initial commit, 4.5 stable
Some checks failed
🔗 GHA / 📊 Static checks (push) Has been cancelled
🔗 GHA / 🤖 Android (push) Has been cancelled
🔗 GHA / 🍏 iOS (push) Has been cancelled
🔗 GHA / 🐧 Linux (push) Has been cancelled
🔗 GHA / 🍎 macOS (push) Has been cancelled
🔗 GHA / 🏁 Windows (push) Has been cancelled
🔗 GHA / 🌐 Web (push) Has been cancelled

This commit is contained in:
2025-09-16 20:46:46 -04:00
commit 9d30169a8d
13378 changed files with 7050105 additions and 0 deletions

8
core/math/SCsub Normal file
View File

@@ -0,0 +1,8 @@
#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")
env_math = env.Clone()
env_math.add_source_files(env.core_sources, "*.cpp")

View File

@@ -0,0 +1,59 @@
/**************************************************************************/
/* a_star.compat.inc */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef DISABLE_DEPRECATED
Vector<int64_t> AStar3D::_get_id_path_bind_compat_88047(int64_t p_from_id, int64_t p_to_id) {
return get_id_path(p_from_id, p_to_id, false);
}
Vector<Vector3> AStar3D::_get_point_path_bind_compat_88047(int64_t p_from_id, int64_t p_to_id) {
return get_point_path(p_from_id, p_to_id, false);
}
void AStar3D::_bind_compatibility_methods() {
ClassDB::bind_compatibility_method(D_METHOD("get_id_path", "from_id", "to_id"), &AStar3D::_get_id_path_bind_compat_88047);
ClassDB::bind_compatibility_method(D_METHOD("get_point_path", "from_id", "to_id"), &AStar3D::_get_point_path_bind_compat_88047);
}
Vector<int64_t> AStar2D::_get_id_path_bind_compat_88047(int64_t p_from_id, int64_t p_to_id) {
return get_id_path(p_from_id, p_to_id, false);
}
Vector<Vector2> AStar2D::_get_point_path_bind_compat_88047(int64_t p_from_id, int64_t p_to_id) {
return get_point_path(p_from_id, p_to_id, false);
}
void AStar2D::_bind_compatibility_methods() {
ClassDB::bind_compatibility_method(D_METHOD("get_id_path", "from_id", "to_id"), &AStar2D::_get_id_path_bind_compat_88047);
ClassDB::bind_compatibility_method(D_METHOD("get_point_path", "from_id", "to_id"), &AStar2D::_get_point_path_bind_compat_88047);
}
#endif // DISABLE_DEPRECATED

