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[Math] Add `is_finite` methods

A Thousand Ships 1 anno fa
parent
commit
d389171905

+ 8 - 0
include/godot_cpp/core/math.hpp

@@ -613,6 +613,14 @@ inline bool is_inf(double p_val) {
 	return std::isinf(p_val);
 }
 
+inline bool is_finite(float p_val) {
+	return std::isfinite(p_val);
+}
+
+inline bool is_finite(double p_val) {
+	return std::isfinite(p_val);
+}
+
 inline bool is_equal_approx(float a, float b) {
 	// Check for exact equality first, required to handle "infinity" values.
 	if (a == b) {

+ 1 - 0
include/godot_cpp/variant/aabb.hpp

@@ -65,6 +65,7 @@ struct _NO_DISCARD_ AABB {
 	bool operator!=(const AABB &p_rval) const;
 
 	bool is_equal_approx(const AABB &p_aabb) const;
+	bool is_finite() const;
 	_FORCE_INLINE_ bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
 	_FORCE_INLINE_ bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
 	_FORCE_INLINE_ bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this

+ 1 - 0
include/godot_cpp/variant/basis.hpp

@@ -128,6 +128,7 @@ struct _NO_DISCARD_ Basis {
 	}
 
 	bool is_equal_approx(const Basis &p_basis) const;
+	bool is_finite() const;
 
 	bool operator==(const Basis &p_matrix) const;
 	bool operator!=(const Basis &p_matrix) const;

+ 1 - 0
include/godot_cpp/variant/plane.hpp

@@ -77,6 +77,7 @@ struct _NO_DISCARD_ Plane {
 	Plane operator-() const { return Plane(-normal, -d); }
 	bool is_equal_approx(const Plane &p_plane) const;
 	bool is_equal_approx_any_side(const Plane &p_plane) const;
+	bool is_finite() const;
 
 	_FORCE_INLINE_ bool operator==(const Plane &p_plane) const;
 	_FORCE_INLINE_ bool operator!=(const Plane &p_plane) const;

+ 1 - 0
include/godot_cpp/variant/quaternion.hpp

@@ -55,6 +55,7 @@ struct _NO_DISCARD_ Quaternion {
 	}
 	_FORCE_INLINE_ real_t length_squared() const;
 	bool is_equal_approx(const Quaternion &p_quaternion) const;
+	bool is_finite() const;
 	real_t length() const;
 	void normalize();
 	Quaternion normalized() const;

+ 1 - 0
include/godot_cpp/variant/rect2.hpp

@@ -209,6 +209,7 @@ struct _NO_DISCARD_ Rect2 {
 	}
 
 	bool is_equal_approx(const Rect2 &p_rect) const;
+	bool is_finite() const;
 
 	bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
 	bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }

+ 1 - 0
include/godot_cpp/variant/transform2d.hpp

@@ -99,6 +99,7 @@ struct _NO_DISCARD_ Transform2D {
 	void orthonormalize();
 	Transform2D orthonormalized() const;
 	bool is_equal_approx(const Transform2D &p_transform) const;
+	bool is_finite() const;
 
 	Transform2D looking_at(const Vector2 &p_target) const;
 

+ 1 - 0
include/godot_cpp/variant/transform3d.hpp

@@ -78,6 +78,7 @@ struct _NO_DISCARD_ Transform3D {
 	void orthogonalize();
 	Transform3D orthogonalized() const;
 	bool is_equal_approx(const Transform3D &p_transform) const;
+	bool is_finite() const;
 
 	bool operator==(const Transform3D &p_transform) const;
 	bool operator!=(const Transform3D &p_transform) const;

+ 1 - 0
include/godot_cpp/variant/vector2.hpp

@@ -123,6 +123,7 @@ struct _NO_DISCARD_ Vector2 {
 
 	bool is_equal_approx(const Vector2 &p_v) const;
 	bool is_zero_approx() const;
+	bool is_finite() const;
 
 	Vector2 operator+(const Vector2 &p_v) const;
 	void operator+=(const Vector2 &p_v);

+ 1 - 0
include/godot_cpp/variant/vector3.hpp

@@ -146,6 +146,7 @@ struct _NO_DISCARD_ Vector3 {
 
 	bool is_equal_approx(const Vector3 &p_v) const;
 	bool is_zero_approx() const;
+	bool is_finite() const;
 
 	/* Operators */
 

+ 1 - 0
include/godot_cpp/variant/vector4.hpp

@@ -81,6 +81,7 @@ struct _NO_DISCARD_ Vector4 {
 	_FORCE_INLINE_ real_t length_squared() const;
 	bool is_equal_approx(const Vector4 &p_vec4) const;
 	bool is_zero_approx() const;
+	bool is_finite() const;
 	real_t length() const;
 	void normalize();
 	Vector4 normalized() const;

+ 4 - 0
src/variant/aabb.cpp

@@ -78,6 +78,10 @@ bool AABB::is_equal_approx(const AABB &p_aabb) const {
 	return position.is_equal_approx(p_aabb.position) && size.is_equal_approx(p_aabb.size);
 }
 
