[Core] Codestyle improvements to math types

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A Thousand Ships 2024-02-17 23:24:59 +01:00
parent 01dc5c5b58
commit a497a5cb3e
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22 changed files with 348 additions and 348 deletions

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@ -73,7 +73,7 @@ struct _NO_DISCARD_ AABB {
AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs
bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
_FORCE_INLINE_ bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const;
_FORCE_INLINE_ bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t p_t0, real_t p_t1) const;
_FORCE_INLINE_ bool intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const;
_FORCE_INLINE_ bool inside_convex_shape(const Plane *p_planes, int p_plane_count) const;
@ -401,7 +401,7 @@ inline real_t AABB::get_shortest_axis_size() const {
return max_size;
}
bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const {
bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t p_t0, real_t p_t1) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
@ -452,7 +452,7 @@ bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real
if (tzmax < tmax) {
tmax = tzmax;
}
return ((tmin < t1) && (tmax > t0));
return ((tmin < p_t1) && (tmax > p_t0));
}
void AABB::grow_by(real_t p_amount) {

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@ -907,7 +907,7 @@ void Basis::_set_diagonal(const Vector3 &p_diag) {
rows[2][2] = p_diag.z;
}
Basis Basis::lerp(const Basis &p_to, const real_t &p_weight) const {
Basis Basis::lerp(const Basis &p_to, real_t p_weight) const {
Basis b;
b.rows[0] = rows[0].lerp(p_to.rows[0], p_weight);
b.rows[1] = rows[1].lerp(p_to.rows[1], p_weight);
@ -916,7 +916,7 @@ Basis Basis::lerp(const Basis &p_to, const real_t &p_weight) const {
return b;
}
Basis Basis::slerp(const Basis &p_to, const real_t &p_weight) const {
Basis Basis::slerp(const Basis &p_to, real_t p_weight) const {
//consider scale
Quaternion from(*this);
Quaternion to(p_to);

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@ -41,11 +41,11 @@ struct _NO_DISCARD_ Basis {
Vector3(0, 0, 1)
};
_FORCE_INLINE_ const Vector3 &operator[](int axis) const {
return rows[axis];
_FORCE_INLINE_ const Vector3 &operator[](int p_axis) const {
return rows[p_axis];
}
_FORCE_INLINE_ Vector3 &operator[](int axis) {
return rows[axis];
_FORCE_INLINE_ Vector3 &operator[](int p_axis) {
return rows[p_axis];
}
void invert();
@ -110,14 +110,14 @@ struct _NO_DISCARD_ Basis {
void set_quaternion_scale(const Quaternion &p_quaternion, const Vector3 &p_scale);
// transposed dot products
_FORCE_INLINE_ real_t tdotx(const Vector3 &v) const {
return rows[0][0] * v[0] + rows[1][0] * v[1] + rows[2][0] * v[2];
_FORCE_INLINE_ real_t tdotx(const Vector3 &p_v) const {
return rows[0][0] * p_v[0] + rows[1][0] * p_v[1] + rows[2][0] * p_v[2];
}
_FORCE_INLINE_ real_t tdoty(const Vector3 &v) const {
return rows[0][1] * v[0] + rows[1][1] * v[1] + rows[2][1] * v[2];
_FORCE_INLINE_ real_t tdoty(const Vector3 &p_v) const {
return rows[0][1] * p_v[0] + rows[1][1] * p_v[1] + rows[2][1] * p_v[2];
}
_FORCE_INLINE_ real_t tdotz(const Vector3 &v) const {
return rows[0][2] * v[0] + rows[1][2] * v[1] + rows[2][2] * v[2];
_FORCE_INLINE_ real_t tdotz(const Vector3 &p_v) const {
return rows[0][2] * p_v[0] + rows[1][2] * p_v[1] + rows[2][2] * p_v[2];
}
bool is_equal_approx(const Basis &p_basis) const;
@ -134,10 +134,10 @@ struct _NO_DISCARD_ Basis {
_FORCE_INLINE_ Basis operator+(const Basis &p_matrix) const;
_FORCE_INLINE_ void operator-=(const Basis &p_matrix);
_FORCE_INLINE_ Basis operator-(const Basis &p_matrix) const;
_FORCE_INLINE_ void operator*=(const real_t p_val);
_FORCE_INLINE_ Basis operator*(const real_t p_val) const;
_FORCE_INLINE_ void operator/=(const real_t p_val);
_FORCE_INLINE_ Basis operator/(const real_t p_val) const;
_FORCE_INLINE_ void operator*=(real_t p_val);
_FORCE_INLINE_ Basis operator*(real_t p_val) const;
_FORCE_INLINE_ void operator/=(real_t p_val);
_FORCE_INLINE_ Basis operator/(real_t p_val) const;
bool is_orthogonal() const;
bool is_orthonormal() const;
@ -145,24 +145,24 @@ struct _NO_DISCARD_ Basis {
bool is_diagonal() const;
bool is_rotation() const;
Basis lerp(const Basis &p_to, const real_t &p_weight) const;
Basis slerp(const Basis &p_to, const real_t &p_weight) const;
Basis lerp(const Basis &p_to, real_t p_weight) const;
Basis slerp(const Basis &p_to, real_t p_weight) const;
void rotate_sh(real_t *p_values);
operator String() const;
/* create / set */
_FORCE_INLINE_ void set(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) {
rows[0][0] = xx;
rows[0][1] = xy;
rows[0][2] = xz;
rows[1][0] = yx;
rows[1][1] = yy;
rows[1][2] = yz;
rows[2][0] = zx;
rows[2][1] = zy;
rows[2][2] = zz;
_FORCE_INLINE_ void set(real_t p_xx, real_t p_xy, real_t p_xz, real_t p_yx, real_t p_yy, real_t p_yz, real_t p_zx, real_t p_zy, real_t p_zz) {
rows[0][0] = p_xx;
rows[0][1] = p_xy;
rows[0][2] = p_xz;
rows[1][0] = p_yx;
rows[1][1] = p_yy;
rows[1][2] = p_yz;
rows[2][0] = p_zx;
rows[2][1] = p_zy;
rows[2][2] = p_zz;
}
_FORCE_INLINE_ void set_columns(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) {
set_column(0, p_x);
@ -192,20 +192,20 @@ struct _NO_DISCARD_ Basis {
rows[2].zero();
}
_FORCE_INLINE_ Basis transpose_xform(const Basis &m) const {
_FORCE_INLINE_ Basis transpose_xform(const Basis &p_m) const {
return Basis(
rows[0].x * m[0].x + rows[1].x * m[1].x + rows[2].x * m[2].x,
rows[0].x * m[0].y + rows[1].x * m[1].y + rows[2].x * m[2].y,
rows[0].x * m[0].z + rows[1].x * m[1].z + rows[2].x * m[2].z,
rows[0].y * m[0].x + rows[1].y * m[1].x + rows[2].y * m[2].x,
rows[0].y * m[0].y + rows[1].y * m[1].y + rows[2].y * m[2].y,
rows[0].y * m[0].z + rows[1].y * m[1].z + rows[2].y * m[2].z,
rows[0].z * m[0].x + rows[1].z * m[1].x + rows[2].z * m[2].x,
rows[0].z * m[0].y + rows[1].z * m[1].y + rows[2].z * m[2].y,
rows[0].z * m[0].z + rows[1].z * m[1].z + rows[2].z * m[2].z);
rows[0].x * p_m[0].x + rows[1].x * p_m[1].x + rows[2].x * p_m[2].x,
rows[0].x * p_m[0].y + rows[1].x * p_m[1].y + rows[2].x * p_m[2].y,
rows[0].x * p_m[0].z + rows[1].x * p_m[1].z + rows[2].x * p_m[2].z,
rows[0].y * p_m[0].x + rows[1].y * p_m[1].x + rows[2].y * p_m[2].x,
rows[0].y * p_m[0].y + rows[1].y * p_m[1].y + rows[2].y * p_m[2].y,
rows[0].y * p_m[0].z + rows[1].y * p_m[1].z + rows[2].y * p_m[2].z,
rows[0].z * p_m[0].x + rows[1].z * p_m[1].x + rows[2].z * p_m[2].x,
rows[0].z * p_m[0].y + rows[1].z * p_m[1].y + rows[2].z * p_m[2].y,
rows[0].z * p_m[0].z + rows[1].z * p_m[1].z + rows[2].z * p_m[2].z);
}
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) {
set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
Basis(real_t p_xx, real_t p_xy, real_t p_xz, real_t p_yx, real_t p_yy, real_t p_yz, real_t p_zx, real_t p_zy, real_t p_zz) {
set(p_xx, p_xy, p_xz, p_yx, p_yy, p_yz, p_zx, p_zy, p_zz);
}
void orthonormalize();
@ -279,25 +279,25 @@ _FORCE_INLINE_ Basis Basis::operator-(const Basis &p_matrix) const {
return ret;
}
_FORCE_INLINE_ void Basis::operator*=(const real_t p_val) {
_FORCE_INLINE_ void Basis::operator*=(real_t p_val) {
rows[0] *= p_val;
rows[1] *= p_val;
rows[2] *= p_val;
}
_FORCE_INLINE_ Basis Basis::operator*(const real_t p_val) const {
_FORCE_INLINE_ Basis Basis::operator*(real_t p_val) const {
Basis ret(*this);
ret *= p_val;
return ret;
}
_FORCE_INLINE_ void Basis::operator/=(const real_t p_val) {
_FORCE_INLINE_ void Basis::operator/=(real_t p_val) {
rows[0] /= p_val;
rows[1] /= p_val;
rows[2] /= p_val;
}
_FORCE_INLINE_ Basis Basis::operator/(const real_t p_val) const {
_FORCE_INLINE_ Basis Basis::operator/(real_t p_val) const {
Basis ret(*this);
ret /= p_val;
return ret;

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@ -64,7 +64,7 @@ public:
}
};
static Triangle create_triangle(const Vector<Vector2> &p_vertices, const int &p_a, const int &p_b, const int &p_c) {
static Triangle create_triangle(const Vector<Vector2> &p_vertices, int p_a, int p_b, int p_c) {
Triangle triangle = Triangle(p_a, p_b, p_c);
// Get the values of the circumcircle and store them inside the triangle object.

