Fix mono basis GetEuler bug and marshalling/unmarshalling

This commit is contained in:
Carter Anderson 2018-03-07 18:49:28 -08:00
parent a8d8c06753
commit 91f271fa9e
2 changed files with 110 additions and 86 deletions

View file

@ -47,9 +47,27 @@ namespace Godot
new Basis(0f, -1f, 0f, 0f, 0f, -1f, 1f, 0f, 0f)
};
public Vector3 x;
public Vector3 y;
public Vector3 z;
public Vector3 x
{
get => GetAxis(0);
set => SetAxis(0, value);
}
public Vector3 y
{
get => GetAxis(1);
set => SetAxis(1, value);
}
public Vector3 z
{
get => GetAxis(2);
set => SetAxis(2, value);
}
private Vector3 _x;
private Vector3 _y;
private Vector3 _z;
public static Basis Identity
{
@ -76,11 +94,11 @@ namespace Godot
switch (index)
{
case 0:
return x;
return _x;
case 1:
return y;
return _y;
case 2:
return z;
return _z;
default:
throw new IndexOutOfRangeException();
}
@ -90,13 +108,13 @@ namespace Godot
switch (index)
{
case 0:
x = value;
_x = value;
return;
case 1:
y = value;
_y = value;
return;
case 2:
z = value;
_z = value;
return;
default:
throw new IndexOutOfRangeException();
@ -111,11 +129,11 @@ namespace Godot
switch (index)
{
case 0:
return x[axis];
return _x[axis];
case 1:
return y[axis];
return _y[axis];
case 2:
return z[axis];
return _z[axis];
default:
throw new IndexOutOfRangeException();
}
@ -125,13 +143,13 @@ namespace Godot
switch (index)
{
case 0:
x[axis] = value;
_x[axis] = value;
return;
case 1:
y[axis] = value;
_y[axis] = value;
return;
case 2:
z[axis] = value;
_z[axis] = value;
return;
default:
throw new IndexOutOfRangeException();
@ -161,6 +179,13 @@ namespace Godot
return new Vector3(this[0, axis], this[1, axis], this[2, axis]);
}
public void SetAxis(int axis, Vector3 value)
{
this[0, axis] = value.x;
this[1, axis] = value.y;
this[2, axis] = value.z;
}
public Vector3 GetEuler()
{
Basis m = this.Orthonormalized();
@ -168,7 +193,7 @@ namespace Godot
Vector3 euler;
euler.z = 0.0f;
real_t mxy = m.y[2];
real_t mxy = m[1, 2];
if (mxy < 1.0f)
@ -176,19 +201,19 @@ namespace Godot
if (mxy > -1.0f)
{
euler.x = Mathf.Asin(-mxy);
euler.y = Mathf.Atan2(m.x[2], m.z[2]);
euler.z = Mathf.Atan2(m.y[0], m.y[1]);
euler.y = Mathf.Atan2(m[0, 2], m[2, 2]);
euler.z = Mathf.Atan2(m[1, 0], m[1, 1]);
}
else
{
euler.x = Mathf.PI * 0.5f;
euler.y = -Mathf.Atan2(-m.x[1], m.x[0]);
euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
}
}
else
{
euler.x = -Mathf.PI * 0.5f;
euler.y = -Mathf.Atan2(m.x[1], m.x[0]);
euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
}
return euler;
@ -356,49 +381,48 @@ namespace Godot
);
}
public Quat Quat() {
real_t trace = x[0] + y[1] + z[2];
public Quat Quat() {
real_t trace = _x[0] + _y[1] + _z[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,
s * 0.25f
);
} else if (_x[0] > _y[1] && _x[0] > _z[2]) {
real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[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
);
} else if (_y[1] > _z[2]) {
real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
(_x[1] + _y[0]) * inv_s,
s * 0.25f,
(_y[2] + _z[1]) * inv_s,
(_x[2] - _z[0]) * inv_s
);
} else {
real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[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,
s * 0.25f,
(_y[0] - _x[1]) * inv_s
);
}
}
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,
s * 0.25f
);
} else if (x[0] > y[1] && x[0] > z[2]) {
real_t s = Mathf.Sqrt(x[0] - y[1] - z[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
);
} else if (y[1] > z[2]) {
real_t s = Mathf.Sqrt(-x[0] + y[1] - z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
(x[1] + y[0]) * inv_s,
s * 0.25f,
(y[2] + z[1]) * inv_s,
(x[2] - z[0]) * inv_s
);
} else {
real_t s = Mathf.Sqrt(-x[0] - y[1] + z[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,
s * 0.25f,
(y[0] - x[1]) * inv_s
);
}
}
// Constructors
public Basis(Quat quat)
{
real_t s = 2.0f / quat.LengthSquared();
@ -416,9 +440,9 @@ namespace Godot
real_t yz = quat.y * zs;
real_t zz = quat.z * zs;
this.x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
this.y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
this.z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
this._x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
this._y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
this._z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
}
public Basis(Vector3 axis, real_t phi)
@ -428,21 +452,21 @@ namespace Godot
real_t cosine = Mathf.Cos( (real_t)phi);
real_t sine = Mathf.Sin( (real_t)phi);
this.x = new Vector3
this._x = 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
);
this.y = new Vector3
this._y = 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
);
this.z = new Vector3
this._z = new Vector3
(
axis.z * axis.x * (1.0f - cosine) - axis.y * sine,
axis.y * axis.z * (1.0f - cosine) + axis.x * sine,
@ -452,16 +476,16 @@ namespace Godot
public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
{
this.x = xAxis;
this.y = yAxis;
this.z = zAxis;
this._x = xAxis;
this._y = yAxis;
this._z = zAxis;
}
public 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)
{
this.x = new Vector3(xx, yx, zx);
this.y = new Vector3(xy, yy, zy);
this.z = new Vector3(xz, yz, zz);
this._x = new Vector3(xx, xy, xz);
this._y = new Vector3(yx, yy, yz);
this._z = new Vector3(zx, zy, zz);
}
public static Basis operator *(Basis left, Basis right)
@ -496,21 +520,21 @@ namespace Godot
public bool Equals(Basis other)
{
return x.Equals(other.x) && y.Equals(other.y) && z.Equals(other.z);
return _x.Equals(other[0]) && _y.Equals(other[1]) && _z.Equals(other[2]);
}
public override int GetHashCode()
{
return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode();
return _x.GetHashCode() ^ _y.GetHashCode() ^ _z.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1}, {2})", new object[]
{
this.x.ToString(),
this.y.ToString(),
this.z.ToString()
this._x.ToString(),
this._y.ToString(),
this._z.ToString()
});
}
@ -518,9 +542,9 @@ namespace Godot
{
return String.Format("({0}, {1}, {2})", new object[]
{
this.x.ToString(format),
this.y.ToString(format),
this.z.ToString(format)
this._x.ToString(format),
this._y.ToString(format),
this._z.ToString(format)
});
}
}

