
}
Quat Quat::operator+(const Quat& q2) const {
const Quat& q1 = *this;
return Quat( q1.x+q2.x, q1.y+q2.y, q1.z+q2.z, q1.w+q2.w );
Quat Quat::operator+(const Quat &q2) const {
const Quat &q1 = *this;
return Quat(q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w);
}
Quat Quat::operator-(const Quat& q2) const {
const Quat& q1 = *this;
return Quat( q1.x-q2.x, q1.y-q2.y, q1.z-q2.z, q1.w-q2.w);
Quat Quat::operator-(const Quat &q2) const {
const Quat &q1 = *this;
return Quat(q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w);
}
Quat Quat::operator*(const Quat& q2) const {
Quat Quat::operator*(const Quat &q2) const {
Quat q1 = *this;
q1 *= q2;
return q1;
}
Quat Quat::operator-() const {
const Quat& q2 = *this;
return Quat( -q2.x, -q2.y, -q2.z, -q2.w);
const Quat &q2 = *this;
return Quat(-q2.x, -q2.y, -q2.z, -q2.w);
}
Quat Quat::operator*(const real_t& s) const {
Quat Quat::operator*(const real_t &s) const {
return Quat(x * s, y * s, z * s, w * s);
}
Quat Quat::operator/(const real_t& s) const {
Quat Quat::operator/(const real_t &s) const {
return *this * (1.0 / s);
}
bool Quat::operator==(const Quat& p_quat) const {
return x==p_quat.x && y==p_quat.y && z==p_quat.z && w==p_quat.w;
bool Quat::operator==(const Quat &p_quat) const {
return x == p_quat.x && y == p_quat.y && z == p_quat.z && w == p_quat.w;
}
bool Quat::operator!=(const Quat& p_quat) const {
return x!=p_quat.x || y!=p_quat.y || z!=p_quat.z || w!=p_quat.w;
bool Quat::operator!=(const Quat &p_quat) const {
return x != p_quat.x || y != p_quat.y || z != p_quat.z || w != p_quat.w;
}
}
} // namespace godot

View File

@@ -6,50 +6,40 @@
namespace godot {
RID::RID()
{
RID::RID() {
godot::api->godot_rid_new(&_godot_rid);
}
RID::RID(Object *p)
{
godot::api->godot_rid_new_with_resource(&_godot_rid, (const godot_object *) p);
RID::RID(Object *p) {
godot::api->godot_rid_new_with_resource(&_godot_rid, (const godot_object *)p);
}
int32_t RID::get_rid() const
{
int32_t RID::get_rid() const {
return godot::api->godot_rid_get_id(&_godot_rid);
}
bool RID::operator==(const RID & p_other) const
{
bool RID::operator==(const RID &p_other) const {
return godot::api->godot_rid_operator_equal(&_godot_rid, &p_other._godot_rid);
}
bool RID::operator!=(const RID & p_other) const
{
bool RID::operator!=(const RID &p_other) const {
return !(*this == p_other);
}
bool RID::operator<(const RID & p_other) const
{
bool RID::operator<(const RID &p_other) const {
return godot::api->godot_rid_operator_less(&_godot_rid, &p_other._godot_rid);
}
bool RID::operator>(const RID & p_other) const
{
bool RID::operator>(const RID &p_other) const {
return !(*this < p_other) && *this != p_other;
}
bool RID::operator<=(const RID & p_other) const
{
bool RID::operator<=(const RID &p_other) const {
return (*this < p_other) || *this == p_other;
}
bool RID::operator>=(const RID & p_other) const
{
bool RID::operator>=(const RID &p_other) const {
return !(*this < p_other);
}
}
} // namespace godot

View File

@@ -1,7 +1,7 @@
#include "Rect2.hpp"
#include "Vector2.hpp"
#include "String.hpp"
#include "Transform2D.hpp"
#include "Vector2.hpp"
#include <cmath>
@@ -15,110 +15,104 @@ namespace godot {
#define MIN(a, b) (a < b ? a : b)
#endif
real_t Rect2::distance_to(const Vector2 &p_point) const {
real_t Rect2::distance_to(const Vector2& p_point) const {
real_t dist = 1e20;
real_t dist = 1e20;
if (p_point.x < pos.x) {
dist=MIN(dist,pos.x-p_point.x);
}
if (p_point.y < pos.y) {
dist=MIN(dist,pos.y-p_point.y);
}
if (p_point.x >= (pos.x+size.x) ) {
dist=MIN(p_point.x-(pos.x+size.x),dist);
}
if (p_point.y >= (pos.y+size.y) ) {
dist=MIN(p_point.y-(pos.y+size.y),dist);
}
if (dist==1e20)
return 0;
else
return dist;
if (p_point.x < pos.x) {
dist = MIN(dist, pos.x - p_point.x);
}
if (p_point.y < pos.y) {
dist = MIN(dist, pos.y - p_point.y);
}
if (p_point.x >= (pos.x + size.x)) {
dist = MIN(p_point.x - (pos.x + size.x), dist);
}
if (p_point.y >= (pos.y + size.y)) {
dist = MIN(p_point.y - (pos.y + size.y), dist);
}
Rect2 Rect2::clip(const Rect2& p_rect) const { /// return a clipped rect
if (dist == 1e20)
return 0;
else
return dist;
}
Rect2 new_rect=p_rect;
Rect2 Rect2::clip(const Rect2 &p_rect) const { /// return a clipped rect
if (!intersects( new_rect ))
Rect2 new_rect = p_rect;
if (!intersects(new_rect))
return Rect2();
new_rect.pos.x = MAX( p_rect.pos.x , pos.x );
new_rect.pos.y = MAX( p_rect.pos.y , pos.y );
new_rect.pos.x = MAX(p_rect.pos.x, pos.x);
new_rect.pos.y = MAX(p_rect.pos.y, pos.y);
Point2 p_rect_end=p_rect.pos+p_rect.size;
Point2 end=pos+size;
Point2 p_rect_end = p_rect.pos + p_rect.size;
Point2 end = pos + size;
new_rect.size.x=MIN(p_rect_end.x,end.x) - new_rect.pos.x;
new_rect.size.y=MIN(p_rect_end.y,end.y) - new_rect.pos.y;
new_rect.size.x = MIN(p_rect_end.x, end.x) - new_rect.pos.x;
new_rect.size.y = MIN(p_rect_end.y, end.y) - new_rect.pos.y;
return new_rect;
}
Rect2 Rect2::merge(const Rect2& p_rect) const { ///< return a merged rect
Rect2 Rect2::merge(const Rect2 &p_rect) const { ///< return a merged rect
Rect2 new_rect;
new_rect.pos.x=MIN( p_rect.pos.x , pos.x );
new_rect.pos.y=MIN( p_rect.pos.y , pos.y );
new_rect.pos.x = MIN(p_rect.pos.x, pos.x);
new_rect.pos.y = MIN(p_rect.pos.y, pos.y);
new_rect.size.x = MAX( p_rect.pos.x+p_rect.size.x , pos.x+size.x );
new_rect.size.y = MAX( p_rect.pos.y+p_rect.size.y , pos.y+size.y );
new_rect.size.x = MAX(p_rect.pos.x + p_rect.size.x, pos.x + size.x);
new_rect.size.y = MAX(p_rect.pos.y + p_rect.size.y, pos.y + size.y);
new_rect.size = new_rect.size - new_rect.pos; //make relative again
return new_rect;
}
Rect2::operator String() const
{
return String(pos)+", "+String(size);
Rect2::operator String() const {
return String(pos) + ", " + String(size);
}
bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
bool Rect2::intersects_segment(const Point2& p_from, const Point2& p_to, Point2* r_pos,Point2* r_normal) const {
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
real_t min=0,max=1;
int axis=0;
real_t sign=0;
for(int i=0;i<2;i++) {
real_t seg_from=p_from[i];
real_t seg_to=p_to[i];
real_t box_begin=pos[i];
real_t box_end=box_begin+size[i];
real_t cmin,cmax;
for (int i = 0; i < 2; i++) {
real_t seg_from = p_from[i];
real_t seg_to = p_to[i];
real_t box_begin = pos[i];
real_t box_end = box_begin + size[i];
real_t cmin, cmax;
real_t csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin)
return false;
real_t length=seg_to-seg_from;
cmin = (seg_from < box_begin)?((box_begin - seg_from)/length):0;
cmax = (seg_to > box_end)?((box_end - seg_from)/length):1;
csign=-1.0;
real_t length = seg_to - seg_from;
cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
csign = -1.0;
} else {
if (seg_to > box_end || seg_from < box_begin)
return false;
real_t length=seg_to-seg_from;
cmin = (seg_from > box_end)?(box_end - seg_from)/length:0;
cmax = (seg_to < box_begin)?(box_begin - seg_from)/length:1;
csign=1.0;
real_t length = seg_to - seg_from;
cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
csign = 1.0;
}
if (cmin > min) {
min = cmin;
axis=i;
sign=csign;
axis = i;
sign = csign;
}
if (cmax < max)
max = cmax;
@@ -126,175 +120,169 @@ bool Rect2::intersects_segment(const Point2& p_from, const Point2& p_to, Point2*
return false;
}
Vector2 rel=p_to-p_from;
Vector2 rel = p_to - p_from;
if (r_normal) {
Vector2 normal;
normal[axis]=sign;
*r_normal=normal;
normal[axis] = sign;
*r_normal = normal;
}
if (r_pos)
*r_pos=p_from+rel*min;
*r_pos = p_from + rel * min;
return true;
}
bool Rect2::intersects_transformed(const Transform2D& p_xform, const Rect2& p_rect) const {
bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const {
//SAT intersection between local and transformed rect2
Vector2 xf_points[4]={
Vector2 xf_points[4] = {
p_xform.xform(p_rect.pos),
p_xform.xform(Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y)),
p_xform.xform(Vector2(p_rect.pos.x,p_rect.pos.y+p_rect.size.y)),
p_xform.xform(Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y+p_rect.size.y)),
p_xform.xform(Vector2(p_rect.pos.x + p_rect.size.x, p_rect.pos.y)),
p_xform.xform(Vector2(p_rect.pos.x, p_rect.pos.y + p_rect.size.y)),
p_xform.xform(Vector2(p_rect.pos.x + p_rect.size.x, p_rect.pos.y + p_rect.size.y)),
};
real_t low_limit;
//base rect2 first (faster)
if (xf_points[0].y>pos.y)
if (xf_points[0].y > pos.y)
goto next1;
if (xf_points[1].y>pos.y)
if (xf_points[1].y > pos.y)
goto next1;
if (xf_points[2].y>pos.y)
if (xf_points[2].y > pos.y)
goto next1;
if (xf_points[3].y>pos.y)
if (xf_points[3].y > pos.y)
goto next1;
return false;
next1:
next1:
low_limit=pos.y+size.y;
low_limit = pos.y + size.y;
if (xf_points[0].y<low_limit)
if (xf_points[0].y < low_limit)
goto next2;
if (xf_points[1].y<low_limit)
if (xf_points[1].y < low_limit)
goto next2;
if (xf_points[2].y<low_limit)
if (xf_points[2].y < low_limit)
goto next2;
if (xf_points[3].y<low_limit)
if (xf_points[3].y < low_limit)
goto next2;
return false;
next2:
next2:
if (xf_points[0].x>pos.x)
if (xf_points[0].x > pos.x)
goto next3;
if (xf_points[1].x>pos.x)
if (xf_points[1].x > pos.x)
goto next3;
if (xf_points[2].x>pos.x)
if (xf_points[2].x > pos.x)
goto next3;
if (xf_points[3].x>pos.x)
if (xf_points[3].x > pos.x)
goto next3;
return false;
next3:
next3:
low_limit=pos.x+size.x;
low_limit = pos.x + size.x;
if (xf_points[0].x<low_limit)
if (xf_points[0].x < low_limit)
goto next4;
if (xf_points[1].x<low_limit)
if (xf_points[1].x < low_limit)
goto next4;
if (xf_points[2].x<low_limit)
if (xf_points[2].x < low_limit)
goto next4;
if (xf_points[3].x<low_limit)
if (xf_points[3].x < low_limit)
goto next4;
return false;
next4:
next4:
Vector2 xf_points2[4]={
Vector2 xf_points2[4] = {
pos,
Vector2(pos.x+size.x,pos.y),
Vector2(pos.x,pos.y+size.y),
Vector2(pos.x+size.x,pos.y+size.y),
Vector2(pos.x + size.x, pos.y),
Vector2(pos.x, pos.y + size.y),
Vector2(pos.x + size.x, pos.y + size.y),
};
real_t maxa=p_xform.elements[0].dot(xf_points2[0]);
real_t mina=maxa;
real_t maxa = p_xform.elements[0].dot(xf_points2[0]);
real_t mina = maxa;
real_t dp = p_xform.elements[0].dot(xf_points2[1]);
maxa=MAX(dp,maxa);
mina=MIN(dp,mina);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.elements[0].dot(xf_points2[2]);
maxa=MAX(dp,maxa);
mina=MIN(dp,mina);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.elements[0].dot(xf_points2[3]);
maxa=MAX(dp,maxa);
mina=MIN(dp,mina);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
real_t maxb=p_xform.elements[0].dot(xf_points[0]);
real_t minb=maxb;
real_t maxb = p_xform.elements[0].dot(xf_points[0]);
real_t minb = maxb;
dp = p_xform.elements[0].dot(xf_points[1]);
maxb=MAX(dp,maxb);
minb=MIN(dp,minb);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.elements[0].dot(xf_points[2]);
maxb=MAX(dp,maxb);
minb=MIN(dp,minb);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.elements[0].dot(xf_points[3]);
maxb=MAX(dp,maxb);
minb=MIN(dp,minb);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
if ( mina > maxb )
if (mina > maxb)
return false;
if ( minb > maxa )
if (minb > maxa)
return false;
maxa=p_xform.elements[1].dot(xf_points2[0]);
mina=maxa;
maxa = p_xform.elements[1].dot(xf_points2[0]);
mina = maxa;
dp = p_xform.elements[1].dot(xf_points2[1]);
maxa=MAX(dp,maxa);
mina=MIN(dp,mina);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.elements[1].dot(xf_points2[2]);
maxa=MAX(dp,maxa);
mina=MIN(dp,mina);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.elements[1].dot(xf_points2[3]);
maxa=MAX(dp,maxa);
mina=MIN(dp,mina);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
maxb=p_xform.elements[1].dot(xf_points[0]);
minb=maxb;
maxb = p_xform.elements[1].dot(xf_points[0]);
minb = maxb;
dp = p_xform.elements[1].dot(xf_points[1]);
maxb=MAX(dp,maxb);
minb=MIN(dp,minb);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.elements[1].dot(xf_points[2]);
maxb=MAX(dp,maxb);
minb=MIN(dp,minb);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.elements[1].dot(xf_points[3]);
maxb=MAX(dp,maxb);
minb=MIN(dp,minb);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
if ( mina > maxb )
if (mina > maxb)
return false;
if ( minb > maxa )
if (minb > maxa)
return false;
return true;
}
}
} // namespace godot

