Fix some uses of float and real_t in core/math

This commit is contained in:
Aaron Franke 2024-03-29 16:44:12 -07:00
parent 29b3d9e9e5
commit 158fcf107c
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GPG key ID: 40A1750B977E56BF
12 changed files with 61 additions and 65 deletions

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@ -278,7 +278,7 @@ Basis Basis::scaled_orthogonal(const Vector3 &p_scale) const {
return m;
}
float Basis::get_uniform_scale() const {
real_t Basis::get_uniform_scale() const {
return (rows[0].length() + rows[1].length() + rows[2].length()) / 3.0f;
}

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@ -99,7 +99,7 @@ struct _NO_DISCARD_ Basis {
void scale_orthogonal(const Vector3 &p_scale);
Basis scaled_orthogonal(const Vector3 &p_scale) const;
float get_uniform_scale() const;
real_t get_uniform_scale() const;
Vector3 get_scale() const;
Vector3 get_scale_abs() const;

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@ -258,7 +258,7 @@ struct BVH_ABB {
}
// Actually surface area metric.
float get_area() const {
real_t get_area() const {
POINT d = calculate_size();
return 2.0f * (d.x * d.y + d.y * d.z + d.z * d.x);
}

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@ -10,7 +10,7 @@ String _debug_aabb_to_string(const BVHABB_CLASS &aabb) const {
POINT size = aabb.calculate_size();
String sz;
float vol = 0.0;
real_t vol = 0.0;
for (int i = 0; i < POINT::AXIS_COUNT; ++i) {
sz += "(";

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@ -150,7 +150,7 @@ void _split_leaf_sort_groups(int &num_a, int &num_b, uint16_t *group_a, uint16_t
BVHABB_CLASS rest_aabb;
float best_size = FLT_MAX;
real_t best_size = FLT_MAX;
int best_candidate = -1;
// find most likely from a to move into b
@ -171,7 +171,7 @@ void _split_leaf_sort_groups(int &num_a, int &num_b, uint16_t *group_a, uint16_t
groupb_aabb_new.merge(temp_bounds[group_a[check]]);
// now compare the sizes
float size = groupb_aabb_new.get_area() + rest_aabb.get_area();
real_t size = groupb_aabb_new.get_area() + rest_aabb.get_area();
if (size < best_size) {
best_size = size;
best_candidate = check;

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@ -233,7 +233,7 @@ public:
points[i] = (points[i] - rect.position) / rect.size;
}
float delta_max = Math::sqrt(2.0) * 20.0;
const real_t delta_max = Math::sqrt(2.0) * 20.0;
Vector3 center = Vector3(0.5, 0.5, 0.5);
// any simplex that contains everything is good
@ -332,8 +332,7 @@ public:
center.y = double(new_simplex->circum_center_y);
center.z = double(new_simplex->circum_center_z);
float radius2 = Math::sqrt(double(new_simplex->circum_r2));
radius2 += 0.0001; //
const real_t radius2 = Math::sqrt(double(new_simplex->circum_r2)) + 0.0001;
Vector3 extents = Vector3(radius2, radius2, radius2);
Vector3i from = Vector3i((center - extents) * ACCEL_GRID_SIZE);
Vector3i to = Vector3i((center + extents) * ACCEL_GRID_SIZE);