960
core/math/a_star.cpp Normal file
View File

@@ -0,0 +1,960 @@
/**************************************************************************/
/* a_star.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "a_star.h"
#include "a_star.compat.inc"
#include "core/math/geometry_3d.h"
int64_t AStar3D::get_available_point_id() const {
if (points.has(last_free_id)) {
int64_t cur_new_id = last_free_id + 1;
while (points.has(cur_new_id)) {
cur_new_id++;
}
last_free_id = cur_new_id;
}
return last_free_id;
}
void AStar3D::add_point(int64_t p_id, const Vector3 &p_pos, real_t p_weight_scale) {
ERR_FAIL_COND_MSG(p_id < 0, vformat("Can't add a point with negative id: %d.", p_id));
ERR_FAIL_COND_MSG(p_weight_scale < 0.0, vformat("Can't add a point with weight scale less than 0.0: %f.", p_weight_scale));
Point **point_entry = points.getptr(p_id);
if (!point_entry) {
Point *pt = memnew(Point);
pt->id = p_id;
pt->pos = p_pos;
pt->weight_scale = p_weight_scale;
pt->prev_point = nullptr;
pt->open_pass = 0;
pt->closed_pass = 0;
pt->enabled = true;
points.insert_new(p_id, pt);
} else {
Point *found_pt = *point_entry;
found_pt->pos = p_pos;
found_pt->weight_scale = p_weight_scale;
}
}
Vector3 AStar3D::get_point_position(int64_t p_id) const {
Point *const *point_entry = points.getptr(p_id);
ERR_FAIL_COND_V_MSG(!point_entry, Vector3(), vformat("Can't get point's position. Point with id: %d doesn't exist.", p_id));
return (*point_entry)->pos;
}
void AStar3D::set_point_position(int64_t p_id, const Vector3 &p_pos) {
Point **point_entry = points.getptr(p_id);
ERR_FAIL_COND_MSG(!point_entry, vformat("Can't set point's position. Point with id: %d doesn't exist.", p_id));
(*point_entry)->pos = p_pos;
}
real_t AStar3D::get_point_weight_scale(int64_t p_id) const {
Point *const *point_entry = points.getptr(p_id);
ERR_FAIL_COND_V_MSG(!point_entry, 0, vformat("Can't get point's weight scale. Point with id: %d doesn't exist.", p_id));
return (*point_entry)->weight_scale;
}
void AStar3D::set_point_weight_scale(int64_t p_id, real_t p_weight_scale) {
Point **point_entry = points.getptr(p_id);
ERR_FAIL_COND_MSG(!point_entry, vformat("Can't set point's weight scale. Point with id: %d doesn't exist.", p_id));
ERR_FAIL_COND_MSG(p_weight_scale < 0.0, vformat("Can't set point's weight scale less than 0.0: %f.", p_weight_scale));
(*point_entry)->weight_scale = p_weight_scale;
}
void AStar3D::remove_point(int64_t p_id) {
Point **point_entry = points.getptr(p_id);
ERR_FAIL_COND_MSG(!point_entry, vformat("Can't remove point. Point with id: %d doesn't exist.", p_id));
Point *p = *point_entry;
for (KeyValue<int64_t, Point *> &kv : p->neighbors) {
Segment s(p_id, kv.key);
segments.erase(s);
kv.value->neighbors.erase(p->id);
kv.value->unlinked_neighbours.erase(p->id);
}
for (KeyValue<int64_t, Point *> &kv : p->unlinked_neighbours) {
Segment s(p_id, kv.key);
segments.erase(s);
kv.value->neighbors.erase(p->id);
kv.value->unlinked_neighbours.erase(p->id);
}
memdelete(p);
points.erase(p_id);
last_free_id = p_id;
}
void AStar3D::connect_points(int64_t p_id, int64_t p_with_id, bool bidirectional) {
ERR_FAIL_COND_MSG(p_id == p_with_id, vformat("Can't connect point with id: %d to itself.", p_id));
Point **a_entry = points.getptr(p_id);
ERR_FAIL_COND_MSG(!a_entry, vformat("Can't connect points. Point with id: %d doesn't exist.", p_id));
Point *a = *a_entry;
Point **b_entry = points.getptr(p_with_id);
ERR_FAIL_COND_MSG(!b_entry, vformat("Can't connect points. Point with id: %d doesn't exist.", p_with_id));
Point *b = *b_entry;
a->neighbors.insert(b->id, b);
if (bidirectional) {
b->neighbors.insert(a->id, a);
} else {
b->unlinked_neighbours.insert(a->id, a);
}
Segment s(p_id, p_with_id);
if (bidirectional) {
s.direction = Segment::BIDIRECTIONAL;
}
HashSet<Segment, Segment>::Iterator element = segments.find(s);
if (element) {
s.direction |= element->direction;
if (s.direction == Segment::BIDIRECTIONAL) {
// Both are neighbors of each other now
a->unlinked_neighbours.erase(b->id);
b->unlinked_neighbours.erase(a->id);
}
segments.remove(element);
}
segments.insert(s);
}