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@ -55,12 +55,12 @@ struct _NO_DISCARD_ Projection {
Vector4 columns[4];
_FORCE_INLINE_ const Vector4 &operator[](const int p_axis) const {
_FORCE_INLINE_ const Vector4 &operator[](int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 4);
return columns[p_axis];
}
_FORCE_INLINE_ Vector4 &operator[](const int p_axis) {
_FORCE_INLINE_ Vector4 &operator[](int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 4);
return columns[p_axis];
}

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@ -110,7 +110,7 @@ Quaternion Quaternion::exp() const {
return Quaternion(src_v, theta);
}
Quaternion Quaternion::slerp(const Quaternion &p_to, const real_t &p_weight) const {
Quaternion Quaternion::slerp(const Quaternion &p_to, real_t p_weight) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!is_normalized(), Quaternion(), "The start quaternion " + operator String() + " must be normalized.");
ERR_FAIL_COND_V_MSG(!p_to.is_normalized(), Quaternion(), "The end quaternion " + p_to.operator String() + " must be normalized.");
@ -151,7 +151,7 @@ Quaternion Quaternion::slerp(const Quaternion &p_to, const real_t &p_weight) con
scale0 * w + scale1 * to1.w);
}
Quaternion Quaternion::slerpni(const Quaternion &p_to, const real_t &p_weight) const {
Quaternion Quaternion::slerpni(const Quaternion &p_to, real_t p_weight) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!is_normalized(), Quaternion(), "The start quaternion " + operator String() + " must be normalized.");
ERR_FAIL_COND_V_MSG(!p_to.is_normalized(), Quaternion(), "The end quaternion " + p_to.operator String() + " must be normalized.");
@ -175,7 +175,7 @@ Quaternion Quaternion::slerpni(const Quaternion &p_to, const real_t &p_weight) c
invFactor * from.w + newFactor * p_to.w);
}
Quaternion Quaternion::spherical_cubic_interpolate(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight) const {
Quaternion Quaternion::spherical_cubic_interpolate(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, real_t p_weight) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!is_normalized(), Quaternion(), "The start quaternion " + operator String() + " must be normalized.");
ERR_FAIL_COND_V_MSG(!p_b.is_normalized(), Quaternion(), "The end quaternion " + p_b.operator String() + " must be normalized.");
@ -225,8 +225,8 @@ Quaternion Quaternion::spherical_cubic_interpolate(const Quaternion &p_b, const
return q1.slerp(q2, p_weight);
}
Quaternion Quaternion::spherical_cubic_interpolate_in_time(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &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 {
Quaternion Quaternion::spherical_cubic_interpolate_in_time(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, real_t p_weight,
real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!is_normalized(), Quaternion(), "The start quaternion " + operator String() + " must be normalized.");
ERR_FAIL_COND_V_MSG(!p_b.is_normalized(), Quaternion(), "The end quaternion " + p_b.operator String() + " must be normalized.");

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@ -46,11 +46,11 @@ struct _NO_DISCARD_ Quaternion {
real_t components[4] = { 0, 0, 0, 1.0 };
};
_FORCE_INLINE_ real_t &operator[](int idx) {
return components[idx];
_FORCE_INLINE_ real_t &operator[](int p_idx) {
return components[p_idx];
}
_FORCE_INLINE_ const real_t &operator[](int idx) const {
return components[idx];
_FORCE_INLINE_ const real_t &operator[](int p_idx) const {
return components[p_idx];
}
_FORCE_INLINE_ real_t length_squared() const;
bool is_equal_approx(const Quaternion &p_quaternion) const;
@ -68,10 +68,10 @@ struct _NO_DISCARD_ Quaternion {
Vector3 get_euler(EulerOrder p_order = EulerOrder::YXZ) const;
static Quaternion from_euler(const Vector3 &p_euler);
Quaternion slerp(const Quaternion &p_to, const real_t &p_weight) const;
Quaternion slerpni(const Quaternion &p_to, const real_t &p_weight) const;
Quaternion spherical_cubic_interpolate(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight) const;
Quaternion spherical_cubic_interpolate_in_time(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &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;
Quaternion slerp(const Quaternion &p_to, real_t p_weight) const;
Quaternion slerpni(const Quaternion &p_to, real_t p_weight) const;
Quaternion spherical_cubic_interpolate(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, real_t p_weight) const;
Quaternion spherical_cubic_interpolate_in_time(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const;
Vector3 get_axis() const;
real_t get_angle() const;
@ -87,28 +87,28 @@ struct _NO_DISCARD_ Quaternion {
void operator*=(const Quaternion &p_q);
Quaternion operator*(const Quaternion &p_q) const;
_FORCE_INLINE_ Vector3 xform(const Vector3 &v) const {
_FORCE_INLINE_ Vector3 xform(const Vector3 &p_v) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!is_normalized(), v, "The quaternion " + operator String() + " must be normalized.");
ERR_FAIL_COND_V_MSG(!is_normalized(), p_v, "The quaternion " + operator String() + " must be normalized.");
#endif
Vector3 u(x, y, z);
Vector3 uv = u.cross(v);
return v + ((uv * w) + u.cross(uv)) * ((real_t)2);
Vector3 uv = u.cross(p_v);
return p_v + ((uv * w) + u.cross(uv)) * ((real_t)2);
}
_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &v) const {
return inverse().xform(v);
_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_v) const {
return inverse().xform(p_v);
}
_FORCE_INLINE_ void operator+=(const Quaternion &p_q);
_FORCE_INLINE_ void operator-=(const Quaternion &p_q);
_FORCE_INLINE_ void operator*=(const real_t &s);
_FORCE_INLINE_ void operator/=(const real_t &s);
_FORCE_INLINE_ Quaternion operator+(const Quaternion &q2) const;
_FORCE_INLINE_ Quaternion operator-(const Quaternion &q2) const;
_FORCE_INLINE_ void operator*=(real_t p_s);
_FORCE_INLINE_ void operator/=(real_t p_s);
_FORCE_INLINE_ Quaternion operator+(const Quaternion &p_q2) const;
_FORCE_INLINE_ Quaternion operator-(const Quaternion &p_q2) const;
_FORCE_INLINE_ Quaternion operator-() const;
_FORCE_INLINE_ Quaternion operator*(const real_t &s) const;
_FORCE_INLINE_ Quaternion operator/(const real_t &s) const;
_FORCE_INLINE_ Quaternion operator*(real_t p_s) const;
_FORCE_INLINE_ Quaternion operator/(real_t p_s) const;
_FORCE_INLINE_ bool operator==(const Quaternion &p_quaternion) const;
_FORCE_INLINE_ bool operator!=(const Quaternion &p_quaternion) const;
@ -140,9 +140,9 @@ struct _NO_DISCARD_ Quaternion {
w = p_q.w;
}
Quaternion(const Vector3 &v0, const Vector3 &v1) { // Shortest arc.
Vector3 c = v0.cross(v1);
real_t d = v0.dot(v1);
Quaternion(const Vector3 &p_v0, const Vector3 &p_v1) { // Shortest arc.
Vector3 c = p_v0.cross(p_v1);
real_t d = p_v0.dot(p_v1);
if (d < -1.0f + (real_t)CMP_EPSILON) {
x = 0;
@ -183,25 +183,25 @@ void Quaternion::operator-=(const Quaternion &p_q) {
w -= p_q.w;
}
void Quaternion::operator*=(const real_t &s) {
x *= s;
y *= s;
z *= s;
w *= s;
void Quaternion::operator*=(real_t p_s) {
x *= p_s;
y *= p_s;
z *= p_s;
w *= p_s;
}
void Quaternion::operator/=(const real_t &s) {
*this *= 1.0f / s;
void Quaternion::operator/=(real_t p_s) {
*this *= 1.0f / p_s;
}
Quaternion Quaternion::operator+(const Quaternion &q2) const {
Quaternion Quaternion::operator+(const Quaternion &p_q2) const {
const Quaternion &q1 = *this;
return Quaternion(q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w);
return Quaternion(q1.x + p_q2.x, q1.y + p_q2.y, q1.z + p_q2.z, q1.w + p_q2.w);
}
Quaternion Quaternion::operator-(const Quaternion &q2) const {
Quaternion Quaternion::operator-(const Quaternion &p_q2) const {
const Quaternion &q1 = *this;
return Quaternion(q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w);
return Quaternion(q1.x - p_q2.x, q1.y - p_q2.y, q1.z - p_q2.z, q1.w - p_q2.w);
}
Quaternion Quaternion::operator-() const {
@ -209,12 +209,12 @@ Quaternion Quaternion::operator-() const {
return Quaternion(-q2.x, -q2.y, -q2.z, -q2.w);
}
Quaternion Quaternion::operator*(const real_t &s) const {
return Quaternion(x * s, y * s, z * s, w * s);
Quaternion Quaternion::operator*(real_t p_s) const {
return Quaternion(x * p_s, y * p_s, z * p_s, w * p_s);
}
Quaternion Quaternion::operator/(const real_t &s) const {
return *this * (1.0f / s);
Quaternion Quaternion::operator/(real_t p_s) const {
return *this * (1.0f / p_s);
}
bool Quaternion::operator==(const Quaternion &p_quaternion) const {
@ -225,7 +225,7 @@ bool Quaternion::operator!=(const Quaternion &p_quaternion) const {
return x != p_quaternion.x || y != p_quaternion.y || z != p_quaternion.z || w != p_quaternion.w;
}
_FORCE_INLINE_ Quaternion operator*(const real_t &p_real, const Quaternion &p_quaternion) {
_FORCE_INLINE_ Quaternion operator*(real_t p_real, const Quaternion &p_quaternion) {
return p_quaternion * p_real;
}