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@ -594,7 +594,7 @@ public:
max = x2; \
}
_FORCE_INLINE_ static bool planeBoxOverlap(Vector3 normal, float d, Vector3 maxbox) {
_FORCE_INLINE_ static bool planeBoxOverlap(Vector3 normal, real_t d, Vector3 maxbox) {
int q;
Vector3 vmin, vmax;
for (q = 0; q <= 2; q++) {
@ -678,8 +678,7 @@ public:
return false; \
}
/*======================== Z-tests ========================*/
/*======================== Z-tests ========================*/
#define AXISTEST_Z12(a, b, fa, fb) \
p1 = a * v1.x - b * v1.y; \
p2 = a * v2.x - b * v2.y; \
@ -718,21 +717,19 @@ public:
/* 2) normal of the triangle */
/* 3) crossproduct(edge from tri, {x,y,z}-directin) */
/* this gives 3x3=9 more tests */
Vector3 v0, v1, v2;
float min, max, d, p0, p1, p2, rad, fex, fey, fez;
Vector3 normal, e0, e1, e2;
real_t min, max, p0, p1, p2, rad, fex, fey, fez;
/* This is the fastest branch on Sun */
/* move everything so that the boxcenter is in (0,0,0) */
v0 = triverts[0] - boxcenter;
v1 = triverts[1] - boxcenter;
v2 = triverts[2] - boxcenter;
const Vector3 v0 = triverts[0] - boxcenter;
const Vector3 v1 = triverts[1] - boxcenter;
const Vector3 v2 = triverts[2] - boxcenter;
/* compute triangle edges */
e0 = v1 - v0; /* tri edge 0 */
e1 = v2 - v1; /* tri edge 1 */
e2 = v0 - v2; /* tri edge 2 */
const Vector3 e0 = v1 - v0; /* tri edge 0 */
const Vector3 e1 = v2 - v1; /* tri edge 1 */
const Vector3 e2 = v0 - v2; /* tri edge 2 */
/* Bullet 3: */
/* test the 9 tests first (this was faster) */
@ -784,8 +781,8 @@ public:
/* Bullet 2: */
/* test if the box intersects the plane of the triangle */
/* compute plane equation of triangle: normal*x+d=0 */
normal = e0.cross(e1);
d = -normal.dot(v0); /* plane eq: normal.x+d=0 */
const Vector3 normal = e0.cross(e1);
const real_t d = -normal.dot(v0); /* plane eq: normal.x+d=0 */
return planeBoxOverlap(normal, d, boxhalfsize); /* if true, box and triangle overlaps */
}
@ -793,51 +790,51 @@ public:
static Vector<int8_t> generate_sdf8(const Vector<uint32_t> &p_positive, const Vector<uint32_t> &p_negative);
static Vector3 triangle_get_barycentric_coords(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, const Vector3 &p_pos) {
Vector3 v0 = p_b - p_a;
Vector3 v1 = p_c - p_a;
Vector3 v2 = p_pos - p_a;
const Vector3 v0 = p_b - p_a;
const Vector3 v1 = p_c - p_a;
const Vector3 v2 = p_pos - p_a;
float d00 = v0.dot(v0);
float d01 = v0.dot(v1);
float d11 = v1.dot(v1);
float d20 = v2.dot(v0);
float d21 = v2.dot(v1);
float denom = (d00 * d11 - d01 * d01);
const real_t d00 = v0.dot(v0);
const real_t d01 = v0.dot(v1);
const real_t d11 = v1.dot(v1);
const real_t d20 = v2.dot(v0);
const real_t d21 = v2.dot(v1);
const real_t denom = (d00 * d11 - d01 * d01);
if (denom == 0) {
return Vector3(); //invalid triangle, return empty
}
float v = (d11 * d20 - d01 * d21) / denom;
float w = (d00 * d21 - d01 * d20) / denom;
float u = 1.0f - v - w;
const real_t v = (d11 * d20 - d01 * d21) / denom;
const real_t w = (d00 * d21 - d01 * d20) / denom;
const real_t u = 1.0f - v - w;
return Vector3(u, v, w);
}
static Color tetrahedron_get_barycentric_coords(const Vector3 &p_a, const Vector3 &p_b, const Vector3 &p_c, const Vector3 &p_d, const Vector3 &p_pos) {
Vector3 vap = p_pos - p_a;
Vector3 vbp = p_pos - p_b;
const Vector3 vap = p_pos - p_a;
const Vector3 vbp = p_pos - p_b;
Vector3 vab = p_b - p_a;
Vector3 vac = p_c - p_a;
Vector3 vad = p_d - p_a;
const Vector3 vab = p_b - p_a;
const Vector3 vac = p_c - p_a;
const Vector3 vad = p_d - p_a;
Vector3 vbc = p_c - p_b;
Vector3 vbd = p_d - p_b;
const Vector3 vbc = p_c - p_b;
const Vector3 vbd = p_d - p_b;
// ScTP computes the scalar triple product
#define STP(m_a, m_b, m_c) ((m_a).dot((m_b).cross((m_c))))
float va6 = STP(vbp, vbd, vbc);
float vb6 = STP(vap, vac, vad);
float vc6 = STP(vap, vad, vab);
float vd6 = STP(vap, vab, vac);
float v6 = 1 / STP(vab, vac, vad);
const real_t va6 = STP(vbp, vbd, vbc);
const real_t vb6 = STP(vap, vac, vad);
const real_t vc6 = STP(vap, vad, vab);
const real_t vd6 = STP(vap, vab, vac);
const real_t v6 = 1 / STP(vab, vac, vad);
return Color(va6 * v6, vb6 * v6, vc6 * v6, vd6 * v6);
#undef STP
}
_FORCE_INLINE_ static Vector3 octahedron_map_decode(const Vector2 &p_uv) {
// https://twitter.com/Stubbesaurus/status/937994790553227264
Vector2 f = p_uv * 2.0f - Vector2(1.0f, 1.0f);
const Vector2 f = p_uv * 2.0f - Vector2(1.0f, 1.0f);
Vector3 n = Vector3(f.x, f.y, 1.0f - Math::abs(f.x) - Math::abs(f.y));
float t = CLAMP(-n.z, 0.0f, 1.0f);
const real_t t = CLAMP(-n.z, 0.0f, 1.0f);
n.x += n.x >= 0 ? -t : t;
n.y += n.y >= 0 ? -t : t;
return n.normalized();

