
Per https://github.com/godotengine/godot/issues/14553: Godot stores Basis in row-major layout for more change for efficiently taking advantage of SIMD instructions, but in scripts Basis looks like and is accessible in a column-major format. This change modifies the C++ binding so that from the script's perspective Basis does look like if it was column-major while retaining a row-major in-memory representation. This is achieved using a set of helper template classes which allow accessing individual columns whose components are non-continues in memory as if it was a Vector3 type. This ensures script interface compatibility without needing to transpose the Basis every time it is passed over the script-engine boundary. Also made most of the Vector2 and Vector3 class interfaces inlined in the process for increased performance. While unrelated (but didn't want to file a separate PR for it), this change adds the necessary flags to have debug symbol information under MSVC. Fixes #241.
68 lines
1.4 KiB
C++
68 lines
1.4 KiB
C++
#include "Vector2.hpp"
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#include <gdnative/vector2.h>
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#include "String.hpp"
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namespace godot {
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bool Vector2::operator==(const Vector2 &p_vec2) const {
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return x == p_vec2.x && y == p_vec2.y;
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}
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bool Vector2::operator!=(const Vector2 &p_vec2) const {
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return x != p_vec2.x || y != p_vec2.y;
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}
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Vector2 Vector2::project(const Vector2 &p_vec) const {
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Vector2 v1 = p_vec;
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Vector2 v2 = *this;
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return v2 * (v1.dot(v2) / v2.dot(v2));
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}
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Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
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return p_vec - *this * (dot(p_vec) - p_d);
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}
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Vector2 Vector2::clamped(real_t p_len) const {
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real_t l = length();
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Vector2 v = *this;
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if (l > 0 && p_len < l) {
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v /= l;
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v *= p_len;
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}
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return v;
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}
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Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
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Vector2 p0 = p_pre_a;
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Vector2 p1 = *this;
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Vector2 p2 = p_b;
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Vector2 p3 = p_post_b;
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real_t t = p_t;
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real_t t2 = t * t;
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real_t t3 = t2 * t;
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Vector2 out;
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out = ((p1 * 2.0) +
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(-p0 + p2) * t +
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(p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3) * t2 +
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(-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) *
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0.5;
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return out;
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}
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Vector2 Vector2::snapped(const Vector2 &p_by) const {
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return Vector2(
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p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
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p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y);
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}
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Vector2::operator String() const {
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return String::num(x) + ", " + String::num(y);
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}
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} // namespace godot
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