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@@ -45,74 +45,119 @@ namespace Godot
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new Basis(0f, -1f, 0f, 0f, 0f, -1f, 1f, 0f, 0f)
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};
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+ // NOTE: x, y and z are public-only. Use Column0, Column1 and Column2 internally.
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+
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+ /// <summary>
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+ /// Returns the basis matrix’s x vector.
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+ /// This is equivalent to <see cref="Column0"/>.
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+ /// </summary>
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public Vector3 x
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{
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- get { return GetAxis(0); }
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- set { SetAxis(0, value); }
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+ get => Column0;
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+ set => Column0 = value;
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}
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+ /// <summary>
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+ /// Returns the basis matrix’s y vector.
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+ /// This is equivalent to <see cref="Column1"/>.
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+ /// </summary>
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public Vector3 y
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{
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- get { return GetAxis(1); }
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- set { SetAxis(1, value); }
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+
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+ get => Column1;
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+ set => Column1 = value;
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}
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+ /// <summary>
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+ /// Returns the basis matrix’s z vector.
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+ /// This is equivalent to <see cref="Column2"/>.
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+ /// </summary>
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public Vector3 z
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{
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- get { return GetAxis(2); }
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- set { SetAxis(2, value); }
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+
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+ get => Column2;
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+ set => Column2 = value;
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}
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- private Vector3 _x;
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- private Vector3 _y;
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- private Vector3 _z;
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+ public Vector3 Row0;
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+ public Vector3 Row1;
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+ public Vector3 Row2;
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- public static Basis Identity
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+ public Vector3 Column0
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+ {
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+ get => new Vector3(Row0.x, Row1.x, Row2.x);
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+ set
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+ {
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+ this.Row0.x = value.x;
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+ this.Row1.x = value.y;
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+ this.Row2.x = value.z;
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+ }
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+ }
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+ public Vector3 Column1
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{
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- get { return identity; }
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+ get => new Vector3(Row0.y, Row1.y, Row2.y);
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+ set
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+ {
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+ this.Row0.y = value.x;
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+ this.Row1.y = value.y;
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+ this.Row2.y = value.z;
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+ }
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+ }
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+ public Vector3 Column2
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+ {
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+ get => new Vector3(Row0.z, Row1.z, Row2.z);
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+ set
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+ {
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+ this.Row0.z = value.x;
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+ this.Row1.z = value.y;
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+ this.Row2.z = value.z;
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+ }
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}
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+ public static Basis Identity => identity;
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+
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public Vector3 Scale
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{
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get
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{
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- return new Vector3
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+ real_t detSign = Mathf.Sign(Determinant());
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+ return detSign * new Vector3
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(
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- new Vector3(this[0, 0], this[1, 0], this[2, 0]).Length(),
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- new Vector3(this[0, 1], this[1, 1], this[2, 1]).Length(),
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- new Vector3(this[0, 2], this[1, 2], this[2, 2]).Length()
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+ new Vector3(this.Row0[0], this.Row1[0], this.Row2[0]).Length(),
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+ new Vector3(this.Row0[1], this.Row1[1], this.Row2[1]).Length(),
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+ new Vector3(this.Row0[2], this.Row1[2], this.Row2[2]).Length()
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);
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}
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}
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- public Vector3 this[int index]
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+ public Vector3 this[int columnIndex]
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{
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get
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{
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- switch (index)
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+ switch (columnIndex)
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{
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case 0:
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- return _x;
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+ return Column0;
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case 1:
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- return _y;
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+ return Column1;
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case 2:
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- return _z;
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+ return Column2;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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set
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{
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- switch (index)
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+ switch (columnIndex)
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{
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case 0:
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- _x = value;
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+ Column0 = value;
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return;
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case 1:
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- _y = value;
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+ Column1 = value;
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return;
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case 2:
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- _z = value;
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+ Column2 = value;
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return;
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default:
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throw new IndexOutOfRangeException();
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@@ -120,51 +165,53 @@ namespace Godot
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}
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}
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- public real_t this[int index, int axis]
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+ public real_t this[int columnIndex, int rowIndex]
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{
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get
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{
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- switch (index)
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+ switch (columnIndex)
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{
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case 0:
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- return _x[axis];
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+ return Column0[rowIndex];
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case 1:
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- return _y[axis];
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+ return Column1[rowIndex];
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case 2:
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- return _z[axis];
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+ return Column2[rowIndex];
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default:
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throw new IndexOutOfRangeException();
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}