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@ -37,7 +37,7 @@
#include "core/math/transform_3d.h"
#include "core/string/ustring.h"
float Projection::determinant() const {
real_t Projection::determinant() const {
return columns[0][3] * columns[1][2] * columns[2][1] * columns[3][0] - columns[0][2] * columns[1][3] * columns[2][1] * columns[3][0] -
columns[0][3] * columns[1][1] * columns[2][2] * columns[3][0] + columns[0][1] * columns[1][3] * columns[2][2] * columns[3][0] +
columns[0][2] * columns[1][1] * columns[2][3] * columns[3][0] - columns[0][1] * columns[1][2] * columns[2][3] * columns[3][0] -
@ -831,13 +831,13 @@ real_t Projection::get_fov() const {
}
}
float Projection::get_lod_multiplier() const {
real_t Projection::get_lod_multiplier() const {
if (is_orthogonal()) {
return get_viewport_half_extents().x;
} else {
float zn = get_z_near();
float width = get_viewport_half_extents().x * 2.0;
return 1.0 / (zn / width);
const real_t zn = get_z_near();
const real_t width = get_viewport_half_extents().x * 2.0f;
return 1.0f / (zn / width);
}
// Usage is lod_size / (lod_distance * multiplier) < threshold

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@ -65,7 +65,7 @@ struct _NO_DISCARD_ Projection {
return columns[p_axis];
}
float determinant() const;
real_t determinant() const;
void set_identity();
void set_zero();
void set_light_bias();
@ -148,7 +148,7 @@ struct _NO_DISCARD_ Projection {
return !(*this == p_cam);
}
float get_lod_multiplier() const;
real_t get_lod_multiplier() const;
Projection();
Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w);

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@ -307,14 +307,14 @@ struct _NO_DISCARD_ Rect2 {
i_f = i;
Vector2 r = (b - a);
float l = r.length();
const real_t l = r.length();
if (l == 0.0f) {
continue;
}
// Check inside.
Vector2 tg = r.orthogonal();
float s = tg.dot(center) - tg.dot(a);
const real_t s = tg.dot(center) - tg.dot(a);
if (s < 0.0f) {
side_plus++;
} else {
@ -330,8 +330,8 @@ struct _NO_DISCARD_ Rect2 {
Vector2 t13 = (position - a) * ir;
Vector2 t24 = (end - a) * ir;
float tmin = MAX(MIN(t13.x, t24.x), MIN(t13.y, t24.y));
float tmax = MIN(MAX(t13.x, t24.x), MAX(t13.y, t24.y));
const real_t tmin = MAX(MIN(t13.x, t24.x), MIN(t13.y, t24.y));
const real_t tmax = MIN(MAX(t13.x, t24.x), MAX(t13.y, t24.y));
// if tmax < 0, ray (line) is intersecting AABB, but the whole AABB is behind us
if (tmax < 0 || tmin > tmax || tmin >= l) {

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@ -101,14 +101,14 @@ Vector2 Vector3::octahedron_encode() const {
Vector3 Vector3::octahedron_decode(const Vector2 &p_oct) {
Vector2 f(p_oct.x * 2.0f - 1.0f, p_oct.y * 2.0f - 1.0f);
Vector3 n(f.x, f.y, 1.0f - Math::abs(f.x) - Math::abs(f.y));
float t = CLAMP(-n.z, 0.0f, 1.0f);
const real_t t = CLAMP(-n.z, 0.0f, 1.0f);
n.x += n.x >= 0 ? -t : t;
n.y += n.y >= 0 ? -t : t;
return n.normalized();
}
Vector2 Vector3::octahedron_tangent_encode(float p_sign) const {
const float bias = 1.0f / 32767.0f;
const real_t bias = 1.0f / (real_t)32767.0f;
Vector2 res = octahedron_encode();
res.y = MAX(res.y, bias);
res.y = res.y * 0.5f + 0.5f;

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@ -136,9 +136,9 @@ TEST_CASE("[Geometry3D] Get Closest Point To Segment") {
}
TEST_CASE("[Geometry3D] Plane and Box Overlap") {
CHECK(Geometry3D::planeBoxOverlap(Vector3(3, 4, 2), 5, Vector3(5, 5, 5)) == true);
CHECK(Geometry3D::planeBoxOverlap(Vector3(0, 1, 0), -10, Vector3(5, 5, 5)) == false);
CHECK(Geometry3D::planeBoxOverlap(Vector3(1, 0, 0), -6, Vector3(5, 5, 5)) == false);
CHECK(Geometry3D::planeBoxOverlap(Vector3(3, 4, 2), 5.0f, Vector3(5, 5, 5)) == true);
CHECK(Geometry3D::planeBoxOverlap(Vector3(0, 1, 0), -10.0f, Vector3(5, 5, 5)) == false);
CHECK(Geometry3D::planeBoxOverlap(Vector3(1, 0, 0), -6.0f, Vector3(5, 5, 5)) == false);
}
TEST_CASE("[Geometry3D] Is Point in Projected Triangle") {