View File

@@ -1,10 +1,10 @@
#include "String.hpp"
#include "Array.hpp"
#include "GodotGlobal.hpp"
#include "NodePath.hpp"
#include "PoolArrays.hpp"
#include "Variant.hpp"
#include "GodotGlobal.hpp"
#include <gdnative/string.h>
@@ -169,7 +169,7 @@ char *String::alloc_c_string() const {
int length = godot::api->godot_char_string_length(&contents);
char *result = (char *) godot::api->godot_alloc(length + 1);
char *result = (char *)godot::api->godot_alloc(length + 1);
if (result) {
memcpy(result, godot::api->godot_char_string_get_data(&contents), length + 1);
@@ -549,11 +549,10 @@ signed char String::casecmp_to(String p_str) const {
signed char String::nocasecmp_to(String p_str) const {
return godot::api->godot_string_nocasecmp_to(&_godot_string, &p_str._godot_string);
}
signed char String::naturalnocasecmp_to(String p_str) const {
return godot::api->godot_string_naturalnocasecmp_to(&_godot_string, &p_str._godot_string);
}
}
} // namespace godot

View File

@@ -10,29 +10,25 @@ namespace _TagDB {
std::unordered_map<size_t, size_t> parent_to;
void register_type(size_t type_tag, size_t base_type_tag)
{
void register_type(size_t type_tag, size_t base_type_tag) {
if (type_tag == base_type_tag) {
return;
}
parent_to[type_tag] = base_type_tag;
}
bool is_type_known(size_t type_tag)
{
bool is_type_known(size_t type_tag) {
return parent_to.find(type_tag) != parent_to.end();
}
void register_global_type(const char *name, size_t type_tag, size_t base_type_tag)
{
void register_global_type(const char *name, size_t type_tag, size_t base_type_tag) {
godot::nativescript_1_1_api->godot_nativescript_set_global_type_tag(godot::_RegisterState::language_index, name, (const void *) type_tag);
godot::nativescript_1_1_api->godot_nativescript_set_global_type_tag(godot::_RegisterState::language_index, name, (const void *)type_tag);
register_type(type_tag, base_type_tag);
}
bool is_type_compatible(size_t ask_tag, size_t have_tag)
{
bool is_type_compatible(size_t ask_tag, size_t have_tag) {
if (have_tag == 0)
return false;
@@ -49,7 +45,6 @@ bool is_type_compatible(size_t ask_tag, size_t have_tag)
return false;
}
}
} // namespace _TagDB
}
} // namespace godot