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}
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set
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{
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- switch (index)
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+ switch (columnIndex)
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{
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case 0:
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- _x[axis] = value;
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+ {
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+ var column0 = Column0;
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+ column0[rowIndex] = value;
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+ Column0 = column0;
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return;
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+ }
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case 1:
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- _y[axis] = value;
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+ {
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+ var column1 = Column1;
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+ column1[rowIndex] = value;
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+ Column1 = column1;
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return;
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+ }
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case 2:
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- _z[axis] = value;
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+ {
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+ var column2 = Column2;
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+ column2[rowIndex] = value;
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+ Column2 = column2;
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return;
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+ }
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default:
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throw new IndexOutOfRangeException();
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}
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}
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}
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- internal static Basis CreateFromAxes(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
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- {
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- return new Basis
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- (
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- xAxis.x, yAxis.x, zAxis.x,
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- xAxis.y, yAxis.y, zAxis.y,
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- xAxis.z, yAxis.z, zAxis.z
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- );
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- }
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-
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internal Quat RotationQuat()
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{
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Basis orthonormalizedBasis = Orthonormalized();
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@@ -191,29 +238,19 @@ namespace Godot
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private void SetDiagonal(Vector3 diagonal)
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{
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- _x = new Vector3(diagonal.x, 0, 0);
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- _y = new Vector3(0, diagonal.y, 0);
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- _z = new Vector3(0, 0, diagonal.z);
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+ Row0 = new Vector3(diagonal.x, 0, 0);
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+ Row1 = new Vector3(0, diagonal.y, 0);
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+ Row2 = new Vector3(0, 0, diagonal.z);
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}
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public real_t Determinant()
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{
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- return this[0, 0] * (this[1, 1] * this[2, 2] - this[2, 1] * this[1, 2]) -
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- this[1, 0] * (this[0, 1] * this[2, 2] - this[2, 1] * this[0, 2]) +
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- this[2, 0] * (this[0, 1] * this[1, 2] - this[1, 1] * this[0, 2]);
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- }
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+ real_t cofac00 = Row1[1] * Row2[2] - Row1[2] * Row2[1];
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+ real_t cofac10 = Row1[2] * Row2[0] - Row1[0] * Row2[2];
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+ real_t cofac20 = Row1[0] * Row2[1] - Row1[1] * Row2[0];
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- public Vector3 GetAxis(int axis)
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- {
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- return new Vector3(this[0, axis], this[1, axis], this[2, axis]);
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- }
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-
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- public void SetAxis(int axis, Vector3 value)
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- {
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- this[0, axis] = value.x;
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- this[1, axis] = value.y;
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- this[2, axis] = value.z;
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+ return Row0[0] * cofac00 + Row0[1] * cofac10 + Row0[2] * cofac20;
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}
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public Vector3 GetEuler()
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@@ -223,32 +260,80 @@ namespace Godot
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Vector3 euler;
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euler.z = 0.0f;
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- real_t mxy = m[1, 2];
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-
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+ real_t mxy = m.Row1[2];
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if (mxy < 1.0f)
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{
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if (mxy > -1.0f)
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{
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euler.x = Mathf.Asin(-mxy);
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- euler.y = Mathf.Atan2(m[0, 2], m[2, 2]);
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- euler.z = Mathf.Atan2(m[1, 0], m[1, 1]);
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+ euler.y = Mathf.Atan2(m.Row0[2], m.Row2[2]);
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+ euler.z = Mathf.Atan2(m.Row1[0], m.Row1[1]);
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}
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else
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{
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euler.x = Mathf.Pi * 0.5f;
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- euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
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+ euler.y = -Mathf.Atan2(-m.Row0[1], m.Row0[0]);
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}
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}
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else
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{
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euler.x = -Mathf.Pi * 0.5f;
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- euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
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+ euler.y = -Mathf.Atan2(-m.Row0[1], m.Row0[0]);
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}
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return euler;
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}
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+ public Vector3 GetRow(int index)
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+ {
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+ switch (index)
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+ {
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+ case 0:
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+ return Row0;
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+ case 1:
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+ return Row1;
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+ case 2:
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+ return Row2;
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+ default:
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+ throw new IndexOutOfRangeException();
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+ }
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+ }
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+
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+ public void SetRow(int index, Vector3 value)
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+ {
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+ switch (index)
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+ {
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+ case 0:
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+ Row0 = value;
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+ return;
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+ case 1:
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+ Row1 = value;
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+ return;
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+ case 2:
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+ Row2 = value;
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+ return;
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+ default:
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+ throw new IndexOutOfRangeException();
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+ }
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+ }
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+
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+ public Vector3 GetColumn(int index)
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+ {
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+ return this[index];
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+ }
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+
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+ public void SetColumn(int index, Vector3 value)
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+ {
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+ this[index] = value;
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+ }
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+
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+ [Obsolete("GetAxis is deprecated. Use GetColumn instead.")]