void AStar3D::disconnect_points(int64_t p_id, int64_t p_with_id, bool bidirectional) {
Point **a_entry = points.getptr(p_id);
ERR_FAIL_COND_MSG(!a_entry, vformat("Can't disconnect points. Point with id: %d doesn't exist.", p_id));
Point *a = *a_entry;
Point **b_entry = points.getptr(p_with_id);
ERR_FAIL_COND_MSG(!b_entry, vformat("Can't disconnect points. Point with id: %d doesn't exist.", p_with_id));
Point *b = *b_entry;
Segment s(p_id, p_with_id);
int remove_direction = bidirectional ? (int)Segment::BIDIRECTIONAL : (int)s.direction;
HashSet<Segment, Segment>::Iterator element = segments.find(s);
if (element) {
// s is the new segment
// Erase the directions to be removed
s.direction = (element->direction & ~remove_direction);
a->neighbors.erase(b->id);
if (bidirectional) {
b->neighbors.erase(a->id);
if (element->direction != Segment::BIDIRECTIONAL) {
a->unlinked_neighbours.erase(b->id);
b->unlinked_neighbours.erase(a->id);
}
} else {
if (s.direction == Segment::NONE) {
b->unlinked_neighbours.erase(a->id);
} else {
a->unlinked_neighbours.insert(b->id, b);
}
}
segments.remove(element);
if (s.direction != Segment::NONE) {
segments.insert(s);
}
}
}
bool AStar3D::has_point(int64_t p_id) const {
return points.has(p_id);
}
PackedInt64Array AStar3D::get_point_ids() {
PackedInt64Array point_list;
for (KeyValue<int64_t, Point *> &kv : points) {
point_list.push_back(kv.key);
}
return point_list;
}
Vector<int64_t> AStar3D::get_point_connections(int64_t p_id) {
Point **p_entry = points.getptr(p_id);
ERR_FAIL_COND_V_MSG(!p_entry, Vector<int64_t>(), vformat("Can't get point's connections. Point with id: %d doesn't exist.", p_id));
Vector<int64_t> point_list;
for (KeyValue<int64_t, Point *> &kv : (*p_entry)->neighbors) {
point_list.push_back(kv.key);
}
return point_list;
}
bool AStar3D::are_points_connected(int64_t p_id, int64_t p_with_id, bool bidirectional) const {
Segment s(p_id, p_with_id);
const HashSet<Segment, Segment>::Iterator element = segments.find(s);
return element &&
(bidirectional || (element->direction & s.direction) == s.direction);
}
void AStar3D::clear() {
last_free_id = 0;
for (KeyValue<int64_t, Point *> &kv : points) {
memdelete(kv.value);
}
segments.clear();
points.clear();
}
int64_t AStar3D::get_point_count() const {
return points.size();
}
int64_t AStar3D::get_point_capacity() const {
return points.get_capacity();
}
void AStar3D::reserve_space(int64_t p_num_nodes) {
ERR_FAIL_COND_MSG(p_num_nodes <= 0, vformat("New capacity must be greater than 0, new was: %d.", p_num_nodes));
points.reserve(p_num_nodes);
}
int64_t AStar3D::get_closest_point(const Vector3 &p_point, bool p_include_disabled) const {
int64_t closest_id = -1;
real_t closest_dist = 1e20;
for (const KeyValue<int64_t, Point *> &kv : points) {
if (!p_include_disabled && !kv.value->enabled) {
continue; // Disabled points should not be considered.
}
// Keep the closest point's ID, and in case of multiple closest IDs,
// the smallest one (makes it deterministic).
real_t d = p_point.distance_squared_to(kv.value->pos);
int64_t id = kv.key;
if (d <= closest_dist) {
if (d == closest_dist && id > closest_id) { // Keep lowest ID.
continue;
}
closest_dist = d;
closest_id = id;
}
}
return closest_id;
}
Vector3 AStar3D::get_closest_position_in_segment(const Vector3 &p_point) const {
real_t closest_dist = 1e20;
Vector3 closest_point;
for (const Segment &E : segments) {
const Point *from_point = *points.getptr(E.key.first);
const Point *to_point = *points.getptr(E.key.second);
if (!(from_point->enabled && to_point->enabled)) {
continue;
}
Vector3 p = Geometry3D::get_closest_point_to_segment(p_point, from_point->pos, to_point->pos);
real_t d = p_point.distance_squared_to(p);
if (d < closest_dist) {
closest_point = p;
closest_dist = d;
}
}
return closest_point;
}
bool AStar3D::_solve(Point *begin_point, Point *end_point, bool p_allow_partial_path) {
last_closest_point = nullptr;
pass++;
if (!end_point->enabled && !p_allow_partial_path) {
return false;
}
bool found_route = false;
LocalVector<Point *> open_list;
SortArray<Point *, SortPoints> sorter;
begin_point->g_score = 0;
begin_point->f_score = _estimate_cost(begin_point->id, end_point->id);