View file

@ -195,13 +195,13 @@ Dictionary mono_object_to_Dictionary(MonoObject *p_dict);
// Transform
#define MARSHALLED_OUT_Transform(m_in, m_out) real_t m_out[12] = { \
m_in.basis[0].x, m_in.basis[1].x, m_in.basis[2].x, \
m_in.basis[0].y, m_in.basis[1].y, m_in.basis[2].y, \
m_in.basis[0].z, m_in.basis[1].z, m_in.basis[2].z, \
m_in.basis[0].x, m_in.basis[0].y, m_in.basis[0].z, \
m_in.basis[1].x, m_in.basis[1].y, m_in.basis[1].z, \
m_in.basis[2].x, m_in.basis[2].y, m_in.basis[2].z, \
m_in.origin.x, m_in.origin.y, m_in.origin.z \
};
#define MARSHALLED_IN_Transform(m_in, m_out) Transform m_out( \
Basis(m_in[0], m_in[3], m_in[6], m_in[1], m_in[4], m_in[7], m_in[2], m_in[5], m_in[8]), \
Basis(m_in[0], m_in[1], m_in[2], m_in[3], m_in[4], m_in[5], m_in[6], m_in[7], m_in[8]), \
Vector3(m_in[9], m_in[10], m_in[11]));
// AABB