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Update Vector2/2i/3/3i to match the engine

Aaron Franke %!s(int64=2) %!d(string=hai) anos
pai
achega
d479208a8f

+ 11 - 4
include/godot_cpp/variant/vector2.hpp

@@ -45,6 +45,8 @@ class Vector2 {
 	friend class Variant;
 
 public:
+	static const int AXIS_COUNT = 2;
+
 	enum Axis {
 		AXIS_X,
 		AXIS_Y,
@@ -74,10 +76,6 @@ public:
 		return coord[p_idx];
 	}
 
-	_FORCE_INLINE_ void set_all(const real_t p_value) {
-		x = y = p_value;
-	}
-
 	_FORCE_INLINE_ Vector2::Axis min_axis_index() const {
 		return x < y ? Vector2::AXIS_X : Vector2::AXIS_Y;
 	}
@@ -119,6 +117,7 @@ public:
 	_FORCE_INLINE_ Vector2 lerp(const Vector2 &p_to, const real_t p_weight) const;
 	_FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, const real_t p_weight) const;
 	_FORCE_INLINE_ Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight) const;
+	_FORCE_INLINE_ Vector2 cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const;
 	_FORCE_INLINE_ Vector2 bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const;
 
 	Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
@@ -128,6 +127,7 @@ public:
 	Vector2 reflect(const Vector2 &p_normal) const;
 
 	bool is_equal_approx(const Vector2 &p_v) const;
+	bool is_zero_approx() const;
 
 	Vector2 operator+(const Vector2 &p_v) const;
 	void operator+=(const Vector2 &p_v);
@@ -275,6 +275,13 @@ Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, c
 	return res;
 }
 
+Vector2 Vector2::cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const {
+	Vector2 res = *this;
+	res.x = Math::cubic_interpolate_in_time(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
+	res.y = Math::cubic_interpolate_in_time(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
+	return res;
+}
+
 Vector2 Vector2::bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const {
 	Vector2 res = *this;
 

+ 3 - 1
include/godot_cpp/variant/vector2i.hpp

@@ -45,6 +45,8 @@ class Vector2i {
 	friend class Variant;
 
 public:
+	static const int AXIS_COUNT = 2;
+
 	enum Axis {
 		AXIS_X,
 		AXIS_Y,
@@ -122,7 +124,7 @@ public:
 
 	real_t aspect() const { return width / (real_t)height; }
 	Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
-	Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); }
+	Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
 	Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
 
 	operator String() const;

+ 24 - 8
include/godot_cpp/variant/vector3.hpp

@@ -47,6 +47,8 @@ class Vector3 {
 	friend class Variant;
 
 public:
+	static const int AXIS_COUNT = 3;
+
 	enum Axis {
 		AXIS_X,
 		AXIS_Y,
@@ -73,13 +75,6 @@ public:
 		return coord[p_axis];
 	}
 
-	void set_axis(const int p_axis, const real_t p_value);
-	real_t get_axis(const int p_axis) const;
-
-	_FORCE_INLINE_ void set_all(const real_t p_value) {
-		x = y = z = p_value;
-	}
-
 	_FORCE_INLINE_ Vector3::Axis min_axis_index() const {
 		return x < y ? (x < z ? Vector3::AXIS_X : Vector3::AXIS_Z) : (y < z ? Vector3::AXIS_Y : Vector3::AXIS_Z);
 	}
@@ -110,12 +105,15 @@ public:
 	_FORCE_INLINE_ Vector3 lerp(const Vector3 &p_to, const real_t p_weight) const;
 	_FORCE_INLINE_ Vector3 slerp(const Vector3 &p_to, const real_t p_weight) const;
 	_FORCE_INLINE_ Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight) const;
+	_FORCE_INLINE_ Vector3 cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const;
 	_FORCE_INLINE_ Vector3 bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const;
 
 	Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const;
 
 	Vector2 octahedron_encode() const;
 	static Vector3 octahedron_decode(const Vector2 &p_oct);
+	Vector2 octahedron_tangent_encode(const float sign) const;
+	static Vector3 octahedron_tangent_decode(const Vector2 &p_oct, float *sign);
 