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+ public Vector3 GetAxis(int axis)
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+ {
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+ return new Vector3(this.Row0[axis], this.Row1[axis], this.Row2[axis]);
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+ }
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+
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public int GetOrthogonalIndex()
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{
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var orth = this;
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@@ -257,7 +342,9 @@ namespace Godot
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{
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for (int j = 0; j < 3; j++)
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{
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- real_t v = orth[i, j];
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+ var row = orth.GetRow(i);
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+
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+ real_t v = row[j];
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if (v > 0.5f)
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v = 1.0f;
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@@ -266,7 +353,9 @@ namespace Godot
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else
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v = 0f;
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- orth[i, j] = v;
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+ row[j] = v;
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+
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+ orth.SetRow(i, row);
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}
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}
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@@ -281,57 +370,45 @@ namespace Godot
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public Basis Inverse()
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{
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- var inv = this;
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-
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- real_t[] co = {
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- inv[1, 1] * inv[2, 2] - inv[1, 2] * inv[2, 1],
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- inv[1, 2] * inv[2, 0] - inv[1, 0] * inv[2, 2],
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- inv[1, 0] * inv[2, 1] - inv[1, 1] * inv[2, 0]
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- };
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+ real_t cofac00 = Row1[1] * Row2[2] - Row1[2] * Row2[1];
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+ real_t cofac10 = Row1[2] * Row2[0] - Row1[0] * Row2[2];
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+ real_t cofac20 = Row1[0] * Row2[1] - Row1[1] * Row2[0];
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- real_t det = inv[0, 0] * co[0] + inv[0, 1] * co[1] + inv[0, 2] * co[2];
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+ real_t det = Row0[0] * cofac00 + Row0[1] * cofac10 + Row0[2] * cofac20;
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if (det == 0)
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- {
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- return new Basis
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- (
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- real_t.NaN, real_t.NaN, real_t.NaN,
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- real_t.NaN, real_t.NaN, real_t.NaN,