View file

@ -51,7 +51,7 @@ struct _NO_DISCARD_ Rect2 {
_FORCE_INLINE_ Vector2 get_center() const { return position + (size * 0.5f); }
inline bool intersects(const Rect2 &p_rect, const bool p_include_borders = false) const {
inline bool intersects(const Rect2 &p_rect, bool p_include_borders = false) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");

View file

@ -65,7 +65,7 @@ Transform2D Transform2D::affine_inverse() const {
return inv;
}
void Transform2D::rotate(const real_t p_angle) {
void Transform2D::rotate(real_t p_angle) {
*this = Transform2D(p_angle, Vector2()) * (*this);
}
@ -74,7 +74,7 @@ real_t Transform2D::get_skew() const {
return Math::acos(columns[0].normalized().dot(SIGN(det) * columns[1].normalized())) - (real_t)Math_PI * 0.5f;
}
void Transform2D::set_skew(const real_t p_angle) {
void Transform2D::set_skew(real_t p_angle) {
real_t det = determinant();
columns[1] = SIGN(det) * columns[0].rotated(((real_t)Math_PI * 0.5f + p_angle)).normalized() * columns[1].length();
}
@ -83,7 +83,7 @@ real_t Transform2D::get_rotation() const {
return Math::atan2(columns[0].y, columns[0].x);
}
void Transform2D::set_rotation(const real_t p_rot) {
void Transform2D::set_rotation(real_t p_rot) {
Size2 scale = get_scale();
real_t cr = Math::cos(p_rot);
real_t sr = Math::sin(p_rot);
@ -94,7 +94,7 @@ void Transform2D::set_rotation(const real_t p_rot) {
set_scale(scale);
}
Transform2D::Transform2D(const real_t p_rot, const Vector2 &p_pos) {
Transform2D::Transform2D(real_t p_rot, const Vector2 &p_pos) {
real_t cr = Math::cos(p_rot);
real_t sr = Math::sin(p_rot);
columns[0][0] = cr;
@ -104,7 +104,7 @@ Transform2D::Transform2D(const real_t p_rot, const Vector2 &p_pos) {
columns[2] = p_pos;
}
Transform2D::Transform2D(const real_t p_rot, const Size2 &p_scale, const real_t p_skew, const Vector2 &p_pos) {
Transform2D::Transform2D(real_t p_rot, const Size2 &p_scale, real_t p_skew, const Vector2 &p_pos) {
columns[0][0] = Math::cos(p_rot) * p_scale.x;
columns[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
columns[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;
@ -136,7 +136,7 @@ void Transform2D::scale_basis(const Size2 &p_scale) {
columns[1][1] *= p_scale.y;
}
void Transform2D::translate_local(const real_t p_tx, const real_t p_ty) {
void Transform2D::translate_local(real_t p_tx, real_t p_ty) {
translate_local(Vector2(p_tx, p_ty));
}
@ -261,12 +261,12 @@ Transform2D Transform2D::translated_local(const Vector2 &p_offset) const {
return Transform2D(columns[0], columns[1], columns[2] + basis_xform(p_offset));
}
Transform2D Transform2D::rotated(const real_t p_angle) const {
Transform2D Transform2D::rotated(real_t p_angle) const {
// Equivalent to left multiplication
return Transform2D(p_angle, Vector2()) * (*this);
}
Transform2D Transform2D::rotated_local(const real_t p_angle) const {
Transform2D Transform2D::rotated_local(real_t p_angle) const {
// Equivalent to right multiplication
return (*this) * Transform2D(p_angle, Vector2()); // Could be optimized, because origin transform can be skipped.
}
@ -275,7 +275,7 @@ real_t Transform2D::determinant() const {
return columns[0].x * columns[1].y - columns[0].y * columns[1].x;
}
Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, const real_t p_weight) const {
Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t p_weight) const {
return Transform2D(
Math::lerp_angle(get_rotation(), p_transform.get_rotation(), p_weight),
get_scale().lerp(p_transform.get_scale(), p_weight),
@ -283,25 +283,25 @@ Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, const
get_origin().lerp(p_transform.get_origin(), p_weight));
}
void Transform2D::operator*=(const real_t p_val) {
void Transform2D::operator*=(real_t p_val) {
columns[0] *= p_val;
columns[1] *= p_val;
columns[2] *= p_val;
}
Transform2D Transform2D::operator*(const real_t p_val) const {
Transform2D Transform2D::operator*(real_t p_val) const {
Transform2D ret(*this);
ret *= p_val;
return ret;
}
void Transform2D::operator/=(const real_t p_val) {
void Transform2D::operator/=(real_t p_val) {
columns[0] /= p_val;
columns[1] /= p_val;
columns[2] /= p_val;
}
Transform2D Transform2D::operator/(const real_t p_val) const {
Transform2D Transform2D::operator/(real_t p_val) const {
Transform2D ret(*this);
ret /= p_val;
return ret;