View File

@@ -2,134 +2,122 @@
#include "Basis.hpp"
#include "Plane.hpp"
#include "AABB.hpp"
#include "Plane.hpp"
#include "Quat.hpp"
namespace godot {
Transform Transform::inverse_xform(const Transform& t) const {
Transform Transform::inverse_xform(const Transform &t) const {
Vector3 v = t.origin - origin;
return Transform(basis.transpose_xform(t.basis),
basis.xform(v));
basis.xform(v));
}
void Transform::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,real_t tx, real_t ty, real_t tz) {
void Transform::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, real_t tx, real_t ty, real_t tz) {
basis.elements[0][0]=xx;
basis.elements[0][1]=xy;
basis.elements[0][2]=xz;
basis.elements[1][0]=yx;
basis.elements[1][1]=yy;
basis.elements[1][2]=yz;
basis.elements[2][0]=zx;
basis.elements[2][1]=zy;
basis.elements[2][2]=zz;
origin.x=tx;
origin.y=ty;
origin.z=tz;
basis.elements[0][0] = xx;
basis.elements[0][1] = xy;
basis.elements[0][2] = xz;
basis.elements[1][0] = yx;
basis.elements[1][1] = yy;
basis.elements[1][2] = yz;
basis.elements[2][0] = zx;
basis.elements[2][1] = zy;
basis.elements[2][2] = zz;
origin.x = tx;
origin.y = ty;
origin.z = tz;
}
Vector3 Transform::xform(const Vector3& p_vector) const {
Vector3 Transform::xform(const Vector3 &p_vector) const {
return Vector3(
basis[0].dot(p_vector)+origin.x,
basis[1].dot(p_vector)+origin.y,
basis[2].dot(p_vector)+origin.z
);
basis[0].dot(p_vector) + origin.x,
basis[1].dot(p_vector) + origin.y,
basis[2].dot(p_vector) + origin.z);
}
Vector3 Transform::xform_inv(const Vector3& p_vector) const {
Vector3 Transform::xform_inv(const Vector3 &p_vector) const {
Vector3 v = p_vector - origin;
return Vector3(
(basis.elements[0][0]*v.x ) + ( basis.elements[1][0]*v.y ) + ( basis.elements[2][0]*v.z ),
(basis.elements[0][1]*v.x ) + ( basis.elements[1][1]*v.y ) + ( basis.elements[2][1]*v.z ),
(basis.elements[0][2]*v.x ) + ( basis.elements[1][2]*v.y ) + ( basis.elements[2][2]*v.z )
);
(basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z),
(basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z),
(basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
}
Plane Transform::xform(const Plane& p_plane) const {
Plane Transform::xform(const Plane &p_plane) const {
Vector3 point = p_plane.normal * p_plane.d;
Vector3 point_dir = point + p_plane.normal;
point = xform(point);
point_dir = xform(point_dir);
Vector3 point=p_plane.normal*p_plane.d;
Vector3 point_dir=point+p_plane.normal;
point=xform(point);
point_dir=xform(point_dir);
Vector3 normal=point_dir-point;
Vector3 normal = point_dir - point;
normal.normalize();
real_t d=normal.dot(point);
return Plane(normal,d);
real_t d = normal.dot(point);
return Plane(normal, d);
}
Plane Transform::xform_inv(const Plane& p_plane) const {
Plane Transform::xform_inv(const Plane &p_plane) const {
Vector3 point=p_plane.normal*p_plane.d;
Vector3 point_dir=point+p_plane.normal;
point=xform_inv(point);
point_dir=xform_inv(point_dir);
Vector3 point = p_plane.normal * p_plane.d;
Vector3 point_dir = point + p_plane.normal;
point = xform_inv(point);
point_dir = xform_inv(point_dir);
Vector3 normal=point_dir-point;
Vector3 normal = point_dir - point;
normal.normalize();
real_t d=normal.dot(point);
return Plane(normal,d);
real_t d = normal.dot(point);
return Plane(normal, d);
}
AABB Transform::xform(const AABB& p_aabb) const {
AABB Transform::xform(const AABB &p_aabb) const {
/* define vertices */
Vector3 x=basis.get_axis(0)*p_aabb.size.x;
Vector3 y=basis.get_axis(1)*p_aabb.size.y;
Vector3 z=basis.get_axis(2)*p_aabb.size.z;
Vector3 pos = xform( p_aabb.position );
//could be even further optimized
Vector3 x = basis.get_axis(0) * p_aabb.size.x;
Vector3 y = basis.get_axis(1) * p_aabb.size.y;
Vector3 z = basis.get_axis(2) * p_aabb.size.z;
Vector3 pos = xform(p_aabb.position);
//could be even further optimized
AABB new_aabb;
new_aabb.position=pos;
new_aabb.expand_to( pos+x );
new_aabb.expand_to( pos+y );
new_aabb.expand_to( pos+z );
new_aabb.expand_to( pos+x+y );
new_aabb.expand_to( pos+x+z );
new_aabb.expand_to( pos+y+z );
new_aabb.expand_to( pos+x+y+z );
new_aabb.position = pos;
new_aabb.expand_to(pos + x);
new_aabb.expand_to(pos + y);
new_aabb.expand_to(pos + z);
new_aabb.expand_to(pos + x + y);
new_aabb.expand_to(pos + x + z);
new_aabb.expand_to(pos + y + z);
new_aabb.expand_to(pos + x + y + z);
return new_aabb;
}
AABB Transform::xform_inv(const AABB& p_aabb) const {
AABB Transform::xform_inv(const AABB &p_aabb) const {
/* define vertices */
Vector3 vertices[8]={
Vector3(p_aabb.position.x+p_aabb.size.x, p_aabb.position.y+p_aabb.size.y, p_aabb.position.z+p_aabb.size.z),
Vector3(p_aabb.position.x+p_aabb.size.x, p_aabb.position.y+p_aabb.size.y, p_aabb.position.z),
Vector3(p_aabb.position.x+p_aabb.size.x, p_aabb.position.y, p_aabb.position.z+p_aabb.size.z),
Vector3(p_aabb.position.x+p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
Vector3(p_aabb.position.x, p_aabb.position.y+p_aabb.size.y, p_aabb.position.z+p_aabb.size.z),
Vector3(p_aabb.position.x, p_aabb.position.y+p_aabb.size.y, p_aabb.position.z),
Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z+p_aabb.size.z),
Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
Vector3 vertices[8] = {
Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
};
AABB ret;
ret.position=xform_inv(vertices[0]);
ret.position = xform_inv(vertices[0]);
for (int i=1;i<8;i++) {
for (int i = 1; i < 8; i++) {
ret.expand_to( xform_inv(vertices[i]) );
ret.expand_to(xform_inv(vertices[i]));
}
return ret;
}
void Transform::affine_invert() {
@@ -140,13 +128,11 @@ void Transform::affine_invert() {
Transform Transform::affine_inverse() const {
Transform ret=*this;
Transform ret = *this;
ret.affine_invert();
return ret;
}
void Transform::invert() {
basis.transpose();
@@ -156,35 +142,34 @@ void Transform::invert() {
Transform Transform::inverse() const {
// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
// Transform::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
Transform ret=*this;
Transform ret = *this;
ret.invert();
return ret;
}
void Transform::rotate(const Vector3& p_axis,real_t p_phi) {
void Transform::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = rotated(p_axis, p_phi);
}
Transform Transform::rotated(const Vector3& p_axis,real_t p_phi) const{
Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const {
return Transform(Basis( p_axis, p_phi ), Vector3()) * (*this);
return Transform(Basis(p_axis, p_phi), Vector3()) * (*this);
}
void Transform::rotate_basis(const Vector3& p_axis,real_t p_phi) {
void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
basis.rotate(p_axis,p_phi);
basis.rotate(p_axis, p_phi);
}
Transform Transform::looking_at( const Vector3& p_target, const Vector3& p_up ) const {
Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
Transform t = *this;
t.set_look_at(origin,p_target,p_up);
t.set_look_at(origin, p_target, p_up);
return t;
}
void Transform::set_look_at( const Vector3& p_eye, const Vector3& p_target, const Vector3& p_up ) {
void Transform::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
// Reference: MESA source code
Vector3 v_x, v_y, v_z;
@@ -198,23 +183,21 @@ void Transform::set_look_at( const Vector3& p_eye, const Vector3& p_target, cons
v_y = p_up;
v_x=v_y.cross(v_z);
v_x = v_y.cross(v_z);
/* Recompute Y = Z cross X */
v_y=v_z.cross(v_x);
v_y = v_z.cross(v_x);
v_x.normalize();
v_y.normalize();
basis.set_axis(0,v_x);
basis.set_axis(1,v_y);
basis.set_axis(2,v_z);
origin=p_eye;
basis.set_axis(0, v_x);
basis.set_axis(1, v_y);
basis.set_axis(2, v_z);
origin = p_eye;
}
Transform Transform::interpolate_with(const Transform& p_transform, real_t p_c) const {
Transform Transform::interpolate_with(const Transform &p_transform, real_t p_c) const {
/* not sure if very "efficient" but good enough? */
@@ -227,45 +210,44 @@ Transform Transform::interpolate_with(const Transform& p_transform, real_t p_c)
Vector3 dst_loc = p_transform.origin;
Transform dst;
dst.basis=src_rot.slerp(dst_rot,p_c);
dst.basis.scale(src_scale.linear_interpolate(dst_scale,p_c));
dst.origin=src_loc.linear_interpolate(dst_loc,p_c);
dst.basis = src_rot.slerp(dst_rot, p_c);
dst.basis.scale(src_scale.linear_interpolate(dst_scale, p_c));
dst.origin = src_loc.linear_interpolate(dst_loc, p_c);
return dst;
}
void Transform::scale(const Vector3& p_scale) {
void Transform::scale(const Vector3 &p_scale) {
basis.scale(p_scale);
origin*=p_scale;
origin *= p_scale;
}
Transform Transform::scaled(const Vector3& p_scale) const {
Transform Transform::scaled(const Vector3 &p_scale) const {
Transform t = *this;
t.scale(p_scale);
return t;
}
void Transform::scale_basis(const Vector3& p_scale) {
void Transform::scale_basis(const Vector3 &p_scale) {
basis.scale(p_scale);
}
void Transform::translate( real_t p_tx, real_t p_ty, real_t p_tz) {
translate( Vector3(p_tx,p_ty,p_tz) );
void Transform::translate(real_t p_tx, real_t p_ty, real_t p_tz) {
translate(Vector3(p_tx, p_ty, p_tz));
}
void Transform::translate( const Vector3& p_translation ) {
void Transform::translate(const Vector3 &p_translation) {
for( int i = 0; i < 3; i++ ) {
for (int i = 0; i < 3; i++) {
origin[i] += basis[i].dot(p_translation);
}
}
Transform Transform::translated( const Vector3& p_translation ) const {
Transform Transform::translated(const Vector3 &p_translation) const {
Transform t=*this;
Transform t = *this;
t.translate(p_translation);
return t;
}
@@ -282,25 +264,25 @@ Transform Transform::orthonormalized() const {
return _copy;
}
bool Transform::operator==(const Transform& p_transform) const {
bool Transform::operator==(const Transform &p_transform) const {
return (basis==p_transform.basis && origin==p_transform.origin);
return (basis == p_transform.basis && origin == p_transform.origin);
}
bool Transform::operator!=(const Transform& p_transform) const {
bool Transform::operator!=(const Transform &p_transform) const {
return (basis!=p_transform.basis || origin!=p_transform.origin);
return (basis != p_transform.basis || origin != p_transform.origin);
}
void Transform::operator*=(const Transform& p_transform) {
void Transform::operator*=(const Transform &p_transform) {
origin=xform(p_transform.origin);
basis*=p_transform.basis;
origin = xform(p_transform.origin);
basis *= p_transform.basis;
}
Transform Transform::operator*(const Transform& p_transform) const {
Transform Transform::operator*(const Transform &p_transform) const {
Transform t=*this;
t*=p_transform;
Transform t = *this;
t *= p_transform;
return t;
}
@@ -309,11 +291,10 @@ Transform::operator String() const {
return basis.operator String() + " - " + origin.operator String();
}
Transform::Transform(const Basis &p_basis, const Vector3 &p_origin) {
Transform::Transform(const Basis& p_basis, const Vector3& p_origin) {
basis=p_basis;
origin=p_origin;
basis = p_basis;
origin = p_origin;
}
}
} // namespace godot