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- real_t.NaN, real_t.NaN, real_t.NaN
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- );
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- }
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+ throw new InvalidOperationException("Matrix determinant is zero and cannot be inverted.");
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- real_t s = 1.0f / det;
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+ real_t detInv = 1.0f / det;
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- inv = new Basis
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+ real_t cofac01 = Row0[2] * Row2[1] - Row0[1] * Row2[2];
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+ real_t cofac02 = Row0[1] * Row1[2] - Row0[2] * Row1[1];
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+ real_t cofac11 = Row0[0] * Row2[2] - Row0[2] * Row2[0];
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+ real_t cofac12 = Row0[2] * Row1[0] - Row0[0] * Row1[2];
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+ real_t cofac21 = Row0[1] * Row2[0] - Row0[0] * Row2[1];
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+ real_t cofac22 = Row0[0] * Row1[1] - Row0[1] * Row1[0];
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+
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+ return new Basis
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(
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- co[0] * s,
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- inv[0, 2] * inv[2, 1] - inv[0, 1] * inv[2, 2] * s,
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- inv[0, 1] * inv[1, 2] - inv[0, 2] * inv[1, 1] * s,
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- co[1] * s,
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- inv[0, 0] * inv[2, 2] - inv[0, 2] * inv[2, 0] * s,
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- inv[0, 2] * inv[1, 0] - inv[0, 0] * inv[1, 2] * s,
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- co[2] * s,
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- inv[0, 1] * inv[2, 0] - inv[0, 0] * inv[2, 1] * s,
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- inv[0, 0] * inv[1, 1] - inv[0, 1] * inv[1, 0] * s
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+ cofac00 * detInv, cofac01 * detInv, cofac02 * detInv,
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+ cofac10 * detInv, cofac11 * detInv, cofac12 * detInv,
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+ cofac20 * detInv, cofac21 * detInv, cofac22 * detInv
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);
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-
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- return inv;
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}
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public Basis Orthonormalized()
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{
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- Vector3 xAxis = GetAxis(0);
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- Vector3 yAxis = GetAxis(1);
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- Vector3 zAxis = GetAxis(2);
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+ Vector3 column0 = GetColumn(0);
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+ Vector3 column1 = GetColumn(1);
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+ Vector3 column2 = GetColumn(2);
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- xAxis.Normalize();
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- yAxis = yAxis - xAxis * xAxis.Dot(yAxis);