View file

@ -52,8 +52,8 @@ struct _NO_DISCARD_ Transform2D {
Vector2 columns[3];
_FORCE_INLINE_ real_t tdotx(const Vector2 &v) const { return columns[0][0] * v.x + columns[1][0] * v.y; }
_FORCE_INLINE_ real_t tdoty(const Vector2 &v) const { return columns[0][1] * v.x + columns[1][1] * v.y; }
_FORCE_INLINE_ real_t tdotx(const Vector2 &p_v) const { return columns[0][0] * p_v.x + columns[1][0] * p_v.y; }
_FORCE_INLINE_ real_t tdoty(const Vector2 &p_v) const { return columns[0][1] * p_v.x + columns[1][1] * p_v.y; }
const Vector2 &operator[](int p_idx) const { return columns[p_idx]; }
Vector2 &operator[](int p_idx) { return columns[p_idx]; }
@ -64,17 +64,17 @@ struct _NO_DISCARD_ Transform2D {
void affine_invert();
Transform2D affine_inverse() const;
void set_rotation(const real_t p_rot);
void set_rotation(real_t p_rot);
real_t get_rotation() const;
real_t get_skew() const;
void set_skew(const real_t p_angle);
_FORCE_INLINE_ void set_rotation_and_scale(const real_t p_rot, const Size2 &p_scale);
_FORCE_INLINE_ void set_rotation_scale_and_skew(const real_t p_rot, const Size2 &p_scale, const real_t p_skew);
void rotate(const real_t p_angle);
void set_skew(real_t p_angle);
_FORCE_INLINE_ void set_rotation_and_scale(real_t p_rot, const Size2 &p_scale);
_FORCE_INLINE_ void set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, real_t p_skew);
void rotate(real_t p_angle);
void scale(const Size2 &p_scale);
void scale_basis(const Size2 &p_scale);
void translate_local(const real_t p_tx, const real_t p_ty);
void translate_local(real_t p_tx, real_t p_ty);
void translate_local(const Vector2 &p_translation);
real_t determinant() const;
@ -89,8 +89,8 @@ struct _NO_DISCARD_ Transform2D {
Transform2D scaled_local(const Size2 &p_scale) const;
Transform2D translated(const Vector2 &p_offset) const;
Transform2D translated_local(const Vector2 &p_offset) const;
Transform2D rotated(const real_t p_angle) const;
Transform2D rotated_local(const real_t p_angle) const;
Transform2D rotated(real_t p_angle) const;
Transform2D rotated_local(real_t p_angle) const;
Transform2D untranslated() const;
@ -107,12 +107,12 @@ struct _NO_DISCARD_ Transform2D {
void operator*=(const Transform2D &p_transform);
Transform2D operator*(const Transform2D &p_transform) const;
void operator*=(const real_t p_val);
Transform2D operator*(const real_t p_val) const;
void operator/=(const real_t p_val);
Transform2D operator/(const real_t p_val) const;
void operator*=(real_t p_val);
Transform2D operator*(real_t p_val) const;
void operator/=(real_t p_val);
Transform2D operator/(real_t p_val) const;
Transform2D interpolate_with(const Transform2D &p_transform, const real_t p_c) const;
Transform2D interpolate_with(const Transform2D &p_transform, real_t p_c) const;
_FORCE_INLINE_ Vector2 basis_xform(const Vector2 &p_vec) const;
_FORCE_INLINE_ Vector2 basis_xform_inv(const Vector2 &p_vec) const;
@ -125,13 +125,13 @@ struct _NO_DISCARD_ Transform2D {
operator String() const;
Transform2D(const real_t xx, const real_t xy, const real_t yx, const real_t yy, const real_t ox, const real_t oy) {
columns[0][0] = xx;
columns[0][1] = xy;
columns[1][0] = yx;
columns[1][1] = yy;
columns[2][0] = ox;
columns[2][1] = oy;
Transform2D(real_t p_xx, real_t p_xy, real_t p_yx, real_t p_yy, real_t p_ox, real_t p_oy) {
columns[0][0] = p_xx;
columns[0][1] = p_xy;
columns[1][0] = p_yx;
columns[1][1] = p_yy;
columns[2][0] = p_ox;
columns[2][1] = p_oy;
}
Transform2D(const Vector2 &p_x, const Vector2 &p_y, const Vector2 &p_origin) {
@ -140,9 +140,9 @@ struct _NO_DISCARD_ Transform2D {
columns[2] = p_origin;
}
Transform2D(const real_t p_rot, const Vector2 &p_pos);
Transform2D(real_t p_rot, const Vector2 &p_pos);
Transform2D(const real_t p_rot, const Size2 &p_scale, const real_t p_skew, const Vector2 &p_pos);
Transform2D(real_t p_rot, const Size2 &p_scale, real_t p_skew, const Vector2 &p_pos);
Transform2D() {
columns[0][0] = 1.0;
@ -190,14 +190,14 @@ Rect2 Transform2D::xform(const Rect2 &p_rect) const {
return new_rect;
}
void Transform2D::set_rotation_and_scale(const real_t p_rot, const Size2 &p_scale) {
void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
columns[0][0] = Math::cos(p_rot) * p_scale.x;
columns[1][1] = Math::cos(p_rot) * p_scale.y;
columns[1][0] = -Math::sin(p_rot) * p_scale.y;
columns[0][1] = Math::sin(p_rot) * p_scale.x;
}
void Transform2D::set_rotation_scale_and_skew(const real_t p_rot, const Size2 &p_scale, const real_t p_skew) {
void Transform2D::set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, real_t p_skew) {
columns[0][0] = Math::cos(p_rot) * p_scale.x;
columns[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
columns[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;

View file

@ -197,23 +197,23 @@ Transform3D Transform3D::operator*(const Transform3D &p_transform) const {
return t;
}
void Transform3D::operator*=(const real_t p_val) {
void Transform3D::operator*=(real_t p_val) {
origin *= p_val;
basis *= p_val;
}
Transform3D Transform3D::operator*(const real_t p_val) const {
Transform3D Transform3D::operator*(real_t p_val) const {
Transform3D ret(*this);
ret *= p_val;
return ret;
}
void Transform3D::operator/=(const real_t p_val) {
void Transform3D::operator/=(real_t p_val) {
basis /= p_val;
origin /= p_val;
}
Transform3D Transform3D::operator/(const real_t p_val) const {
Transform3D Transform3D::operator/(real_t p_val) const {
Transform3D ret(*this);
ret /= p_val;
return ret;
@ -238,7 +238,7 @@ Transform3D::Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &
basis.set_column(2, p_z);
}
Transform3D::Transform3D(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, real_t ox, real_t oy, real_t oz) {
basis = Basis(xx, xy, xz, yx, yy, yz, zx, zy, zz);
origin = Vector3(ox, oy, oz);
Transform3D::Transform3D(real_t p_xx, real_t p_xy, real_t p_xz, real_t p_yx, real_t p_yy, real_t p_yz, real_t p_zx, real_t p_zy, real_t p_zz, real_t p_ox, real_t p_oy, real_t p_oz) {
basis = Basis(p_xx, p_xy, p_xz, p_yx, p_yy, p_yz, p_zx, p_zy, p_zz);
origin = Vector3(p_ox, p_oy, p_oz);
}

View file

@ -102,10 +102,10 @@ struct _NO_DISCARD_ Transform3D {
void operator*=(const Transform3D &p_transform);
Transform3D operator*(const Transform3D &p_transform) const;
void operator*=(const real_t p_val);
Transform3D operator*(const real_t p_val) const;
void operator/=(const real_t p_val);
Transform3D operator/(const real_t p_val) const;
void operator*=(real_t p_val);
Transform3D operator*(real_t p_val) const;
void operator/=(real_t p_val);
Transform3D operator/(real_t p_val) const;
Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const;
@ -115,11 +115,11 @@ struct _NO_DISCARD_ Transform3D {
basis.xform(v));
}
void set(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, real_t tx, real_t ty, real_t tz) {
basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
origin.x = tx;
origin.y = ty;
origin.z = tz;
void set(real_t p_xx, real_t p_xy, real_t p_xz, real_t p_yx, real_t p_yy, real_t p_yz, real_t p_zx, real_t p_zy, real_t p_zz, real_t p_tx, real_t p_ty, real_t p_tz) {
basis.set(p_xx, p_xy, p_xz, p_yx, p_yy, p_yz, p_zx, p_zy, p_zz);
origin.x = p_tx;
origin.y = p_ty;
origin.z = p_tz;
}
operator String() const;
@ -127,7 +127,7 @@ struct _NO_DISCARD_ Transform3D {
Transform3D() {}
Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3());
Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin);
Transform3D(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, real_t ox, real_t oy, real_t oz);
Transform3D(real_t p_xx, real_t p_xy, real_t p_xz, real_t p_yx, real_t p_yy, real_t p_yz, real_t p_zx, real_t p_zy, real_t p_zz, real_t p_ox, real_t p_oy, real_t p_oz);
};
_FORCE_INLINE_ Vector3 Transform3D::xform(const Vector3 &p_vector) const {

View file

@ -37,7 +37,7 @@ real_t Vector2::angle() const {
return Math::atan2(y, x);
}
Vector2 Vector2::from_angle(const real_t p_angle) {
Vector2 Vector2::from_angle(real_t p_angle) {
return Vector2(Math::cos(p_angle), Math::sin(p_angle));
}
@ -109,7 +109,7 @@ Vector2 Vector2::round() const {
return Vector2(Math::round(x), Math::round(y));
}
Vector2 Vector2::rotated(const real_t p_by) const {
Vector2 Vector2::rotated(real_t p_by) const {
real_t sine = Math::sin(p_by);
real_t cosi = Math::cos(p_by);
return Vector2(
@ -117,7 +117,7 @@ Vector2 Vector2::rotated(const real_t p_by) const {
x * sine + y * cosi);
}
Vector2 Vector2::posmod(const real_t p_mod) const {
Vector2 Vector2::posmod(real_t p_mod) const {
return Vector2(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod));
}
@ -141,7 +141,7 @@ Vector2 Vector2::snapped(const Vector2 &p_step) const {
Math::snapped(y, p_step.y));
}
Vector2 Vector2::limit_length(const real_t p_len) const {
Vector2 Vector2::limit_length(real_t p_len) const {
const real_t l = length();
Vector2 v = *this;
if (l > 0 && p_len < l) {
@ -152,7 +152,7 @@ Vector2 Vector2::limit_length(const real_t p_len) const {
return v;
}
Vector2 Vector2::move_toward(const Vector2 &p_to, const real_t p_delta) const {
Vector2 Vector2::move_toward(const Vector2 &p_to, real_t p_delta) const {
Vector2 v = *this;
Vector2 vd = p_to - v;
real_t len = vd.length();