View File

@@ -1,7 +1,7 @@
#include "Transform2D.hpp"
#include "Vector2.hpp"
#include "String.hpp"
#include "Rect2.hpp"
#include "String.hpp"
#include "Vector2.hpp"
#include <algorithm>
@@ -17,75 +17,68 @@ Transform2D::Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox,
elements[2][1] = oy;
}
Vector2 Transform2D::basis_xform(const Vector2& v) const {
Vector2 Transform2D::basis_xform(const Vector2 &v) const {
return Vector2(
tdotx(v),
tdoty(v)
);
tdotx(v),
tdoty(v));
}
Vector2 Transform2D::basis_xform_inv(const Vector2& v) const{
Vector2 Transform2D::basis_xform_inv(const Vector2 &v) const {
return Vector2(
elements[0].dot(v),
elements[1].dot(v)
);
elements[0].dot(v),
elements[1].dot(v));
}
Vector2 Transform2D::xform(const Vector2& v) const {
Vector2 Transform2D::xform(const Vector2 &v) const {
return Vector2(
tdotx(v),
tdoty(v)
) + elements[2];
tdotx(v),
tdoty(v)) +
elements[2];
}
Vector2 Transform2D::xform_inv(const Vector2& p_vec) const {
Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
Vector2 v = p_vec - elements[2];
return Vector2(
elements[0].dot(v),
elements[1].dot(v)
);
elements[0].dot(v),
elements[1].dot(v));
}
Rect2 Transform2D::xform(const Rect2& p_rect) const {
Rect2 Transform2D::xform(const Rect2 &p_rect) const {
Vector2 x=elements[0]*p_rect.size.x;
Vector2 y=elements[1]*p_rect.size.y;
Vector2 pos = xform( p_rect.pos );
Vector2 x = elements[0] * p_rect.size.x;
Vector2 y = elements[1] * p_rect.size.y;
Vector2 pos = xform(p_rect.pos);
Rect2 new_rect;
new_rect.pos=pos;
new_rect.expand_to( pos+x );
new_rect.expand_to( pos+y );
new_rect.expand_to( pos+x+y );
new_rect.pos = pos;
new_rect.expand_to(pos + x);
new_rect.expand_to(pos + y);
new_rect.expand_to(pos + x + y);
return new_rect;
}
void Transform2D::set_rotation_and_scale(real_t p_rot,const Size2& p_scale) {
elements[0][0]=::cos(p_rot)*p_scale.x;
elements[1][1]=::cos(p_rot)*p_scale.y;
elements[1][0]=-::sin(p_rot)*p_scale.y;
elements[0][1]=::sin(p_rot)*p_scale.x;
void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
elements[0][0] = ::cos(p_rot) * p_scale.x;
elements[1][1] = ::cos(p_rot) * p_scale.y;
elements[1][0] = -::sin(p_rot) * p_scale.y;
elements[0][1] = ::sin(p_rot) * p_scale.x;
}
Rect2 Transform2D::xform_inv(const Rect2& p_rect) const {
Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {
Vector2 ends[4]={
xform_inv( p_rect.pos ),
xform_inv( Vector2(p_rect.pos.x,p_rect.pos.y+p_rect.size.y ) ),
xform_inv( Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y+p_rect.size.y ) ),
xform_inv( Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y ) )
Vector2 ends[4] = {
xform_inv(p_rect.pos),
xform_inv(Vector2(p_rect.pos.x, p_rect.pos.y + p_rect.size.y)),
xform_inv(Vector2(p_rect.pos.x + p_rect.size.x, p_rect.pos.y + p_rect.size.y)),
xform_inv(Vector2(p_rect.pos.x + p_rect.size.x, p_rect.pos.y))
};
Rect2 new_rect;
new_rect.pos=ends[0];
new_rect.pos = ends[0];
new_rect.expand_to(ends[1]);
new_rect.expand_to(ends[2]);
new_rect.expand_to(ends[3]);
@@ -96,205 +89,194 @@ Rect2 Transform2D::xform_inv(const Rect2& p_rect) const {
void Transform2D::invert() {
// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
// Transform2D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
std::swap(elements[0][1],elements[1][0]);
std::swap(elements[0][1], elements[1][0]);
elements[2] = basis_xform(-elements[2]);
}
Transform2D Transform2D::inverse() const {
Transform2D inv=*this;
Transform2D inv = *this;
inv.invert();
return inv;
}
void Transform2D::affine_invert() {
real_t det = basis_determinant();
ERR_FAIL_COND(det==0);
ERR_FAIL_COND(det == 0);
real_t idet = 1.0 / det;
std::swap( elements[0][0],elements[1][1] );
elements[0]*=Vector2(idet,-idet);
elements[1]*=Vector2(-idet,idet);
std::swap(elements[0][0], elements[1][1]);
elements[0] *= Vector2(idet, -idet);
elements[1] *= Vector2(-idet, idet);
elements[2] = basis_xform(-elements[2]);
}
Transform2D Transform2D::affine_inverse() const {
Transform2D inv=*this;
Transform2D inv = *this;
inv.affine_invert();
return inv;
}
void Transform2D::rotate(real_t p_phi) {
*this = Transform2D(p_phi,Vector2()) * (*this);
*this = Transform2D(p_phi, Vector2()) * (*this);
}
real_t Transform2D::get_rotation() const {
real_t det = basis_determinant();
Transform2D m = orthonormalized();
if (det < 0) {
m.scale_basis(Size2(-1,-1));
m.scale_basis(Size2(-1, -1));
}
return ::atan2(m[0].y,m[0].x);
return ::atan2(m[0].y, m[0].x);
}
void Transform2D::set_rotation(real_t p_rot) {
real_t cr = ::cos(p_rot);
real_t sr = ::sin(p_rot);
elements[0][0]=cr;
elements[0][1]=sr;
elements[1][0]=-sr;
elements[1][1]=cr;
elements[0][0] = cr;
elements[0][1] = sr;
elements[1][0] = -sr;
elements[1][1] = cr;
}
Transform2D::Transform2D(real_t p_rot, const Vector2& p_pos) {
Transform2D::Transform2D(real_t p_rot, const Vector2 &p_pos) {
real_t cr = ::cos(p_rot);
real_t sr = ::sin(p_rot);
elements[0][0]=cr;
elements[0][1]=sr;
elements[1][0]=-sr;
elements[1][1]=cr;
elements[2]=p_pos;
elements[0][0] = cr;
elements[0][1] = sr;
elements[1][0] = -sr;
elements[1][1] = cr;
elements[2] = p_pos;
}
Size2 Transform2D::get_scale() const {
real_t det_sign = basis_determinant() > 0 ? 1 : -1;
return det_sign * Size2( elements[0].length(), elements[1].length() );
return det_sign * Size2(elements[0].length(), elements[1].length());
}
void Transform2D::scale(const Size2& p_scale) {
void Transform2D::scale(const Size2 &p_scale) {
scale_basis(p_scale);
elements[2]*=p_scale;
elements[2] *= p_scale;
}
void Transform2D::scale_basis(const Size2& p_scale) {
elements[0][0]*=p_scale.x;
elements[0][1]*=p_scale.y;
elements[1][0]*=p_scale.x;
elements[1][1]*=p_scale.y;
void Transform2D::scale_basis(const Size2 &p_scale) {
elements[0][0] *= p_scale.x;
elements[0][1] *= p_scale.y;
elements[1][0] *= p_scale.x;
elements[1][1] *= p_scale.y;
}
void Transform2D::translate( real_t p_tx, real_t p_ty) {
void Transform2D::translate(real_t p_tx, real_t p_ty) {
translate(Vector2(p_tx,p_ty));
translate(Vector2(p_tx, p_ty));
}
void Transform2D::translate( const Vector2& p_translation ) {
void Transform2D::translate(const Vector2 &p_translation) {
elements[2]+=basis_xform(p_translation);
elements[2] += basis_xform(p_translation);
}
void Transform2D::orthonormalize() {
// Gram-Schmidt Process
Vector2 x=elements[0];
Vector2 y=elements[1];
Vector2 x = elements[0];
Vector2 y = elements[1];
x.normalize();
y = (y-x*(x.dot(y)));
y = (y - x * (x.dot(y)));
y.normalize();
elements[0]=x;
elements[1]=y;
elements[0] = x;
elements[1] = y;
}
Transform2D Transform2D::orthonormalized() const {
Transform2D on=*this;
Transform2D on = *this;
on.orthonormalize();
return on;
}
bool Transform2D::operator==(const Transform2D& p_transform) const {
bool Transform2D::operator==(const Transform2D &p_transform) const {
for(int i=0;i<3;i++) {
if (elements[i]!=p_transform.elements[i])
for (int i = 0; i < 3; i++) {
if (elements[i] != p_transform.elements[i])
return false;
}
return true;
}
bool Transform2D::operator!=(const Transform2D& p_transform) const {
bool Transform2D::operator!=(const Transform2D &p_transform) const {
for(int i=0;i<3;i++) {
if (elements[i]!=p_transform.elements[i])
for (int i = 0; i < 3; i++) {
if (elements[i] != p_transform.elements[i])
return true;
}
return false;
}
void Transform2D::operator*=(const Transform2D& p_transform) {
void Transform2D::operator*=(const Transform2D &p_transform) {
elements[2] = xform(p_transform.elements[2]);
real_t x0,x1,y0,y1;
real_t x0, x1, y0, y1;
x0 = tdotx(p_transform.elements[0]);
x1 = tdoty(p_transform.elements[0]);
y0 = tdotx(p_transform.elements[1]);
y1 = tdoty(p_transform.elements[1]);
elements[0][0]=x0;
elements[0][1]=x1;
elements[1][0]=y0;
elements[1][1]=y1;
elements[0][0] = x0;
elements[0][1] = x1;
elements[1][0] = y0;
elements[1][1] = y1;
}
Transform2D Transform2D::operator*(const Transform2D& p_transform) const {
Transform2D Transform2D::operator*(const Transform2D &p_transform) const {
Transform2D t = *this;
t*=p_transform;
t *= p_transform;
return t;
}
Transform2D Transform2D::scaled(const Size2& p_scale) const {
Transform2D Transform2D::scaled(const Size2 &p_scale) const {
Transform2D copy=*this;
Transform2D copy = *this;
copy.scale(p_scale);
return copy;
}
Transform2D Transform2D::basis_scaled(const Size2& p_scale) const {
Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
Transform2D copy=*this;
Transform2D copy = *this;
copy.scale_basis(p_scale);
return copy;
}
Transform2D Transform2D::untranslated() const {
Transform2D copy=*this;
copy.elements[2]=Vector2();
Transform2D copy = *this;
copy.elements[2] = Vector2();
return copy;
}
Transform2D Transform2D::translated(const Vector2& p_offset) const {
Transform2D Transform2D::translated(const Vector2 &p_offset) const {
Transform2D copy=*this;
Transform2D copy = *this;
copy.translate(p_offset);
return copy;
}
Transform2D Transform2D::rotated(real_t p_phi) const {
Transform2D copy=*this;
Transform2D copy = *this;
copy.rotate(p_phi);
return copy;
}
real_t Transform2D::basis_determinant() const {
@@ -302,7 +284,7 @@ real_t Transform2D::basis_determinant() const {
return elements[0].x * elements[1].y - elements[0].y * elements[1].x;
}
Transform2D Transform2D::interpolate_with(const Transform2D& p_transform, real_t p_c) const {
Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t p_c) const {
//extract parameters
Vector2 p1 = get_origin();
@@ -327,9 +309,9 @@ Transform2D Transform2D::interpolate_with(const Transform2D& p_transform, real_t
if (dot > 0.9995) {
v = Vector2::linear_interpolate(v1, v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
} else {
real_t angle = p_c*::acos(dot);
Vector2 v3 = (v2 - v1*dot).normalized();
v = v1*::cos(angle) + v3*::sin(angle);
real_t angle = p_c * ::acos(dot);
Vector2 v3 = (v2 - v1 * dot).normalized();
v = v1 * ::cos(angle) + v3 * ::sin(angle);
}
//construct matrix
@@ -343,4 +325,4 @@ Transform2D::operator String() const {
return String(String() + elements[0] + ", " + elements[1] + ", " + elements[2]);
}
}
} // namespace godot