|
|
|
- yAxis.Normalize();
|
|
|
- zAxis = zAxis - xAxis * xAxis.Dot(zAxis) - yAxis * yAxis.Dot(zAxis);
|
|
|
- zAxis.Normalize();
|
|
|
+ column0.Normalize();
|
|
|
+ column1 = column1 - column0 * column0.Dot(column1);
|
|
|
+ column1.Normalize();
|
|
|
+ column2 = column2 - column0 * column0.Dot(column2) - column1 * column1.Dot(column2);
|
|
|
+ column2.Normalize();
|
|
|
|
|
|
- return CreateFromAxes(xAxis, yAxis, zAxis);
|
|
|
+ return new Basis(column0, column1, column2);
|
|
|
}
|
|
|
|
|
|
public Basis Rotated(Vector3 axis, real_t phi)
|
|
@@ -343,49 +420,49 @@ namespace Godot
|
|
|
{
|
|
|
var m = this;
|
|
|
|
|
|
- m[0, 0] *= scale.x;
|
|
|
- m[0, 1] *= scale.x;
|
|
|
- m[0, 2] *= scale.x;
|
|
|
- m[1, 0] *= scale.y;
|
|
|
- m[1, 1] *= scale.y;
|
|
|
- m[1, 2] *= scale.y;
|
|
|
- m[2, 0] *= scale.z;
|
|
|
- m[2, 1] *= scale.z;
|
|
|
- m[2, 2] *= scale.z;
|
|
|
+ m.Row0[0] *= scale.x;
|
|
|
+ m.Row0[1] *= scale.x;
|
|
|
+ m.Row0[2] *= scale.x;
|
|
|
+ m.Row1[0] *= scale.y;
|
|
|
+ m.Row1[1] *= scale.y;
|
|
|
+ m.Row1[2] *= scale.y;
|
|
|
+ m.Row2[0] *= scale.z;
|
|
|
+ m.Row2[1] *= scale.z;
|
|
|
+ m.Row2[2] *= scale.z;
|
|
|
|
|
|
return m;
|
|
|
}
|
|
|
|
|
|
public real_t Tdotx(Vector3 with)
|
|
|
{
|
|
|
- return this[0, 0] * with[0] + this[1, 0] * with[1] + this[2, 0] * with[2];
|
|
|
+ return this.Row0[0] * with[0] + this.Row1[0] * with[1] + this.Row2[0] * with[2];
|
|
|
}
|
|
|
|
|
|
public real_t Tdoty(Vector3 with)
|
|
|
{
|
|
|
- return this[0, 1] * with[0] + this[1, 1] * with[1] + this[2, 1] * with[2];
|
|
|
+ return this.Row0[1] * with[0] + this.Row1[1] * with[1] + this.Row2[1] * with[2];
|
|
|
}
|
|
|
|
|
|
public real_t Tdotz(Vector3 with)
|
|
|
{
|
|
|
- return this[0, 2] * with[0] + this[1, 2] * with[1] + this[2, 2] * with[2];
|
|
|
+ return this.Row0[2] * with[0] + this.Row1[2] * with[1] + this.Row2[2] * with[2];
|
|
|
}
|
|
|
|
|
|
public Basis Transposed()
|
|
|
{
|
|
|
var tr = this;
|
|
|
|
|
|
- real_t temp = tr[0, 1];
|
|
|
- tr[0, 1] = tr[1, 0];
|
|
|
- tr[1, 0] = temp;
|
|
|
+ real_t temp = tr.Row0[1];
|
|
|
+ tr.Row0[1] = tr.Row1[0];
|
|
|
+ tr.Row1[0] = temp;
|
|
|
|
|
|
- temp = tr[0, 2];
|
|
|
- tr[0, 2] = tr[2, 0];
|
|
|
- tr[2, 0] = temp;
|
|
|
+ temp = tr.Row0[2];
|
|
|
+ tr.Row0[2] = tr.Row2[0];
|
|
|
+ tr.Row2[0] = temp;
|
|
|
|
|
|
- temp = tr[1, 2];
|
|
|
- tr[1, 2] = tr[2, 1];
|
|
|
- tr[2, 1] = temp;
|
|
|
+ temp = tr.Row1[2];
|
|
|
+ tr.Row1[2] = tr.Row2[1];
|
|
|
+ tr.Row2[1] = temp;
|
|
|
|
|
|
return tr;
|
|
|
}
|
|
@@ -394,9 +471,9 @@ namespace Godot
|
|
|
{
|
|
|
return new Vector3
|
|
|
(
|
|
|
- this[0].Dot(v),
|
|
|
- this[1].Dot(v),
|
|
|
- this[2].Dot(v)
|
|
|
+ this.Row0.Dot(v),
|
|
|
+ this.Row1.Dot(v),
|
|
|
+ this.Row2.Dot(v)
|
|
|
);
|
|
|
}
|
|
|
|
|
@@ -404,60 +481,60 @@ namespace Godot
|
|
|
{
|
|
|
return new Vector3
|
|
|
(
|
|
|
- this[0, 0] * v.x + this[1, 0] * v.y + this[2, 0] * v.z,
|
|
|
- this[0, 1] * v.x + this[1, 1] * v.y + this[2, 1] * v.z,
|
|
|
- this[0, 2] * v.x + this[1, 2] * v.y + this[2, 2] * v.z
|
|
|
+ this.Row0[0] * v.x + this.Row1[0] * v.y + this.Row2[0] * v.z,
|
|
|
+ this.Row0[1] * v.x + this.Row1[1] * v.y + this.Row2[1] * v.z,
|
|
|
+ this.Row0[2] * v.x + this.Row1[2] * v.y + this.Row2[2] * v.z
|
|
|
);
|
|
|
}
|
|
|
|
|
|
public Quat Quat()
|
|
|
{
|
|
|
- real_t trace = _x[0] + _y[1] + _z[2];
|
|
|
+ real_t trace = Row0[0] + Row1[1] + Row2[2];
|
|
|
|
|
|
if (trace > 0.0f)
|
|
|
{
|
|
|
real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
|
|
|
real_t inv_s = 1f / s;
|
|
|
return new Quat(
|
|
|
- (_z[1] - _y[2]) * inv_s,
|
|
|
- (_x[2] - _z[0]) * inv_s,
|
|
|
- (_y[0] - _x[1]) * inv_s,
|
|