View file

@ -60,13 +60,13 @@ struct _NO_DISCARD_ Vector2 {
real_t coord[2] = { 0 };
};
_FORCE_INLINE_ real_t &operator[](int p_idx) {
DEV_ASSERT((unsigned int)p_idx < 2);
return coord[p_idx];
_FORCE_INLINE_ real_t &operator[](int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 2);
return coord[p_axis];
}
_FORCE_INLINE_ const real_t &operator[](int p_idx) const {
DEV_ASSERT((unsigned int)p_idx < 2);
return coord[p_idx];
_FORCE_INLINE_ const real_t &operator[](int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 2);
return coord[p_axis];
}
_FORCE_INLINE_ Vector2::Axis min_axis_index() const {
@ -83,7 +83,7 @@ struct _NO_DISCARD_ Vector2 {
real_t length() const;
real_t length_squared() const;
Vector2 limit_length(const real_t p_len = 1.0) const;
Vector2 limit_length(real_t p_len = 1.0) const;
Vector2 min(const Vector2 &p_vector2) const {
return Vector2(MIN(x, p_vector2.x), MIN(y, p_vector2.y));
@ -101,20 +101,20 @@ struct _NO_DISCARD_ Vector2 {
real_t dot(const Vector2 &p_other) const;
real_t cross(const Vector2 &p_other) const;
Vector2 posmod(const real_t p_mod) const;
Vector2 posmod(real_t p_mod) const;
Vector2 posmodv(const Vector2 &p_modv) const;
Vector2 project(const Vector2 &p_to) const;
Vector2 plane_project(const real_t p_d, const Vector2 &p_vec) const;
Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
_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;
_FORCE_INLINE_ Vector2 bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const;
_FORCE_INLINE_ Vector2 lerp(const Vector2 &p_to, real_t p_weight) const;
_FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, real_t p_weight) const;
_FORCE_INLINE_ Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, 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, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, 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, real_t p_t) const;
_FORCE_INLINE_ Vector2 bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, real_t p_t) const;
Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
Vector2 move_toward(const Vector2 &p_to, real_t p_delta) const;
Vector2 slide(const Vector2 &p_normal) const;
Vector2 bounce(const Vector2 &p_normal) const;
@ -130,16 +130,16 @@ struct _NO_DISCARD_ Vector2 {
void operator-=(const Vector2 &p_v);
Vector2 operator*(const Vector2 &p_v1) const;
Vector2 operator*(const real_t &rvalue) const;
void operator*=(const real_t &rvalue);
void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
Vector2 operator*(real_t p_rvalue) const;
void operator*=(real_t p_rvalue);
void operator*=(const Vector2 &p_rvalue) { *this = *this * p_rvalue; }
Vector2 operator/(const Vector2 &p_v1) const;
Vector2 operator/(const real_t &rvalue) const;
Vector2 operator/(real_t p_rvalue) const;
void operator/=(const real_t &rvalue);
void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; }
void operator/=(real_t p_rvalue);
void operator/=(const Vector2 &p_rvalue) { *this = *this / p_rvalue; }
Vector2 operator-() const;
@ -152,13 +152,13 @@ struct _NO_DISCARD_ Vector2 {
bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
real_t angle() const;
static Vector2 from_angle(const real_t p_angle);
static Vector2 from_angle(real_t p_angle);
_FORCE_INLINE_ Vector2 abs() const {
return Vector2(Math::abs(x), Math::abs(y));
}
Vector2 rotated(const real_t p_by) const;
Vector2 rotated(real_t p_by) const;
Vector2 orthogonal() const {
return Vector2(y, -x);
}
@ -175,13 +175,13 @@ struct _NO_DISCARD_ Vector2 {
operator Vector2i() const;
_FORCE_INLINE_ Vector2() {}
_FORCE_INLINE_ Vector2(const real_t p_x, const real_t p_y) {
_FORCE_INLINE_ Vector2(real_t p_x, real_t p_y) {
x = p_x;
y = p_y;
}
};
_FORCE_INLINE_ Vector2 Vector2::plane_project(const real_t p_d, const Vector2 &p_vec) const {
_FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
return p_vec - *this * (dot(p_vec) - p_d);
}
@ -207,26 +207,26 @@ _FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
}
_FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
_FORCE_INLINE_ Vector2 Vector2::operator*(real_t p_rvalue) const {
return Vector2(x * p_rvalue, y * p_rvalue);
}
_FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
x *= rvalue;
y *= rvalue;
_FORCE_INLINE_ void Vector2::operator*=(real_t p_rvalue) {
x *= p_rvalue;
y *= p_rvalue;
}
_FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
}
_FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
_FORCE_INLINE_ Vector2 Vector2::operator/(real_t p_rvalue) const {
return Vector2(x / p_rvalue, y / p_rvalue);
}
_FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
x /= rvalue;
y /= rvalue;
_FORCE_INLINE_ void Vector2::operator/=(real_t p_rvalue) {
x /= p_rvalue;
y /= p_rvalue;
}
_FORCE_INLINE_ Vector2 Vector2::operator-() const {
@ -241,14 +241,14 @@ _FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}
Vector2 Vector2::lerp(const Vector2 &p_to, const real_t p_weight) const {
Vector2 Vector2::lerp(const Vector2 &p_to, real_t p_weight) const {
Vector2 res = *this;
res.x = Math::lerp(res.x, p_to.x, p_weight);
res.y = Math::lerp(res.y, p_to.y, p_weight);
return res;
}
Vector2 Vector2::slerp(const Vector2 &p_to, const real_t p_weight) const {
Vector2 Vector2::slerp(const Vector2 &p_to, real_t p_weight) const {
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)) {
@ -261,28 +261,28 @@ Vector2 Vector2::slerp(const Vector2 &p_to, const real_t p_weight) const {
return rotated(angle * p_weight) * (result_length / start_length);
}
Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight) const {
Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const {
Vector2 res = *this;
res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
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 Vector2::cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, 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 Vector2::bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, real_t p_t) const {
Vector2 res = *this;
res.x = Math::bezier_interpolate(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
res.y = Math::bezier_interpolate(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
return res;
}
Vector2 Vector2::bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const {
Vector2 Vector2::bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, real_t p_t) const {
Vector2 res = *this;
res.x = Math::bezier_derivative(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
res.y = Math::bezier_derivative(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
@ -298,19 +298,19 @@ Vector2 Vector2::direction_to(const Vector2 &p_to) const {
// Multiplication operators required to workaround issues with LLVM using implicit conversion
// to Vector2i instead for integers where it should not.
_FORCE_INLINE_ Vector2 operator*(const float p_scalar, const Vector2 &p_vec) {
_FORCE_INLINE_ Vector2 operator*(float p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector2 operator*(const double p_scalar, const Vector2 &p_vec) {
_FORCE_INLINE_ Vector2 operator*(double p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector2 operator*(const int32_t p_scalar, const Vector2 &p_vec) {
_FORCE_INLINE_ Vector2 operator*(int32_t p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector2 operator*(const int64_t p_scalar, const Vector2 &p_vec) {
_FORCE_INLINE_ Vector2 operator*(int64_t p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}

View file

@ -75,39 +75,39 @@ Vector2i Vector2i::operator*(const Vector2i &p_v1) const {
return Vector2i(x * p_v1.x, y * p_v1.y);
}
Vector2i Vector2i::operator*(const int32_t &rvalue) const {
return Vector2i(x * rvalue, y * rvalue);
Vector2i Vector2i::operator*(int32_t p_rvalue) const {
return Vector2i(x * p_rvalue, y * p_rvalue);
}
void Vector2i::operator*=(const int32_t &rvalue) {
x *= rvalue;
y *= rvalue;
void Vector2i::operator*=(int32_t p_rvalue) {
x *= p_rvalue;
y *= p_rvalue;
}
Vector2i Vector2i::operator/(const Vector2i &p_v1) const {
return Vector2i(x / p_v1.x, y / p_v1.y);
}
Vector2i Vector2i::operator/(const int32_t &rvalue) const {
return Vector2i(x / rvalue, y / rvalue);
Vector2i Vector2i::operator/(int32_t p_rvalue) const {
return Vector2i(x / p_rvalue, y / p_rvalue);
}
void Vector2i::operator/=(const int32_t &rvalue) {
x /= rvalue;
y /= rvalue;
void Vector2i::operator/=(int32_t p_rvalue) {
x /= p_rvalue;
y /= p_rvalue;
}
Vector2i Vector2i::operator%(const Vector2i &p_v1) const {
return Vector2i(x % p_v1.x, y % p_v1.y);
}
Vector2i Vector2i::operator%(const int32_t &rvalue) const {
return Vector2i(x % rvalue, y % rvalue);
Vector2i Vector2i::operator%(int32_t p_rvalue) const {
return Vector2i(x % p_rvalue, y % p_rvalue);
}
void Vector2i::operator%=(const int32_t &rvalue) {
x %= rvalue;
y %= rvalue;
void Vector2i::operator%=(int32_t p_rvalue) {
x %= p_rvalue;
y %= p_rvalue;
}
Vector2i Vector2i::operator-() const {