View File

@@ -2,8 +2,8 @@
#include <gdnative/variant.h>
#include "Defs.hpp"
#include "CoreTypes.hpp"
#include "Defs.hpp"
#include "GodotGlobal.hpp"
#include "Object.hpp"
@@ -11,18 +11,15 @@
namespace godot {
Variant::Variant()
{
Variant::Variant() {
godot::api->godot_variant_new_nil(&_godot_variant);
}
Variant::Variant(const Variant& v)
{
Variant::Variant(const Variant &v) {
godot::api->godot_variant_new_copy(&_godot_variant, &v._godot_variant);
}
Variant::Variant(bool p_bool)
{
Variant::Variant(bool p_bool) {
godot::api->godot_variant_new_bool(&_godot_variant, p_bool);
}
@@ -31,410 +28,326 @@ Variant::Variant(signed int p_int) // real one
godot::api->godot_variant_new_int(&_godot_variant, p_int);
}
Variant::Variant(unsigned int p_int)
{
Variant::Variant(unsigned int p_int) {
godot::api->godot_variant_new_uint(&_godot_variant, p_int);
}
Variant::Variant(signed short p_short) // real one
{
godot::api->godot_variant_new_int(&_godot_variant, (int) p_short);
godot::api->godot_variant_new_int(&_godot_variant, (int)p_short);
}
Variant::Variant(int64_t p_char) // real one
{
godot::api->godot_variant_new_int(&_godot_variant, p_char);
}
Variant::Variant(uint64_t p_char)
{
Variant::Variant(uint64_t p_char) {
godot::api->godot_variant_new_uint(&_godot_variant, p_char);
}
Variant::Variant(float p_float)
{
Variant::Variant(float p_float) {
godot::api->godot_variant_new_real(&_godot_variant, p_float);
}
Variant::Variant(double p_double)
{
Variant::Variant(double p_double) {
godot::api->godot_variant_new_real(&_godot_variant, p_double);
}
Variant::Variant(const String& p_string)
{
godot::api->godot_variant_new_string(&_godot_variant, (godot_string *) &p_string);
Variant::Variant(const String &p_string) {
godot::api->godot_variant_new_string(&_godot_variant, (godot_string *)&p_string);
}
Variant::Variant(const char * const p_cstring)
{
Variant::Variant(const char *const p_cstring) {
String s = String(p_cstring);
godot::api->godot_variant_new_string(&_godot_variant, (godot_string *) &s);
godot::api->godot_variant_new_string(&_godot_variant, (godot_string *)&s);
}
Variant::Variant(const wchar_t * p_wstring)
{
Variant::Variant(const wchar_t *p_wstring) {
String s = p_wstring;
godot::api->godot_variant_new_string(&_godot_variant, (godot_string *) &s);
godot::api->godot_variant_new_string(&_godot_variant, (godot_string *)&s);
}
Variant::Variant(const Vector2& p_vector2)
{
godot::api->godot_variant_new_vector2(&_godot_variant, (godot_vector2 *) &p_vector2);
Variant::Variant(const Vector2 &p_vector2) {
godot::api->godot_variant_new_vector2(&_godot_variant, (godot_vector2 *)&p_vector2);
}
Variant::Variant(const Rect2& p_rect2)
{
godot::api->godot_variant_new_rect2(&_godot_variant, (godot_rect2 *) &p_rect2);
Variant::Variant(const Rect2 &p_rect2) {
godot::api->godot_variant_new_rect2(&_godot_variant, (godot_rect2 *)&p_rect2);
}
Variant::Variant(const Vector3& p_vector3)
{
godot::api->godot_variant_new_vector3(&_godot_variant, (godot_vector3 *) &p_vector3);
Variant::Variant(const Vector3 &p_vector3) {
godot::api->godot_variant_new_vector3(&_godot_variant, (godot_vector3 *)&p_vector3);
}
Variant::Variant(const Plane& p_plane)
{
godot::api->godot_variant_new_plane(&_godot_variant, (godot_plane *) &p_plane);
Variant::Variant(const Plane &p_plane) {
godot::api->godot_variant_new_plane(&_godot_variant, (godot_plane *)&p_plane);
}
Variant::Variant(const AABB& p_aabb)
{
godot::api->godot_variant_new_aabb(&_godot_variant, (godot_aabb *) &p_aabb);
Variant::Variant(const AABB &p_aabb) {
godot::api->godot_variant_new_aabb(&_godot_variant, (godot_aabb *)&p_aabb);
}
Variant::Variant(const Quat& p_quat)
{
godot::api->godot_variant_new_quat(&_godot_variant, (godot_quat *) &p_quat);
Variant::Variant(const Quat &p_quat) {
godot::api->godot_variant_new_quat(&_godot_variant, (godot_quat *)&p_quat);
}
Variant::Variant(const Basis& p_transform)
{
godot::api->godot_variant_new_basis(&_godot_variant, (godot_basis *) &p_transform);
Variant::Variant(const Basis &p_transform) {
godot::api->godot_variant_new_basis(&_godot_variant, (godot_basis *)&p_transform);
}
Variant::Variant(const Transform2D& p_transform)
{
godot::api->godot_variant_new_transform2d(&_godot_variant, (godot_transform2d *) &p_transform);
Variant::Variant(const Transform2D &p_transform) {
godot::api->godot_variant_new_transform2d(&_godot_variant, (godot_transform2d *)&p_transform);
}
Variant::Variant(const Transform& p_transform)
{
godot::api->godot_variant_new_transform(&_godot_variant, (godot_transform *) &p_transform);
Variant::Variant(const Transform &p_transform) {
godot::api->godot_variant_new_transform(&_godot_variant, (godot_transform *)&p_transform);
}
Variant::Variant(const Color& p_color)
{
godot::api->godot_variant_new_color(&_godot_variant, (godot_color *) &p_color);
Variant::Variant(const Color &p_color) {
godot::api->godot_variant_new_color(&_godot_variant, (godot_color *)&p_color);
}
Variant::Variant(const NodePath& p_path)
{
godot::api->godot_variant_new_node_path(&_godot_variant, (godot_node_path *) &p_path);
Variant::Variant(const NodePath &p_path) {
godot::api->godot_variant_new_node_path(&_godot_variant, (godot_node_path *)&p_path);
}
Variant::Variant(const RID& p_rid)
{
godot::api->godot_variant_new_rid(&_godot_variant, (godot_rid *) &p_rid);
Variant::Variant(const RID &p_rid) {
godot::api->godot_variant_new_rid(&_godot_variant, (godot_rid *)&p_rid);
}
Variant::Variant(const Object* p_object)
{
Variant::Variant(const Object *p_object) {
if (p_object)
godot::api->godot_variant_new_object(&_godot_variant, p_object->_owner);
else
godot::api->godot_variant_new_nil(&_godot_variant);
}
Variant::Variant(const Dictionary& p_dictionary)
{
godot::api->godot_variant_new_dictionary(&_godot_variant, (godot_dictionary *) &p_dictionary);
Variant::Variant(const Dictionary &p_dictionary) {
godot::api->godot_variant_new_dictionary(&_godot_variant, (godot_dictionary *)&p_dictionary);
}
Variant::Variant(const Array& p_array)
{
godot::api->godot_variant_new_array(&_godot_variant, (godot_array *) &p_array);
Variant::Variant(const Array &p_array) {
godot::api->godot_variant_new_array(&_godot_variant, (godot_array *)&p_array);
}
Variant::Variant(const PoolByteArray& p_raw_array)
{
godot::api->godot_variant_new_pool_byte_array(&_godot_variant, (godot_pool_byte_array *) &p_raw_array);
Variant::Variant(const PoolByteArray &p_raw_array) {
godot::api->godot_variant_new_pool_byte_array(&_godot_variant, (godot_pool_byte_array *)&p_raw_array);
}
Variant::Variant(const PoolIntArray& p_int_array)
{
godot::api->godot_variant_new_pool_int_array(&_godot_variant, (godot_pool_int_array *) &p_int_array);
Variant::Variant(const PoolIntArray &p_int_array) {
godot::api->godot_variant_new_pool_int_array(&_godot_variant, (godot_pool_int_array *)&p_int_array);
}
Variant::Variant(const PoolRealArray& p_real_array)
{
godot::api->godot_variant_new_pool_real_array(&_godot_variant, (godot_pool_real_array *) &p_real_array);
Variant::Variant(const PoolRealArray &p_real_array) {
godot::api->godot_variant_new_pool_real_array(&_godot_variant, (godot_pool_real_array *)&p_real_array);
}
Variant::Variant(const PoolStringArray& p_string_array)
{
godot::api->godot_variant_new_pool_string_array(&_godot_variant, (godot_pool_string_array *) &p_string_array);
Variant::Variant(const PoolStringArray &p_string_array) {
godot::api->godot_variant_new_pool_string_array(&_godot_variant, (godot_pool_string_array *)&p_string_array);
}
Variant::Variant(const PoolVector2Array& p_vector2_array)
{
godot::api->godot_variant_new_pool_vector2_array(&_godot_variant, (godot_pool_vector2_array *) &p_vector2_array);
Variant::Variant(const PoolVector2Array &p_vector2_array) {
godot::api->godot_variant_new_pool_vector2_array(&_godot_variant, (godot_pool_vector2_array *)&p_vector2_array);
}
Variant::Variant(const PoolVector3Array& p_vector3_array)
{
godot::api->godot_variant_new_pool_vector3_array(&_godot_variant, (godot_pool_vector3_array *) &p_vector3_array);
Variant::Variant(const PoolVector3Array &p_vector3_array) {
godot::api->godot_variant_new_pool_vector3_array(&_godot_variant, (godot_pool_vector3_array *)&p_vector3_array);
}
Variant::Variant(const PoolColorArray& p_color_array)
{
godot::api->godot_variant_new_pool_color_array(&_godot_variant, (godot_pool_color_array *) &p_color_array);
Variant::Variant(const PoolColorArray &p_color_array) {
godot::api->godot_variant_new_pool_color_array(&_godot_variant, (godot_pool_color_array *)&p_color_array);
}
Variant &Variant::operator =(const Variant& v)
{
Variant &Variant::operator=(const Variant &v) {