|
+ (Row2[1] - Row1[2]) * inv_s,
|
|
|
+ (Row0[2] - Row2[0]) * inv_s,
|
|
|
+ (Row1[0] - Row0[1]) * inv_s,
|
|
|
s * 0.25f
|
|
|
);
|
|
|
}
|
|
|
|
|
|
- if (_x[0] > _y[1] && _x[0] > _z[2])
|
|
|
+ if (Row0[0] > Row1[1] && Row0[0] > Row2[2])
|
|
|
{
|
|
|
- real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
|
|
|
+ real_t s = Mathf.Sqrt(Row0[0] - Row1[1] - Row2[2] + 1.0f) * 2f;
|
|
|
real_t inv_s = 1f / s;
|
|
|
return new Quat(
|
|
|
s * 0.25f,
|
|
|
- (_x[1] + _y[0]) * inv_s,
|
|
|
- (_x[2] + _z[0]) * inv_s,
|
|
|
- (_z[1] - _y[2]) * inv_s
|
|
|
+ (Row0[1] + Row1[0]) * inv_s,
|
|
|
+ (Row0[2] + Row2[0]) * inv_s,
|
|
|
+ (Row2[1] - Row1[2]) * inv_s
|
|
|
);
|
|
|
}
|
|
|
|
|
|
- if (_y[1] > _z[2])
|
|
|
+ if (Row1[1] > Row2[2])
|
|
|
{
|
|
|
- real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
|
|
|
+ real_t s = Mathf.Sqrt(-Row0[0] + Row1[1] - Row2[2] + 1.0f) * 2f;
|
|
|
real_t inv_s = 1f / s;
|
|
|
return new Quat(
|
|
|
- (_x[1] + _y[0]) * inv_s,
|
|
|
+ (Row0[1] + Row1[0]) * inv_s,
|
|
|
s * 0.25f,
|
|
|
- (_y[2] + _z[1]) * inv_s,
|
|
|
- (_x[2] - _z[0]) * inv_s
|
|
|
+ (Row1[2] + Row2[1]) * inv_s,
|
|
|
+ (Row0[2] - Row2[0]) * inv_s
|
|
|
);
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
|
|
|
+ real_t s = Mathf.Sqrt(-Row0[0] - Row1[1] + Row2[2] + 1.0f) * 2f;
|
|
|
real_t inv_s = 1f / s;
|
|
|
return new Quat(
|
|
|
- (_x[2] + _z[0]) * inv_s,
|
|
|
- (_y[2] + _z[1]) * inv_s,
|
|
|
+ (Row0[2] + Row2[0]) * inv_s,
|
|
|
+ (Row1[2] + Row2[1]) * inv_s,
|
|
|
s * 0.25f,
|
|
|
- (_y[0] - _x[1]) * inv_s
|
|
|
+ (Row1[0] - Row0[1]) * inv_s
|
|
|
);
|
|
|
}
|
|
|
}
|
|
@@ -479,9 +556,9 @@ namespace Godot
|
|
|
real_t yz = quat.y * zs;
|
|
|
real_t zz = quat.z * zs;
|
|
|
|
|
|
- _x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
|
|
|
- _y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
|
|
|
- _z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
|
|
|
+ Row0 = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
|
|
|
+ Row1 = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
|
|
|
+ Row2 = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
|
|
|
}
|
|
|
|
|
|
public Basis(Vector3 euler)
|
|
@@ -511,21 +588,21 @@ namespace Godot
|
|
|
real_t cosine = Mathf.Cos(phi);
|
|
|
real_t sine = Mathf.Sin(phi);
|
|
|
|
|
|
- _x = new Vector3
|
|
|
+ Row0 = new Vector3
|
|
|
(
|
|
|
axis_sq.x + cosine * (1.0f - axis_sq.x),
|
|
|
axis.x * axis.y * (1.0f - cosine) - axis.z * sine,
|
|
|
axis.z * axis.x * (1.0f - cosine) + axis.y * sine
|
|
|
);
|
|
|
|
|
|
- _y = new Vector3
|
|
|
+ Row1 = new Vector3
|
|
|
(
|
|
|
axis.x * axis.y * (1.0f - cosine) + axis.z * sine,
|
|
|
axis_sq.y + cosine * (1.0f - axis_sq.y),
|
|
|
axis.y * axis.z * (1.0f - cosine) - axis.x * sine
|
|
|
);
|
|
|
|
|
|
- _z = new Vector3
|
|
|
+ Row2 = new Vector3
|
|
|
(
|
|
|
axis.z * axis.x * (1.0f - cosine) - axis.y * sine,
|
|
|
axis.y * axis.z * (1.0f - cosine) + axis.x * sine,
|
|
@@ -533,32 +610,32 @@ namespace Godot
|
|
|
);
|
|
|
}
|
|
|
|
|
|
- public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
|
|
|
+ public Basis(Vector3 column0, Vector3 column1, Vector3 column2)
|
|
|
{
|
|
|
- _x = new Vector3(xAxis.x, yAxis.x, zAxis.x);
|
|
|
- _y = new Vector3(xAxis.y, yAxis.y, zAxis.y);
|
|
|
- _z = new Vector3(xAxis.z, yAxis.z, zAxis.z);
|
|
|
+ Row0 = new Vector3(column0.x, column1.x, column2.x);
|
|
|
+ Row1 = new Vector3(column0.y, column1.y, column2.y);
|
|
|
+ Row2 = new Vector3(column0.z, column1.z, column2.z);
|
|
|
// Same as:
|
|
|
- // SetAxis(0, xAxis);
|
|
|
- // SetAxis(1, yAxis);
|
|
|
- // SetAxis(2, zAxis);
|
|
|
- // We need to assign the struct fields so we can't do that...