 	_FORCE_INLINE_ Vector3 cross(const Vector3 &p_with) const;
 	_FORCE_INLINE_ real_t dot(const Vector3 &p_with) const;
@@ -144,6 +142,7 @@ public:
 	_FORCE_INLINE_ Vector3 reflect(const Vector3 &p_normal) const;
 
 	bool is_equal_approx(const Vector3 &p_v) const;
+	bool is_zero_approx() const;
 
 	/* Operators */
 
@@ -222,16 +221,25 @@ Vector3 Vector3::lerp(const Vector3 &p_to, const real_t p_weight) const {
 }
 
 Vector3 Vector3::slerp(const Vector3 &p_to, const real_t p_weight) const {
+	// This method seems more complicated than it really is, since we write out
+	// the internals of some methods for efficiency (mainly, checking length).
 	real_t start_length_sq = length_squared();
 	real_t end_length_sq = p_to.length_squared();
 	if (unlikely(start_length_sq == 0.0f || end_length_sq == 0.0f)) {
 		// Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
 		return lerp(p_to, p_weight);
 	}
+	Vector3 axis = cross(p_to);
+	real_t axis_length_sq = axis.length_squared();
+	if (unlikely(axis_length_sq == 0.0f)) {
+		// Colinear vectors have no rotation axis or angle between them, so the best we can do is lerp.
+		return lerp(p_to, p_weight);
+	}
+	axis /= Math::sqrt(axis_length_sq);
 	real_t start_length = Math::sqrt(start_length_sq);
 	real_t result_length = Math::lerp(start_length, Math::sqrt(end_length_sq), p_weight);
 	real_t angle = angle_to(p_to);
-	return rotated(cross(p_to).normalized(), angle * p_weight) * (result_length / start_length);
+	return rotated(axis, angle * p_weight) * (result_length / start_length);
 }
 
 Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight) const {
@@ -242,6 +250,14 @@ Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, c
 	return res;
 }
 
+Vector3 Vector3::cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const {
+	Vector3 res = *this;
+	res.x = Math::cubic_interpolate_in_time(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
+	res.y = Math::cubic_interpolate_in_time(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
+	res.z = Math::cubic_interpolate_in_time(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
+	return res;
+}
+
 Vector3 Vector3::bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const {
 	Vector3 res = *this;
 

+ 3 - 4
include/godot_cpp/variant/vector3i.hpp

@@ -45,6 +45,8 @@ class Vector3i {
 	friend class Variant;
 
 public:
+	static const int AXIS_COUNT = 3;
+
 	enum Axis {
 		AXIS_X,
 		AXIS_Y,
@@ -71,9 +73,6 @@ public:
 		return coord[p_axis];
 	}
 
-	void set_axis(const int p_axis, const int32_t p_value);
-	int32_t get_axis(const int p_axis) const;
-
 	Vector3i::Axis min_axis_index() const;
 	Vector3i::Axis max_axis_index() const;
 
@@ -135,7 +134,7 @@ double Vector3i::length() const {
 }
 
 Vector3i Vector3i::abs() const {
-	return Vector3i(ABS(x), ABS(y), ABS(z));
+	return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z));
 }
 
 Vector3i Vector3i::sign() const {

+ 4 - 0
src/variant/vector2.cpp

@@ -184,6 +184,10 @@ bool Vector2::is_equal_approx(const Vector2 &p_v) const {
 	return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y);
 }
 
+bool Vector2::is_zero_approx() const {
+	return Math::is_zero_approx(x) && Math::is_zero_approx(y);
+}
+
 Vector2::operator String() const {
 	return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ")";
 }

+ 25 - 15
src/variant/vector3.cpp

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

+ 0 - 10
src/variant/vector3i.cpp

@@ -35,16 +35,6 @@
 
 namespace godot {
 
-void Vector3i::set_axis(const int p_axis, const int32_t p_value) {
-	ERR_FAIL_INDEX(p_axis, 3);
-	coord[p_axis] = p_value;
-}
-
-int32_t Vector3i::get_axis(const int p_axis) const {
-	ERR_FAIL_INDEX_V(p_axis, 3, 0);
-	return operator[](p_axis);
-}
-
 Vector3i::Axis Vector3i::min_axis_index() const {
 	return x < y ? (x < z ? Vector3i::AXIS_X : Vector3i::AXIS_Z) : (y < z ? Vector3i::AXIS_Y : Vector3i::AXIS_Z);
 }