godot::api->godot_variant_new_copy(&_godot_variant, &v._godot_variant);
return *this;
}
Variant::operator bool() const
{
Variant::operator bool() const {
return booleanize();
}
Variant::operator signed int() const
{
Variant::operator signed int() const {
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator unsigned int() const // this is the real one
{
return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator signed short() const
{
Variant::operator signed short() const {
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator unsigned short() const
{
Variant::operator unsigned short() const {
return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator signed char() const
{
Variant::operator signed char() const {
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator unsigned char() const
{
Variant::operator unsigned char() const {
return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator int64_t() const
{
Variant::operator int64_t() const {
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator uint64_t() const
{
Variant::operator uint64_t() const {
return godot::api->godot_variant_as_uint(&_godot_variant);
}
Variant::operator wchar_t() const
{
Variant::operator wchar_t() const {
return godot::api->godot_variant_as_int(&_godot_variant);
}
Variant::operator float() const
{
Variant::operator float() const {
return godot::api->godot_variant_as_real(&_godot_variant);
}
Variant::operator double() const
{
Variant::operator double() const {
return godot::api->godot_variant_as_real(&_godot_variant);
}
Variant::operator String() const
{
Variant::operator String() const {
godot_string s = godot::api->godot_variant_as_string(&_godot_variant);
return *(String *) &s;
return *(String *)&s;
}
Variant::operator Vector2() const
{
Variant::operator Vector2() const {
godot_vector2 s = godot::api->godot_variant_as_vector2(&_godot_variant);
return *(Vector2 *) &s;
return *(Vector2 *)&s;
}
Variant::operator Rect2() const
{
Variant::operator Rect2() const {
godot_rect2 s = godot::api->godot_variant_as_rect2(&_godot_variant);
return *(Rect2 *) &s;
return *(Rect2 *)&s;
}
Variant::operator Vector3() const
{
Variant::operator Vector3() const {
godot_vector3 s = godot::api->godot_variant_as_vector3(&_godot_variant);
return *(Vector3 *) &s;
return *(Vector3 *)&s;
}
Variant::operator Plane() const
{
Variant::operator Plane() const {
godot_plane s = godot::api->godot_variant_as_plane(&_godot_variant);
return *(Plane *) &s;
return *(Plane *)&s;
}
Variant::operator AABB() const
{
Variant::operator AABB() const {
godot_aabb s = godot::api->godot_variant_as_aabb(&_godot_variant);
return *(AABB *) &s;
return *(AABB *)&s;
}
Variant::operator Quat() const
{
Variant::operator Quat() const {
godot_quat s = godot::api->godot_variant_as_quat(&_godot_variant);
return *(Quat *) &s;
return *(Quat *)&s;
}
Variant::operator Basis() const
{
Variant::operator Basis() const {
godot_basis s = godot::api->godot_variant_as_basis(&_godot_variant);
return *(Basis *) &s;
return *(Basis *)&s;
}
Variant::operator Transform() const
{
Variant::operator Transform() const {
godot_transform s = godot::api->godot_variant_as_transform(&_godot_variant);
return *(Transform *) &s;
return *(Transform *)&s;
}
Variant::operator Transform2D() const
{
Variant::operator Transform2D() const {
godot_transform2d s = godot::api->godot_variant_as_transform2d(&_godot_variant);
return *(Transform2D *) &s;
return *(Transform2D *)&s;
}
Variant::operator Color() const
{
Variant::operator Color() const {
godot_color s = godot::api->godot_variant_as_color(&_godot_variant);
return *(Color *) &s;
return *(Color *)&s;
}
Variant::operator NodePath() const
{
Variant::operator NodePath() const {
godot_node_path s = godot::api->godot_variant_as_node_path(&_godot_variant);
return *(NodePath *) &s;
return *(NodePath *)&s;
}
Variant::operator RID() const
{
Variant::operator RID() const {
godot_rid s = godot::api->godot_variant_as_rid(&_godot_variant);
return *(RID *) &s;
return *(RID *)&s;
}
Variant::operator Dictionary() const
{
Variant::operator Dictionary() const {
godot_dictionary d = godot::api->godot_variant_as_dictionary(&_godot_variant);
return *(Dictionary *) &d;
return *(Dictionary *)&d;
}
Variant::operator Array() const
{
Variant::operator Array() const {
godot_array s = godot::api->godot_variant_as_array(&_godot_variant);
return *(Array *) &s;
return *(Array *)&s;
}
Variant::operator PoolByteArray() const
{
Variant::operator PoolByteArray() const {
godot_pool_byte_array s = godot::api->godot_variant_as_pool_byte_array(&_godot_variant);
return *(PoolByteArray *) &s;
return *(PoolByteArray *)&s;
}
Variant::operator PoolIntArray() const
{
Variant::operator PoolIntArray() const {
godot_pool_int_array s = godot::api->godot_variant_as_pool_int_array(&_godot_variant);
return *(PoolIntArray *) &s;
return *(PoolIntArray *)&s;
}
Variant::operator PoolRealArray() const
{
Variant::operator PoolRealArray() const {
godot_pool_real_array s = godot::api->godot_variant_as_pool_real_array(&_godot_variant);
return *(PoolRealArray *) &s;
return *(PoolRealArray *)&s;
}
Variant::operator PoolStringArray() const
{
Variant::operator PoolStringArray() const {
godot_pool_string_array s = godot::api->godot_variant_as_pool_string_array(&_godot_variant);
return *(PoolStringArray *) &s;
return *(PoolStringArray *)&s;
}
Variant::operator PoolVector2Array() const
{
Variant::operator PoolVector2Array() const {
godot_pool_vector2_array s = godot::api->godot_variant_as_pool_vector2_array(&_godot_variant);
return *(PoolVector2Array *) &s;
return *(PoolVector2Array *)&s;
}
Variant::operator PoolVector3Array() const
{
Variant::operator PoolVector3Array() const {
godot_pool_vector3_array s = godot::api->godot_variant_as_pool_vector3_array(&_godot_variant);
return *(PoolVector3Array *) &s;
return *(PoolVector3Array *)&s;
}
Variant::operator PoolColorArray() const
{
Variant::operator PoolColorArray() const {
godot_pool_color_array s = godot::api->godot_variant_as_pool_color_array(&_godot_variant);
return *(PoolColorArray *) &s;
return *(PoolColorArray *)&s;
}
Variant::operator godot_object*() const {
Variant::operator godot_object *() const {
return godot::api->godot_variant_as_object(&_godot_variant);
}
Variant::Type Variant::get_type() const
{
return (Type) godot::api->godot_variant_get_type(&_godot_variant);
Variant::Type Variant::get_type() const {
return (Type)godot::api->godot_variant_get_type(&_godot_variant);
}
Variant Variant::call(const String& method, const Variant **args, const int arg_count)
{
Variant Variant::call(const String &method, const Variant **args, const int arg_count) {
Variant v;
*(godot_variant *) &v = godot::api->godot_variant_call(&_godot_variant, (godot_string *) &method, (const godot_variant **)args, arg_count, nullptr);
*(godot_variant *)&v = godot::api->godot_variant_call(&_godot_variant, (godot_string *)&method, (const godot_variant **)args, arg_count, nullptr);
return v;
}
bool Variant::has_method(const String& method)
{
return godot::api->godot_variant_has_method(&_godot_variant, (godot_string *) &method);
bool Variant::has_method(const String &method) {
return godot::api->godot_variant_has_method(&_godot_variant, (godot_string *)&method);
}
bool Variant::operator ==(const Variant& b) const
{
bool Variant::operator==(const Variant &b) const {
return godot::api->godot_variant_operator_equal(&_godot_variant, &b._godot_variant);
}
bool Variant::operator !=(const Variant& b) const
{
bool Variant::operator!=(const Variant &b) const {
return !(*this == b);
}
bool Variant::operator <(const Variant& b) const
{
bool Variant::operator<(const Variant &b) const {
return godot::api->godot_variant_operator_less(&_godot_variant, &b._godot_variant);
}
bool Variant::operator <=(const Variant& b) const
{
bool Variant::operator<=(const Variant &b) const {
return (*this < b) || (*this == b);
}
bool Variant::operator >(const Variant& b) const
{
bool Variant::operator>(const Variant &b) const {
return !(*this <= b);
}
bool Variant::operator >=(const Variant& b) const
{
bool Variant::operator>=(const Variant &b) const {
return !(*this < b);
}
bool Variant::hash_compare(const Variant& b) const
{
bool Variant::hash_compare(const Variant &b) const {
return godot::api->godot_variant_hash_compare(&_godot_variant, &b._godot_variant);
}
bool Variant::booleanize() const
{
bool Variant::booleanize() const {
return godot::api->godot_variant_booleanize(&_godot_variant);
}
Variant::~Variant()
{
Variant::~Variant() {
godot::api->godot_variant_destroy(&_godot_variant);
}
}
} // namespace godot