|
|
|
+ // Column0 = column0;
|
|
|
+ // Column1 = column1;
|
|
|
+ // Column2 = column2;
|
|
|
+ // We need to assign the struct fields here first so we can't do it that way...
|
|
|
}
|
|
|
|
|
|
internal 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)
|
|
|
{
|
|
|
- _x = new Vector3(xx, xy, xz);
|
|
|
- _y = new Vector3(yx, yy, yz);
|
|
|
- _z = new Vector3(zx, zy, zz);
|
|
|
+ Row0 = new Vector3(xx, xy, xz);
|
|
|
+ Row1 = new Vector3(yx, yy, yz);
|
|
|
+ Row2 = new Vector3(zx, zy, zz);
|
|
|
}
|
|
|
|
|
|
public static Basis operator *(Basis left, Basis right)
|
|
|
{
|
|
|
return new Basis
|
|
|
(
|
|
|
- right.Tdotx(left[0]), right.Tdoty(left[0]), right.Tdotz(left[0]),
|
|
|
- right.Tdotx(left[1]), right.Tdoty(left[1]), right.Tdotz(left[1]),
|
|
|
- right.Tdotx(left[2]), right.Tdoty(left[2]), right.Tdotz(left[2])
|
|
|
+ right.Tdotx(left.Row0), right.Tdoty(left.Row0), right.Tdotz(left.Row0),
|
|
|
+ right.Tdotx(left.Row1), right.Tdoty(left.Row1), right.Tdotz(left.Row1),
|
|
|
+ right.Tdotx(left.Row2), right.Tdoty(left.Row2), right.Tdotz(left.Row2)
|
|
|
);
|
|
|
}
|
|
|
|
|
@@ -584,21 +661,21 @@ namespace Godot
|
|
|
|
|
|
public bool Equals(Basis other)
|
|
|
{
|
|
|
- return _x.Equals(other[0]) && _y.Equals(other[1]) && _z.Equals(other[2]);
|
|
|
+ return Row0.Equals(other.Row0) && Row1.Equals(other.Row1) && Row2.Equals(other.Row2);
|
|
|
}
|
|
|
|
|
|
public override int GetHashCode()
|
|
|
{
|
|
|
- return _x.GetHashCode() ^ _y.GetHashCode() ^ _z.GetHashCode();
|
|
|
+ return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
|
|
|
}
|
|
|
|
|
|
public override string ToString()
|
|
|
{
|
|
|
return String.Format("({0}, {1}, {2})", new object[]
|
|
|
{
|
|
|
- _x.ToString(),
|
|
|
- _y.ToString(),
|
|
|
- _z.ToString()
|
|
|
+ Row0.ToString(),
|
|
|
+ Row1.ToString(),
|
|
|
+ Row2.ToString()
|
|
|
});
|
|
|
}
|
|
|
|
|
@@ -606,9 +683,9 @@ namespace Godot
|
|
|
{
|
|
|
return String.Format("({0}, {1}, {2})", new object[]
|
|
|
{
|
|
|
- _x.ToString(format),
|
|
|
- _y.ToString(format),
|
|
|
- _z.ToString(format)
|
|
|
+ Row0.ToString(format),
|
|
|
+ Row1.ToString(format),
|
|
|
+ Row2.ToString(format)
|
|
|
});
|
|
|
}
|
|
|
}
|