+bool AABB::is_finite() const {
+	return position.is_finite() && size.is_finite();
+}
+
 AABB AABB::intersection(const AABB &p_aabb) const {
 #ifdef MATH_CHECKS
 	if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {

+ 4 - 0
src/variant/basis.cpp

@@ -692,6 +692,10 @@ bool Basis::is_equal_approx(const Basis &p_basis) const {
 	return rows[0].is_equal_approx(p_basis.rows[0]) && rows[1].is_equal_approx(p_basis.rows[1]) && rows[2].is_equal_approx(p_basis.rows[2]);
 }
 
+bool Basis::is_finite() const {
+	return rows[0].is_finite() && rows[1].is_finite() && rows[2].is_finite();
+}
+
 bool Basis::operator==(const Basis &p_matrix) const {
 	for (int i = 0; i < 3; i++) {
 		for (int j = 0; j < 3; j++) {

+ 4 - 0
src/variant/plane.cpp

@@ -178,6 +178,10 @@ bool Plane::is_equal_approx(const Plane &p_plane) const {
 	return normal.is_equal_approx(p_plane.normal) && Math::is_equal_approx(d, p_plane.d);
 }
 
+bool Plane::is_finite() const {
+	return normal.is_finite() && Math::is_finite(d);
+}
+
 Plane::operator String() const {
 	return "[N: " + normal.operator String() + ", D: " + String::num_real(d, false) + "]";
 }

+ 4 - 0
src/variant/quaternion.cpp

@@ -81,6 +81,10 @@ bool Quaternion::is_equal_approx(const Quaternion &p_quaternion) const {
 	return Math::is_equal_approx(x, p_quaternion.x) && Math::is_equal_approx(y, p_quaternion.y) && Math::is_equal_approx(z, p_quaternion.z) && Math::is_equal_approx(w, p_quaternion.w);
 }
 
+bool Quaternion::is_finite() const {
+	return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z) && Math::is_finite(w);
+}
+
 real_t Quaternion::length() const {
 	return Math::sqrt(length_squared());
 }

+ 4 - 0
src/variant/rect2.cpp

@@ -40,6 +40,10 @@ bool Rect2::is_equal_approx(const Rect2 &p_rect) const {
 	return position.is_equal_approx(p_rect.position) && size.is_equal_approx(p_rect.size);
 }
 
+bool Rect2::is_finite() const {
+	return position.is_finite() && size.is_finite();
+}
+
 bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
 #ifdef MATH_CHECKS
 	if (unlikely(size.x < 0 || size.y < 0)) {

+ 4 - 0
src/variant/transform2d.cpp

@@ -170,6 +170,10 @@ bool Transform2D::is_equal_approx(const Transform2D &p_transform) const {
 	return columns[0].is_equal_approx(p_transform.columns[0]) && columns[1].is_equal_approx(p_transform.columns[1]) && columns[2].is_equal_approx(p_transform.columns[2]);
 }
 
+bool Transform2D::is_finite() const {
+	return columns[0].is_finite() && columns[1].is_finite() && columns[2].is_finite();
+}
+
 Transform2D Transform2D::looking_at(const Vector2 &p_target) const {
 	Transform2D return_trans = Transform2D(get_rotation(), get_origin());
 	Vector2 target_position = affine_inverse().xform(p_target);

+ 4 - 0
src/variant/transform3d.cpp

@@ -175,6 +175,10 @@ bool Transform3D::is_equal_approx(const Transform3D &p_transform) const {
 	return basis.is_equal_approx(p_transform.basis) && origin.is_equal_approx(p_transform.origin);
 }
 
+bool Transform3D::is_finite() const {
+	return basis.is_finite() && origin.is_finite();
+}
+
 bool Transform3D::operator==(const Transform3D &p_transform) const {
 	return (basis == p_transform.basis && origin == p_transform.origin);
 }

+ 4 - 0
src/variant/vector2.cpp

@@ -188,6 +188,10 @@ bool Vector2::is_zero_approx() const {
 	return Math::is_zero_approx(x) && Math::is_zero_approx(y);
 }
 
+bool Vector2::is_finite() const {
+	return Math::is_finite(x) && Math::is_finite(y);
+}
+
 Vector2::operator String() const {
 	return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ")";
 }

+ 4 - 0
src/variant/vector3.cpp

@@ -141,6 +141,10 @@ bool Vector3::is_zero_approx() const {
 	return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z);
 }
 
+bool Vector3::is_finite() const {
+	return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z);
+}
+
 Vector3::operator String() const {
 	return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ")";
 }

+ 4 - 0
src/variant/vector4.cpp

@@ -67,6 +67,10 @@ bool Vector4::is_zero_approx() const {
 	return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z) && Math::is_zero_approx(w);
 }
 
+bool Vector4::is_finite() const {
+	return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z) && Math::is_finite(w);
+}
+
 real_t Vector4::length() const {
 	return Math::sqrt(length_squared());
 }