View File

@@ -8,78 +8,64 @@
namespace godot {
Vector2 Vector2::operator+(const Vector2& p_v) const
{
Vector2 Vector2::operator+(const Vector2 &p_v) const {
return Vector2(x + p_v.x, y + p_v.y);
}
void Vector2::operator+=(const Vector2& p_v)
{
void Vector2::operator+=(const Vector2 &p_v) {
x += p_v.x;
y += p_v.y;
}
Vector2 Vector2::operator-(const Vector2& p_v) const
{
Vector2 Vector2::operator-(const Vector2 &p_v) const {
return Vector2(x - p_v.x, y - p_v.y);
}
void Vector2::operator-=(const Vector2& p_v)
{
void Vector2::operator-=(const Vector2 &p_v) {
x -= p_v.x;
y -= p_v.y;
}
Vector2 Vector2::operator*(const Vector2 &p_v1) const
{
Vector2 Vector2::operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
}
Vector2 Vector2::operator*(const real_t &rvalue) const
{
Vector2 Vector2::operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
}
void Vector2::operator*=(const real_t &rvalue)
{
void Vector2::operator*=(const real_t &rvalue) {
x *= rvalue;
y *= rvalue;
}
Vector2 Vector2::operator/(const Vector2 &p_v1) const
{
Vector2 Vector2::operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
}
Vector2 Vector2::operator/(const real_t &rvalue) const
{
Vector2 Vector2::operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
}
void Vector2::operator/=(const real_t &rvalue)
{
void Vector2::operator/=(const real_t &rvalue) {
x /= rvalue;
y /= rvalue;
}
Vector2 Vector2::operator-() const
{
Vector2 Vector2::operator-() const {
return Vector2(-x, -y);
}
bool Vector2::operator==(const Vector2& p_vec2) const
{
bool Vector2::operator==(const Vector2 &p_vec2) const {
return x == p_vec2.x && y == p_vec2.y;
}
bool Vector2::operator!=(const Vector2& p_vec2) const
{
bool Vector2::operator!=(const Vector2 &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}
void Vector2::normalize()
{
real_t l = x*x + y*y;
void Vector2::normalize() {
real_t l = x * x + y * y;
if (l != 0) {
l = sqrt(l);
x /= l;
@@ -87,71 +73,58 @@ void Vector2::normalize()
}
}
Vector2 Vector2::normalized() const
{
Vector2 Vector2::normalized() const {
Vector2 v = *this;
v.normalize();
return v;
}
real_t Vector2::length() const
{
return sqrt(x*x + y*y);
real_t Vector2::length() const {
return sqrt(x * x + y * y);
}
real_t Vector2::length_squared() const
{
return x*x + y*y;
real_t Vector2::length_squared() const {
return x * x + y * y;
}
real_t Vector2::distance_to(const Vector2& p_vector2) const
{
real_t Vector2::distance_to(const Vector2 &p_vector2) const {
return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
}
real_t Vector2::distance_squared_to(const Vector2& p_vector2) const
{
real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
}
real_t Vector2::angle_to(const Vector2& p_vector2) const
{
real_t Vector2::angle_to(const Vector2 &p_vector2) const {
return atan2(cross(p_vector2), dot(p_vector2));
}
real_t Vector2::angle_to_point(const Vector2& p_vector2) const
{
return atan2(y - p_vector2.y, x-p_vector2.x);
real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
return atan2(y - p_vector2.y, x - p_vector2.x);
}
real_t Vector2::dot(const Vector2& p_other) const
{
real_t Vector2::dot(const Vector2 &p_other) const {
return x * p_other.x + y * p_other.y;
}
real_t Vector2::cross(const Vector2& p_other) const
{
real_t Vector2::cross(const Vector2 &p_other) const {
return x * p_other.y - y * p_other.x;
}
Vector2 Vector2::cross(real_t p_other) const
{
Vector2 Vector2::cross(real_t p_other) const {
return Vector2(p_other * y, -p_other * x);
}
Vector2 Vector2::project(const Vector2& p_vec) const
{
Vector2 Vector2::project(const Vector2 &p_vec) const {
Vector2 v1 = p_vec;
Vector2 v2 = *this;
return v2 * (v1.dot(v2) / v2.dot(v2));
}
Vector2 Vector2::plane_project(real_t p_d, const Vector2& p_vec) const
{
return p_vec - *this * ( dot(p_vec) -p_d);
Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
return p_vec - *this * (dot(p_vec) - p_d);
}
Vector2 Vector2::clamped(real_t p_len) const
{
Vector2 Vector2::clamped(real_t p_len) const {
real_t l = length();
Vector2 v = *this;
if (l > 0 && p_len < l) {
@@ -161,55 +134,48 @@ Vector2 Vector2::clamped(real_t p_len) const
return v;
}
Vector2 Vector2::linear_interpolate(const Vector2& p_a, const Vector2& p_b,real_t p_t)
{
Vector2 res=p_a;
res.x+= (p_t * (p_b.x-p_a.x));
res.y+= (p_t * (p_b.y-p_a.y));
Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
Vector2 res = p_a;
res.x += (p_t * (p_b.x - p_a.x));
res.y += (p_t * (p_b.y - p_a.y));
return res;
}
Vector2 Vector2::linear_interpolate(const Vector2& p_b,real_t p_t) const
{
Vector2 res=*this;
res.x+= (p_t * (p_b.x-x));
res.y+= (p_t * (p_b.y-y));
Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const {
Vector2 res = *this;
res.x += (p_t * (p_b.x - x));
res.y += (p_t * (p_b.y - y));
return res;
}
Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const
{
Vector2 p0=p_pre_a;
Vector2 p1=*this;
Vector2 p2=p_b;
Vector2 p3=p_post_b;
Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
Vector2 p0 = p_pre_a;
Vector2 p1 = *this;
Vector2 p2 = p_b;
Vector2 p3 = p_post_b;
real_t t = p_t;
real_t t2 = t * t;
real_t t3 = t2 * t;
Vector2 out;
out = ( ( p1 * 2.0) +
( -p0 + p2 ) * t +
( p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3 ) * t2 +
( -p0 + p1 * 3.0 - p2 * 3.0 + p3 ) * t3 ) * 0.5;
out = ((p1 * 2.0) +
(-p0 + p2) * t +
(p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3) * t2 +
(-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) *
0.5;
return out;
}
Vector2 Vector2::slide(const Vector2& p_vec) const
{
Vector2 Vector2::slide(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec);
}
Vector2 Vector2::reflect(const Vector2& p_vec) const
{
Vector2 Vector2::reflect(const Vector2 &p_vec) const {
return p_vec - *this * this->dot(p_vec) * 2.0;
}
real_t Vector2::angle() const
{
real_t Vector2::angle() const {
return atan2(y, x);
}
@@ -221,11 +187,10 @@ void Vector2::set_rotation(real_t p_radians) {
Vector2 Vector2::abs() const {
return Vector2( fabs(x), fabs(y) );
return Vector2(fabs(x), fabs(y));
}
Vector2 Vector2::rotated(real_t p_by) const
{
Vector2 Vector2::rotated(real_t p_by) const {
Vector2 v;
v.set_rotation(angle() + p_by);
v *= length();
@@ -234,26 +199,21 @@ Vector2 Vector2::rotated(real_t p_by) const
Vector2 Vector2::tangent() const {
return Vector2(y,-x);
return Vector2(y, -x);
}
Vector2 Vector2::floor() const
{
Vector2 Vector2::floor() const {
return Vector2(::floor(x), ::floor(y));
}
Vector2 Vector2::snapped(const Vector2& p_by) const
{
Vector2 Vector2::snapped(const Vector2 &p_by) const {
return Vector2(
p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y
);
p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y);
}
Vector2::operator String() const
{
Vector2::operator String() const {
return String::num(x) + ", " + String::num(y);
}
}
} // namespace godot