View file

@ -60,13 +60,13 @@ struct _NO_DISCARD_ Vector2i {
int32_t coord[2] = { 0 };
};
_FORCE_INLINE_ int32_t &operator[](int p_idx) {
DEV_ASSERT((unsigned int)p_idx < 2);
return coord[p_idx];
_FORCE_INLINE_ int32_t &operator[](int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 2);
return coord[p_axis];
}
_FORCE_INLINE_ const int32_t &operator[](int p_idx) const {
DEV_ASSERT((unsigned int)p_idx < 2);
return coord[p_idx];
_FORCE_INLINE_ const int32_t &operator[](int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 2);
return coord[p_axis];
}
_FORCE_INLINE_ Vector2i::Axis min_axis_index() const {
@ -99,16 +99,16 @@ struct _NO_DISCARD_ Vector2i {
void operator-=(const Vector2i &p_v);
Vector2i operator*(const Vector2i &p_v1) const;
Vector2i operator*(const int32_t &rvalue) const;
void operator*=(const int32_t &rvalue);
Vector2i operator*(int32_t p_rvalue) const;
void operator*=(int32_t p_rvalue);
Vector2i operator/(const Vector2i &p_v1) const;
Vector2i operator/(const int32_t &rvalue) const;
void operator/=(const int32_t &rvalue);
Vector2i operator/(int32_t p_rvalue) const;
void operator/=(int32_t p_rvalue);
Vector2i operator%(const Vector2i &p_v1) const;
Vector2i operator%(const int32_t &rvalue) const;
void operator%=(const int32_t &rvalue);
Vector2i operator%(int32_t p_rvalue) const;
void operator%=(int32_t p_rvalue);
Vector2i operator-() const;
bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
@ -133,7 +133,7 @@ struct _NO_DISCARD_ Vector2i {
operator Vector2() const;
inline Vector2i() {}
inline Vector2i(const int32_t p_x, const int32_t p_y) {
inline Vector2i(int32_t p_x, int32_t p_y) {
x = p_x;
y = p_y;
}
@ -141,19 +141,19 @@ struct _NO_DISCARD_ Vector2i {
// Multiplication operators required to workaround issues with LLVM using implicit conversion.
_FORCE_INLINE_ Vector2i operator*(const int32_t p_scalar, const Vector2i &p_vector) {
_FORCE_INLINE_ Vector2i operator*(int32_t p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
_FORCE_INLINE_ Vector2i operator*(const int64_t p_scalar, const Vector2i &p_vector) {
_FORCE_INLINE_ Vector2i operator*(int64_t p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
_FORCE_INLINE_ Vector2i operator*(const float p_scalar, const Vector2i &p_vector) {
_FORCE_INLINE_ Vector2i operator*(float p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
_FORCE_INLINE_ Vector2i operator*(const double p_scalar, const Vector2i &p_vector) {
_FORCE_INLINE_ Vector2i operator*(double p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}

View file

@ -35,11 +35,11 @@
#include "core/math/vector3i.h"
#include "core/string/ustring.h"
void Vector3::rotate(const Vector3 &p_axis, const real_t p_angle) {
void Vector3::rotate(const Vector3 &p_axis, real_t p_angle) {
*this = Basis(p_axis, p_angle).xform(*this);
}
Vector3 Vector3::rotated(const Vector3 &p_axis, const real_t p_angle) const {
Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_angle) const {
Vector3 r = *this;
r.rotate(p_axis, p_angle);
return r;
@ -52,19 +52,19 @@ Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
CLAMP(z, p_min.z, p_max.z));
}
void Vector3::snap(const Vector3 p_step) {
void Vector3::snap(const Vector3 &p_step) {
x = Math::snapped(x, p_step.x);
y = Math::snapped(y, p_step.y);
z = Math::snapped(z, p_step.z);
}
Vector3 Vector3::snapped(const Vector3 p_step) const {
Vector3 Vector3::snapped(const Vector3 &p_step) const {
Vector3 v = *this;
v.snap(p_step);
return v;
}
Vector3 Vector3::limit_length(const real_t p_len) const {
Vector3 Vector3::limit_length(real_t p_len) const {
const real_t l = length();
Vector3 v = *this;
if (l > 0 && p_len < l) {
@ -75,7 +75,7 @@ Vector3 Vector3::limit_length(const real_t p_len) const {
return v;
}
Vector3 Vector3::move_toward(const Vector3 &p_to, const real_t p_delta) const {
Vector3 Vector3::move_toward(const Vector3 &p_to, real_t p_delta) const {
Vector3 v = *this;
Vector3 vd = p_to - v;
real_t len = vd.length();
@ -107,19 +107,19 @@ Vector3 Vector3::octahedron_decode(const Vector2 &p_oct) {
return n.normalized();
}
Vector2 Vector3::octahedron_tangent_encode(const float sign) const {
Vector2 Vector3::octahedron_tangent_encode(float p_sign) const {
const float bias = 1.0f / 32767.0f;
Vector2 res = octahedron_encode();
res.y = MAX(res.y, bias);
res.y = res.y * 0.5f + 0.5f;
res.y = sign >= 0.0f ? res.y : 1 - res.y;
res.y = p_sign >= 0.0f ? res.y : 1 - res.y;
return res;
}
Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *sign) {
Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *r_sign) {
Vector2 oct_compressed = p_oct;
oct_compressed.y = oct_compressed.y * 2 - 1;
*sign = oct_compressed.y >= 0.0f ? 1.0f : -1.0f;
*r_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;

View file

@ -58,12 +58,12 @@ struct _NO_DISCARD_ Vector3 {
real_t coord[3] = { 0 };
};
_FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
_FORCE_INLINE_ const real_t &operator[](int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 3);
return coord[p_axis];
}
_FORCE_INLINE_ real_t &operator[](const int p_axis) {
_FORCE_INLINE_ real_t &operator[](int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 3);
return coord[p_axis];
}
@ -91,31 +91,31 @@ struct _NO_DISCARD_ Vector3 {
_FORCE_INLINE_ Vector3 normalized() const;
_FORCE_INLINE_ bool is_normalized() const;
_FORCE_INLINE_ Vector3 inverse() const;
Vector3 limit_length(const real_t p_len = 1.0) const;
Vector3 limit_length(real_t p_len = 1.0) const;
_FORCE_INLINE_ void zero();
void snap(const Vector3 p_val);
Vector3 snapped(const Vector3 p_val) const;
void snap(const Vector3 &p_step);
Vector3 snapped(const Vector3 &p_step) const;
void rotate(const Vector3 &p_axis, const real_t p_angle);
Vector3 rotated(const Vector3 &p_axis, const real_t p_angle) const;
void rotate(const Vector3 &p_axis, real_t p_angle);
Vector3 rotated(const Vector3 &p_axis, real_t p_angle) const;
/* Static Methods between 2 vector3s */
_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;
_FORCE_INLINE_ Vector3 bezier_derivative(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const;
_FORCE_INLINE_ Vector3 lerp(const Vector3 &p_to, real_t p_weight) const;
_FORCE_INLINE_ Vector3 slerp(const Vector3 &p_to, real_t p_weight) const;
_FORCE_INLINE_ Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, 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, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, 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, real_t p_t) const;
_FORCE_INLINE_ Vector3 bezier_derivative(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, real_t p_t) const;
Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const;
Vector3 move_toward(const Vector3 &p_to, 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);
Vector2 octahedron_tangent_encode(float p_sign) const;
static Vector3 octahedron_tangent_decode(const Vector2 &p_oct, float *r_sign);
_FORCE_INLINE_ Vector3 cross(const Vector3 &p_with) const;
_FORCE_INLINE_ real_t dot(const Vector3 &p_with) const;
@ -131,7 +131,7 @@ struct _NO_DISCARD_ Vector3 {
_FORCE_INLINE_ real_t distance_to(const Vector3 &p_to) const;
_FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_to) const;
_FORCE_INLINE_ Vector3 posmod(const real_t p_mod) const;
_FORCE_INLINE_ Vector3 posmod(real_t p_mod) const;
_FORCE_INLINE_ Vector3 posmodv(const Vector3 &p_modv) const;
_FORCE_INLINE_ Vector3 project(const Vector3 &p_to) const;
@ -158,10 +158,10 @@ struct _NO_DISCARD_ Vector3 {
_FORCE_INLINE_ Vector3 &operator/=(const Vector3 &p_v);
_FORCE_INLINE_ Vector3 operator/(const Vector3 &p_v) const;
_FORCE_INLINE_ Vector3 &operator*=(const real_t p_scalar);
_FORCE_INLINE_ Vector3 operator*(const real_t p_scalar) const;
_FORCE_INLINE_ Vector3 &operator/=(const real_t p_scalar);
_FORCE_INLINE_ Vector3 operator/(const real_t p_scalar) const;
_FORCE_INLINE_ Vector3 &operator*=(real_t p_scalar);
_FORCE_INLINE_ Vector3 operator*(real_t p_scalar) const;
_FORCE_INLINE_ Vector3 &operator/=(real_t p_scalar);
_FORCE_INLINE_ Vector3 operator/(real_t p_scalar) const;
_FORCE_INLINE_ Vector3 operator-() const;
@ -176,7 +176,7 @@ struct _NO_DISCARD_ Vector3 {
operator Vector3i() const;
_FORCE_INLINE_ Vector3() {}
_FORCE_INLINE_ Vector3(const real_t p_x, const real_t p_y, const real_t p_z) {
_FORCE_INLINE_ Vector3(real_t p_x, real_t p_y, real_t p_z) {
x = p_x;
y = p_y;
z = p_z;
@ -216,7 +216,7 @@ Vector3 Vector3::round() const {
return Vector3(Math::round(x), Math::round(y), Math::round(z));
}
Vector3 Vector3::lerp(const Vector3 &p_to, const real_t p_weight) const {
Vector3 Vector3::lerp(const Vector3 &p_to, real_t p_weight) const {
Vector3 res = *this;
res.x = Math::lerp(res.x, p_to.x, p_weight);
res.y = Math::lerp(res.y, p_to.y, p_weight);
@ -224,7 +224,7 @@ Vector3 Vector3::lerp(const Vector3 &p_to, const real_t p_weight) const {
return res;
}
Vector3 Vector3::slerp(const Vector3 &p_to, const real_t p_weight) const {
Vector3 Vector3::slerp(const Vector3 &p_to, 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();
@ -246,7 +246,7 @@ Vector3 Vector3::slerp(const Vector3 &p_to, const real_t p_weight) const {
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 {
Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight) const {
Vector3 res = *this;
res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
@ -254,7 +254,7 @@ 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 Vector3::cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, 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);
@ -262,7 +262,7 @@ Vector3 Vector3::cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_
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 Vector3::bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, real_t p_t) const {
Vector3 res = *this;
res.x = Math::bezier_interpolate(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
res.y = Math::bezier_interpolate(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
@ -270,7 +270,7 @@ Vector3 Vector3::bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p
return res;
}
Vector3 Vector3::bezier_derivative(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const {
Vector3 Vector3::bezier_derivative(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, real_t p_t) const {
Vector3 res = *this;
res.x = Math::bezier_derivative(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
res.y = Math::bezier_derivative(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
@ -286,7 +286,7 @@ real_t Vector3::distance_squared_to(const Vector3 &p_to) const {
return (p_to - *this).length_squared();
}
Vector3 Vector3::posmod(const real_t p_mod) const {
Vector3 Vector3::posmod(real_t p_mod) const {
return Vector3(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod));
}
@ -361,7 +361,7 @@ Vector3 Vector3::operator/(const Vector3 &p_v) const {
return Vector3(x / p_v.x, y / p_v.y, z / p_v.z);
}
Vector3 &Vector3::operator*=(const real_t p_scalar) {
Vector3 &Vector3::operator*=(real_t p_scalar) {
x *= p_scalar;
y *= p_scalar;
z *= p_scalar;
@ -371,34 +371,34 @@ Vector3 &Vector3::operator*=(const real_t p_scalar) {
// Multiplication operators required to workaround issues with LLVM using implicit conversion
// to Vector3i instead for integers where it should not.
_FORCE_INLINE_ Vector3 operator*(const float p_scalar, const Vector3 &p_vec) {
_FORCE_INLINE_ Vector3 operator*(float p_scalar, const Vector3 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector3 operator*(const double p_scalar, const Vector3 &p_vec) {
_FORCE_INLINE_ Vector3 operator*(double p_scalar, const Vector3 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector3 operator*(const int32_t p_scalar, const Vector3 &p_vec) {
_FORCE_INLINE_ Vector3 operator*(int32_t p_scalar, const Vector3 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector3 operator*(const int64_t p_scalar, const Vector3 &p_vec) {
_FORCE_INLINE_ Vector3 operator*(int64_t p_scalar, const Vector3 &p_vec) {
return p_vec * p_scalar;
}
Vector3 Vector3::operator*(const real_t p_scalar) const {
Vector3 Vector3::operator*(real_t p_scalar) const {
return Vector3(x * p_scalar, y * p_scalar, z * p_scalar);
}
Vector3 &Vector3::operator/=(const real_t p_scalar) {
Vector3 &Vector3::operator/=(real_t p_scalar) {
x /= p_scalar;
y /= p_scalar;
z /= p_scalar;
return *this;
}
Vector3 Vector3::operator/(const real_t p_scalar) const {
Vector3 Vector3::operator/(real_t p_scalar) const {
return Vector3(x / p_scalar, y / p_scalar, z / p_scalar);
}