View File

@@ -10,346 +10,293 @@
namespace godot {
Vector3::Vector3(real_t x, real_t y, real_t z)
{
Vector3::Vector3(real_t x, real_t y, real_t z) {
this->x = x;
this->y = y;
this->z = z;
}
Vector3::Vector3()
{
Vector3::Vector3() {
this->x = 0;
this->y = 0;
this->z = 0;
}
const real_t& Vector3::operator[](int p_axis) const
{
const real_t &Vector3::operator[](int p_axis) const {
return coord[p_axis];
}
real_t& Vector3::operator[](int p_axis)
{
real_t &Vector3::operator[](int p_axis) {
return coord[p_axis];
}
Vector3& Vector3::operator+=(const Vector3& p_v)
{
Vector3 &Vector3::operator+=(const Vector3 &p_v) {
x += p_v.x;
y += p_v.y;
z += p_v.z;
return *this;
}
Vector3 Vector3::operator+(const Vector3& p_v) const
{
Vector3 Vector3::operator+(const Vector3 &p_v) const {
Vector3 v = *this;
v += p_v;
return v;
}
Vector3& Vector3::operator-=(const Vector3& p_v)
{
Vector3 &Vector3::operator-=(const Vector3 &p_v) {
x -= p_v.x;
y -= p_v.y;
z -= p_v.z;
return *this;
}
Vector3 Vector3::operator-(const Vector3& p_v) const
{
Vector3 Vector3::operator-(const Vector3 &p_v) const {
Vector3 v = *this;
v -= p_v;
return v;
}
Vector3& Vector3::operator*=(const Vector3& p_v)
{
Vector3 &Vector3::operator*=(const Vector3 &p_v) {
x *= p_v.x;
y *= p_v.y;
z *= p_v.z;
return *this;
}
Vector3 Vector3::operator*(const Vector3& p_v) const
{
Vector3 Vector3::operator*(const Vector3 &p_v) const {
Vector3 v = *this;
v *= p_v;
return v;
}
Vector3& Vector3::operator/=(const Vector3& p_v)
{
Vector3 &Vector3::operator/=(const Vector3 &p_v) {
x /= p_v.x;
y /= p_v.y;
z /= p_v.z;
return *this;
}
Vector3 Vector3::operator/(const Vector3& p_v) const
{
Vector3 Vector3::operator/(const Vector3 &p_v) const {
Vector3 v = *this;
v /= p_v;
return v;
}
Vector3& Vector3::operator*=(real_t p_scalar)
{
Vector3 &Vector3::operator*=(real_t p_scalar) {
*this *= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 Vector3::operator*(real_t p_scalar) const
{
Vector3 Vector3::operator*(real_t p_scalar) const {
Vector3 v = *this;
v *= p_scalar;
return v;
}
Vector3& Vector3::operator/=(real_t p_scalar)
{
Vector3 &Vector3::operator/=(real_t p_scalar) {
*this /= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 Vector3::operator/(real_t p_scalar) const
{
Vector3 Vector3::operator/(real_t p_scalar) const {
Vector3 v = *this;
v /= p_scalar;
return v;
}
Vector3 Vector3::operator-() const
{
Vector3 Vector3::operator-() const {
return Vector3(-x, -y, -z);
}
bool Vector3::operator==(const Vector3& p_v) const
{
return (x==p_v.x && y==p_v.y && z==p_v.z);
bool Vector3::operator==(const Vector3 &p_v) const {
return (x == p_v.x && y == p_v.y && z == p_v.z);
}
bool Vector3::operator!=(const Vector3& p_v) const
{
return (x!=p_v.x || y!=p_v.y || z!=p_v.z);
bool Vector3::operator!=(const Vector3 &p_v) const {
return (x != p_v.x || y != p_v.y || z != p_v.z);
}
bool Vector3::operator<(const Vector3& p_v) const
{
if (x==p_v.x) {
if (y==p_v.y)
return z<p_v.z;
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;
return y < p_v.y;
} else {
return x<p_v.x;
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;
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;
return y < p_v.y;
} else {
return x<p_v.x;
return x < p_v.x;
}
}
Vector3 Vector3::abs() const
{
Vector3 Vector3::abs() const {
return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
}
Vector3 Vector3::ceil() const
{
Vector3 Vector3::ceil() const {
return Vector3(::ceil(x), ::ceil(y), ::ceil(z));
}
Vector3 Vector3::cross(const Vector3& b) const
{
Vector3 ret (
(y * b.z) - (z * b.y),
(z * b.x) - (x * b.z),
(x * b.y) - (y * b.x)
);
Vector3 Vector3::cross(const Vector3 &b) const {
Vector3 ret(
(y * b.z) - (z * b.y),
(z * b.x) - (x * b.z),
(x * b.y) - (y * b.x));
return ret;
}
Vector3 Vector3::linear_interpolate(const Vector3& p_b,real_t p_t) const
{
Vector3 Vector3::linear_interpolate(const Vector3 &p_b, real_t p_t) const {
return Vector3(
x+(p_t * (p_b.x-x)),
y+(p_t * (p_b.y-y)),
z+(p_t * (p_b.z-z))
);
x + (p_t * (p_b.x - x)),
y + (p_t * (p_b.y - y)),
z + (p_t * (p_b.z - z)));
}
Vector3 Vector3::cubic_interpolate(const Vector3& b, const Vector3& pre_a, const Vector3& post_b, const real_t t) const
{
Vector3 p0=pre_a;
Vector3 p1=*this;
Vector3 p2=b;
Vector3 p3=post_b;
Vector3 Vector3::cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const {
Vector3 p0 = pre_a;
Vector3 p1 = *this;
Vector3 p2 = b;
Vector3 p3 = post_b;
real_t t2 = t * t;
real_t t3 = t2 * t;
Vector3 out;
out = ( ( p1 * 2.0) +
( -p0 + p2 ) * t +
( p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3 ) * t2 +
( -p0 + p1 * 3.0 - p2 * 3.0 + p3 ) * t3 ) * 0.5;
out = ((p1 * 2.0) +
(-p0 + p2) * t +
(p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3) * t2 +
(-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) *
0.5;
return out;
}
Vector3 Vector3::bounce(const Vector3& p_normal) const
{
Vector3 Vector3::bounce(const Vector3 &p_normal) const {
return -reflect(p_normal);
}
real_t Vector3::length() const
{
real_t x2=x*x;
real_t y2=y*y;
real_t z2=z*z;
real_t Vector3::length() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
return ::sqrt(x2+y2+z2);
return ::sqrt(x2 + y2 + z2);
}
real_t Vector3::length_squared() const
{
real_t x2=x*x;
real_t y2=y*y;
real_t z2=z*z;
real_t Vector3::length_squared() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
return x2+y2+z2;
return x2 + y2 + z2;
}
real_t Vector3::distance_squared_to(const Vector3& b) const
{
return (b-*this).length_squared();
real_t Vector3::distance_squared_to(const Vector3 &b) const {
return (b - *this).length_squared();
}
real_t Vector3::distance_to(const Vector3& b) const
{
return (b-*this).length();
real_t Vector3::distance_to(const Vector3 &b) const {
return (b - *this).length();
}
real_t Vector3::dot(const Vector3& b) const
{
return x*b.x + y*b.y + z*b.z;
real_t Vector3::dot(const Vector3 &b) const {
return x * b.x + y * b.y + z * b.z;
}
real_t Vector3::angle_to(const Vector3& b) const
{
real_t Vector3::angle_to(const Vector3 &b) const {
return std::atan2(cross(b).length(), dot(b));
}
Vector3 Vector3::floor() const
{
Vector3 Vector3::floor() const {
return Vector3(::floor(x), ::floor(y), ::floor(z));
}
Vector3 Vector3::inverse() const
{
return Vector3( 1.0/x, 1.0/y, 1.0/z );
Vector3 Vector3::inverse() const {
return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
}
bool Vector3::is_normalized() const
{
bool Vector3::is_normalized() const {
return std::abs(length_squared() - 1.0) < 0.00001;
}
Basis Vector3::outer(const Vector3& b) const
{
Basis Vector3::outer(const Vector3 &b) const {
Vector3 row0(x * b.x, x * b.y, x * b.z);
Vector3 row1(y * b.x, y * b.y, y * b.z);
Vector3 row2(z * b.x, z * b.y, z * b.z);
return Basis(row0, row1, row2);
}
int Vector3::max_axis() const
{
int Vector3::max_axis() const {
return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
}
int Vector3::min_axis() const
{
int Vector3::min_axis() const {
return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
}
void Vector3::normalize()
{
real_t l=length();
if (l==0) {
x=y=z=0;
void Vector3::normalize() {
real_t l = length();
if (l == 0) {
x = y = z = 0;
} else {
x/=l;
y/=l;
z/=l;
x /= l;
y /= l;
z /= l;
}
}
Vector3 Vector3::normalized() const
{
Vector3 Vector3::normalized() const {
Vector3 v = *this;
v.normalize();
return v;
}
Vector3 Vector3::reflect(const Vector3& by) const
{
Vector3 Vector3::reflect(const Vector3 &by) const {
return by - *this * this->dot(by) * 2.0;
}
Vector3 Vector3::rotated(const Vector3& axis, const real_t phi) const
{
Vector3 Vector3::rotated(const Vector3 &axis, const real_t phi) const {
Vector3 v = *this;
v.rotate(axis, phi);
return v;
}
void Vector3::rotate(const Vector3& p_axis,real_t p_phi)
{
*this=Basis(p_axis,p_phi).xform(*this);
void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = Basis(p_axis, p_phi).xform(*this);
}
Vector3 Vector3::slide(const Vector3& by) const
{
Vector3 Vector3::slide(const Vector3 &by) const {
return by - *this * this->dot(by);
}
// this is ugly as well, but hey, I'm a simple man
#define _ugly_stepify(val, step) (step != 0 ? ::floor(val / step + 0.5) * step : val)
void Vector3::snap(real_t p_val)
{
x = _ugly_stepify(x,p_val);
y = _ugly_stepify(y,p_val);
z = _ugly_stepify(z,p_val);
void Vector3::snap(real_t p_val) {
x = _ugly_stepify(x, p_val);
y = _ugly_stepify(y, p_val);
z = _ugly_stepify(z, p_val);
}
#undef _ugly_stepify
Vector3 Vector3::snapped(const float by)
{
Vector3 Vector3::snapped(const float by) {
Vector3 v = *this;
v.snap(by);
return v;
}
Vector3::operator String() const
{
Vector3::operator String() const {
return String::num(x) + ", " + String::num(y) + ", " + String::num(z);
}
}
} // namespace godot