View file

@ -56,12 +56,12 @@ struct _NO_DISCARD_ Vector3i {
int32_t coord[3] = { 0 };
};
_FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
_FORCE_INLINE_ const int32_t &operator[](int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 3);
return coord[p_axis];
}
_FORCE_INLINE_ int32_t &operator[](const int p_axis) {
_FORCE_INLINE_ int32_t &operator[](int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 3);
return coord[p_axis];
}
@ -103,12 +103,12 @@ struct _NO_DISCARD_ Vector3i {
_FORCE_INLINE_ Vector3i &operator%=(const Vector3i &p_v);
_FORCE_INLINE_ Vector3i operator%(const Vector3i &p_v) const;
_FORCE_INLINE_ Vector3i &operator*=(const int32_t p_scalar);
_FORCE_INLINE_ Vector3i operator*(const int32_t p_scalar) const;
_FORCE_INLINE_ Vector3i &operator/=(const int32_t p_scalar);
_FORCE_INLINE_ Vector3i operator/(const int32_t p_scalar) const;
_FORCE_INLINE_ Vector3i &operator%=(const int32_t p_scalar);
_FORCE_INLINE_ Vector3i operator%(const int32_t p_scalar) const;
_FORCE_INLINE_ Vector3i &operator*=(int32_t p_scalar);
_FORCE_INLINE_ Vector3i operator*(int32_t p_scalar) const;
_FORCE_INLINE_ Vector3i &operator/=(int32_t p_scalar);
_FORCE_INLINE_ Vector3i operator/(int32_t p_scalar) const;
_FORCE_INLINE_ Vector3i &operator%=(int32_t p_scalar);
_FORCE_INLINE_ Vector3i operator%(int32_t p_scalar) const;
_FORCE_INLINE_ Vector3i operator-() const;
@ -123,7 +123,7 @@ struct _NO_DISCARD_ Vector3i {
operator Vector3() const;
_FORCE_INLINE_ Vector3i() {}
_FORCE_INLINE_ Vector3i(const int32_t p_x, const int32_t p_y, const int32_t p_z) {
_FORCE_INLINE_ Vector3i(int32_t p_x, int32_t p_y, int32_t p_z) {
x = p_x;
y = p_y;
z = p_z;
@ -211,54 +211,54 @@ Vector3i Vector3i::operator%(const Vector3i &p_v) const {
return Vector3i(x % p_v.x, y % p_v.y, z % p_v.z);
}
Vector3i &Vector3i::operator*=(const int32_t p_scalar) {
Vector3i &Vector3i::operator*=(int32_t p_scalar) {
x *= p_scalar;
y *= p_scalar;
z *= p_scalar;
return *this;
}
Vector3i Vector3i::operator*(const int32_t p_scalar) const {
Vector3i Vector3i::operator*(int32_t p_scalar) const {
return Vector3i(x * p_scalar, y * p_scalar, z * p_scalar);
}
// Multiplication operators required to workaround issues with LLVM using implicit conversion.
_FORCE_INLINE_ Vector3i operator*(const int32_t p_scalar, const Vector3i &p_vector) {
_FORCE_INLINE_ Vector3i operator*(int32_t p_scalar, const Vector3i &p_vector) {
return p_vector * p_scalar;
}
_FORCE_INLINE_ Vector3i operator*(const int64_t p_scalar, const Vector3i &p_vector) {
_FORCE_INLINE_ Vector3i operator*(int64_t p_scalar, const Vector3i &p_vector) {
return p_vector * p_scalar;
}
_FORCE_INLINE_ Vector3i operator*(const float p_scalar, const Vector3i &p_vector) {
_FORCE_INLINE_ Vector3i operator*(float p_scalar, const Vector3i &p_vector) {
return p_vector * p_scalar;
}
_FORCE_INLINE_ Vector3i operator*(const double p_scalar, const Vector3i &p_vector) {
_FORCE_INLINE_ Vector3i operator*(double p_scalar, const Vector3i &p_vector) {
return p_vector * p_scalar;
}
Vector3i &Vector3i::operator/=(const int32_t p_scalar) {
Vector3i &Vector3i::operator/=(int32_t p_scalar) {
x /= p_scalar;
y /= p_scalar;
z /= p_scalar;
return *this;
}
Vector3i Vector3i::operator/(const int32_t p_scalar) const {
Vector3i Vector3i::operator/(int32_t p_scalar) const {
return Vector3i(x / p_scalar, y / p_scalar, z / p_scalar);
}
Vector3i &Vector3i::operator%=(const int32_t p_scalar) {
Vector3i &Vector3i::operator%=(int32_t p_scalar) {
x %= p_scalar;
y %= p_scalar;
z %= p_scalar;
return *this;
}
Vector3i Vector3i::operator%(const int32_t p_scalar) const {
Vector3i Vector3i::operator%(int32_t p_scalar) const {
return Vector3i(x % p_scalar, y % p_scalar, z % p_scalar);
}

View file

@ -129,7 +129,7 @@ Vector4 Vector4::round() const {
return Vector4(Math::round(x), Math::round(y), Math::round(z), Math::round(w));
}
Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const {
Vector4 Vector4::lerp(const Vector4 &p_to, real_t p_weight) const {
Vector4 res = *this;
res.x = Math::lerp(res.x, p_to.x, p_weight);
res.y = Math::lerp(res.y, p_to.y, p_weight);
@ -138,7 +138,7 @@ Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const {
return res;
}
Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const {
Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight) const {
Vector4 res = *this;
res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
@ -147,7 +147,7 @@ Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, c
return res;
}
Vector4 Vector4::cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &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 {
Vector4 Vector4::cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const {
Vector4 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);
@ -156,7 +156,7 @@ Vector4 Vector4::cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_
return res;
}
Vector4 Vector4::posmod(const real_t p_mod) const {
Vector4 Vector4::posmod(real_t p_mod) const {
return Vector4(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod), Math::fposmod(w, p_mod));
}

View file

@ -56,11 +56,11 @@ struct _NO_DISCARD_ Vector4 {
real_t components[4] = { 0, 0, 0, 0 };
};
_FORCE_INLINE_ real_t &operator[](const int p_axis) {
_FORCE_INLINE_ real_t &operator[](int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 4);
return components[p_axis];
}
_FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
_FORCE_INLINE_ const real_t &operator[](int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 4);
return components[p_axis];
}
@ -94,11 +94,11 @@ struct _NO_DISCARD_ Vector4 {
Vector4 floor() const;
Vector4 ceil() const;
Vector4 round() const;
Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
Vector4 cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &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;
Vector4 lerp(const Vector4 &p_to, real_t p_weight) const;
Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight) const;
Vector4 cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const;
Vector4 posmod(const real_t p_mod) const;
Vector4 posmod(real_t p_mod) const;
Vector4 posmodv(const Vector4 &p_modv) const;
void snap(const Vector4 &p_step);
Vector4 snapped(const Vector4 &p_step) const;
@ -111,15 +111,15 @@ struct _NO_DISCARD_ Vector4 {
_FORCE_INLINE_ void operator-=(const Vector4 &p_vec4);
_FORCE_INLINE_ void operator*=(const Vector4 &p_vec4);
_FORCE_INLINE_ void operator/=(const Vector4 &p_vec4);
_FORCE_INLINE_ void operator*=(const real_t &s);
_FORCE_INLINE_ void operator/=(const real_t &s);
_FORCE_INLINE_ void operator*=(real_t p_s);
_FORCE_INLINE_ void operator/=(real_t p_s);
_FORCE_INLINE_ Vector4 operator+(const Vector4 &p_vec4) const;
_FORCE_INLINE_ Vector4 operator-(const Vector4 &p_vec4) const;
_FORCE_INLINE_ Vector4 operator*(const Vector4 &p_vec4) const;
_FORCE_INLINE_ Vector4 operator/(const Vector4 &p_vec4) const;
_FORCE_INLINE_ Vector4 operator-() const;
_FORCE_INLINE_ Vector4 operator*(const real_t &s) const;
_FORCE_INLINE_ Vector4 operator/(const real_t &s) const;
_FORCE_INLINE_ Vector4 operator*(real_t p_s) const;
_FORCE_INLINE_ Vector4 operator/(real_t p_s) const;
_FORCE_INLINE_ bool operator==(const Vector4 &p_vec4) const;
_FORCE_INLINE_ bool operator!=(const Vector4 &p_vec4) const;
@ -189,15 +189,15 @@ void Vector4::operator/=(const Vector4 &p_vec4) {
z /= p_vec4.z;
w /= p_vec4.w;
}
void Vector4::operator*=(const real_t &s) {
x *= s;
y *= s;
z *= s;
w *= s;
void Vector4::operator*=(real_t p_s) {
x *= p_s;
y *= p_s;
z *= p_s;
w *= p_s;
}
void Vector4::operator/=(const real_t &s) {
*this *= 1.0f / s;
void Vector4::operator/=(real_t p_s) {
*this *= 1.0f / p_s;
}
Vector4 Vector4::operator+(const Vector4 &p_vec4) const {
@ -220,12 +220,12 @@ Vector4 Vector4::operator-() const {
return Vector4(-x, -y, -z, -w);
}
Vector4 Vector4::operator*(const real_t &s) const {
return Vector4(x * s, y * s, z * s, w * s);
Vector4 Vector4::operator*(real_t p_s) const {
return Vector4(x * p_s, y * p_s, z * p_s, w * p_s);
}
Vector4 Vector4::operator/(const real_t &s) const {
return *this * (1.0f / s);
Vector4 Vector4::operator/(real_t p_s) const {
return *this * (1.0f / p_s);
}
bool Vector4::operator==(const Vector4 &p_vec4) const {
@ -288,19 +288,19 @@ bool Vector4::operator>=(const Vector4 &p_v) const {
return x > p_v.x;
}
_FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
_FORCE_INLINE_ Vector4 operator*(float p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) {
_FORCE_INLINE_ Vector4 operator*(double p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) {
_FORCE_INLINE_ Vector4 operator*(int32_t p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
_FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
_FORCE_INLINE_ Vector4 operator*(int64_t p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}

View file

@ -58,12 +58,12 @@ struct _NO_DISCARD_ Vector4i {
int32_t coord[4] = { 0 };
};
_FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
_FORCE_INLINE_ const int32_t &operator[](int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 4);
return coord[p_axis];
}
_FORCE_INLINE_ int32_t &operator[](const int p_axis) {
_FORCE_INLINE_ int32_t &operator[](int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 4);
return coord[p_axis];
}
@ -105,12 +105,12 @@ struct _NO_DISCARD_ Vector4i {
_FORCE_INLINE_ Vector4i &operator%=(const Vector4i &p_v);
_FORCE_INLINE_ Vector4i operator%(const Vector4i &p_v) const;
_FORCE_INLINE_ Vector4i &operator*=(const int32_t p_scalar);
_FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar) const;
_FORCE_INLINE_ Vector4i &operator/=(const int32_t p_scalar);
_FORCE_INLINE_ Vector4i operator/(const int32_t p_scalar) const;
_FORCE_INLINE_ Vector4i &operator%=(const int32_t p_scalar);
_FORCE_INLINE_ Vector4i operator%(const int32_t p_scalar) const;
_FORCE_INLINE_ Vector4i &operator*=(int32_t p_scalar);
_FORCE_INLINE_ Vector4i operator*(int32_t p_scalar) const;
_FORCE_INLINE_ Vector4i &operator/=(int32_t p_scalar);
_FORCE_INLINE_ Vector4i operator/(int32_t p_scalar) const;
_FORCE_INLINE_ Vector4i &operator%=(int32_t p_scalar);
_FORCE_INLINE_ Vector4i operator%(int32_t p_scalar) const;
_FORCE_INLINE_ Vector4i operator-() const;
@ -126,7 +126,7 @@ struct _NO_DISCARD_ Vector4i {
_FORCE_INLINE_ Vector4i() {}
Vector4i(const Vector4 &p_vec4);
_FORCE_INLINE_ Vector4i(const int32_t p_x, const int32_t p_y, const int32_t p_z, const int32_t p_w) {
_FORCE_INLINE_ Vector4i(int32_t p_x, int32_t p_y, int32_t p_z, int32_t p_w) {
x = p_x;
y = p_y;
z = p_z;
@ -220,7 +220,7 @@ Vector4i Vector4i::operator%(const Vector4i &p_v) const {
return Vector4i(x % p_v.x, y % p_v.y, z % p_v.z, w % p_v.w);
}
Vector4i &Vector4i::operator*=(const int32_t p_scalar) {
Vector4i &Vector4i::operator*=(int32_t p_scalar) {
x *= p_scalar;
y *= p_scalar;
z *= p_scalar;
@ -228,29 +228,29 @@ Vector4i &Vector4i::operator*=(const int32_t p_scalar) {
return *this;
}
Vector4i Vector4i::operator*(const int32_t p_scalar) const {
Vector4i Vector4i::operator*(int32_t p_scalar) const {
return Vector4i(x * p_scalar, y * p_scalar, z * p_scalar, w * p_scalar);
}
// Multiplication operators required to workaround issues with LLVM using implicit conversion.
_FORCE_INLINE_ Vector4i operator*(const int32_t p_scalar, const Vector4i &p_vector) {
_FORCE_INLINE_ Vector4i operator*(int32_t p_scalar, const Vector4i &p_vector) {
return p_vector * p_scalar;
}
_FORCE_INLINE_ Vector4i operator*(const int64_t p_scalar, const Vector4i &p_vector) {
_FORCE_INLINE_ Vector4i operator*(int64_t p_scalar, const Vector4i &p_vector) {
return p_vector * p_scalar;
}
_FORCE_INLINE_ Vector4i operator*(const float p_scalar, const Vector4i &p_vector) {
_FORCE_INLINE_ Vector4i operator*(float p_scalar, const Vector4i &p_vector) {
return p_vector * p_scalar;
}
_FORCE_INLINE_ Vector4i operator*(const double p_scalar, const Vector4i &p_vector) {
_FORCE_INLINE_ Vector4i operator*(double p_scalar, const Vector4i &p_vector) {
return p_vector * p_scalar;
}
Vector4i &Vector4i::operator/=(const int32_t p_scalar) {
Vector4i &Vector4i::operator/=(int32_t p_scalar) {
x /= p_scalar;
y /= p_scalar;
z /= p_scalar;
@ -258,11 +258,11 @@ Vector4i &Vector4i::operator/=(const int32_t p_scalar) {
return *this;
}
Vector4i Vector4i::operator/(const int32_t p_scalar) const {
Vector4i Vector4i::operator/(int32_t p_scalar) const {
return Vector4i(x / p_scalar, y / p_scalar, z / p_scalar, w / p_scalar);
}
Vector4i &Vector4i::operator%=(const int32_t p_scalar) {
Vector4i &Vector4i::operator%=(int32_t p_scalar) {
x %= p_scalar;
y %= p_scalar;
z %= p_scalar;
@ -270,7 +270,7 @@ Vector4i &Vector4i::operator%=(const int32_t p_scalar) {
return *this;
}
Vector4i Vector4i::operator%(const int32_t p_scalar) const {
Vector4i Vector4i::operator%(int32_t p_scalar) const {
return Vector4i(x % p_scalar, y % p_scalar, z % p_scalar, w % p_scalar);
}