begin_point->abs_g_score = 0;
begin_point->abs_f_score = _estimate_cost(begin_point->id, end_point->id);
open_list.push_back(begin_point);
while (!open_list.is_empty()) {
Point *p = open_list[0]; // The currently processed point.
// Find point closer to end_point, or same distance to end_point but closer to begin_point.
if (last_closest_point == nullptr || last_closest_point->abs_f_score > p->abs_f_score || (last_closest_point->abs_f_score >= p->abs_f_score && last_closest_point->abs_g_score > p->abs_g_score)) {
last_closest_point = p;
}
if (p == end_point) {
found_route = true;
break;
}
sorter.pop_heap(0, open_list.size(), open_list.ptr()); // Remove the current point from the open list.
open_list.remove_at(open_list.size() - 1);
p->closed_pass = pass; // Mark the point as closed.
for (const KeyValue<int64_t, Point *> &kv : p->neighbors) {
Point *e = kv.value; // The neighbor point.
if (!e->enabled || e->closed_pass == pass) {
continue;
}
if (neighbor_filter_enabled) {
bool filtered;
if (GDVIRTUAL_CALL(_filter_neighbor, p->id, e->id, filtered) && filtered) {
continue;
}
}
real_t tentative_g_score = p->g_score + _compute_cost(p->id, e->id) * e->weight_scale;
bool new_point = false;
if (e->open_pass != pass) { // The point wasn't inside the open list.
e->open_pass = pass;
open_list.push_back(e);
new_point = true;
} else if (tentative_g_score >= e->g_score) { // The new path is worse than the previous.
continue;
}
e->prev_point = p;
e->g_score = tentative_g_score;
e->f_score = e->g_score + _estimate_cost(e->id, end_point->id);
e->abs_g_score = tentative_g_score;
e->abs_f_score = e->f_score - e->g_score;
if (new_point) { // The position of the new points is already known.
sorter.push_heap(0, open_list.size() - 1, 0, e, open_list.ptr());
} else {
sorter.push_heap(0, open_list.find(e), 0, e, open_list.ptr());
}
}
}
return found_route;
}
real_t AStar3D::_estimate_cost(int64_t p_from_id, int64_t p_end_id) {
real_t scost;
if (GDVIRTUAL_CALL(_estimate_cost, p_from_id, p_end_id, scost)) {
return scost;
}
Point **from_entry = points.getptr(p_from_id);
ERR_FAIL_COND_V_MSG(!from_entry, 0, vformat("Can't estimate cost. Point with id: %d doesn't exist.", p_from_id));
Point *from_point = *from_entry;
Point **end_entry = points.getptr(p_end_id);
ERR_FAIL_COND_V_MSG(!end_entry, 0, vformat("Can't estimate cost. Point with id: %d doesn't exist.", p_end_id));
Point *end_point = *end_entry;
return from_point->pos.distance_to(end_point->pos);
}
real_t AStar3D::_compute_cost(int64_t p_from_id, int64_t p_to_id) {
real_t scost;
if (GDVIRTUAL_CALL(_compute_cost, p_from_id, p_to_id, scost)) {
return scost;
}
Point **from_entry = points.getptr(p_from_id);
ERR_FAIL_COND_V_MSG(!from_entry, 0, vformat("Can't compute cost. Point with id: %d doesn't exist.", p_from_id));
Point *from_point = *from_entry;
Point **to_entry = points.getptr(p_to_id);
ERR_FAIL_COND_V_MSG(!to_entry, 0, vformat("Can't compute cost. Point with id: %d doesn't exist.", p_to_id));
Point *to_point = *to_entry;
return from_point->pos.distance_to(to_point->pos);
}
Vector<Vector3> AStar3D::get_point_path(int64_t p_from_id, int64_t p_to_id, bool p_allow_partial_path) {
Point **a_entry = points.getptr(p_from_id);
ERR_FAIL_COND_V_MSG(!a_entry, Vector<Vector3>(), vformat("Can't get point path. Point with id: %d doesn't exist.", p_from_id));
Point *a = *a_entry;
Point **b_entry = points.getptr(p_to_id);
ERR_FAIL_COND_V_MSG(!b_entry, Vector<Vector3>(), vformat("Can't get point path. Point with id: %d doesn't exist.", p_to_id));
Point *b = *b_entry;
if (a == b) {
Vector<Vector3> ret;
ret.push_back(a->pos);
return ret;
}
Point *begin_point = a;
Point *end_point = b;
bool found_route = _solve(begin_point, end_point, p_allow_partial_path);
if (!found_route) {
if (!p_allow_partial_path || last_closest_point == nullptr) {
return Vector<Vector3>();
}
// Use closest point instead.
end_point = last_closest_point;
}
Point *p = end_point;
int64_t pc = 1; // Begin point
while (p != begin_point) {
pc++;
p = p->prev_point;
}
Vector<Vector3> path;
path.resize(pc);
{
Vector3 *w = path.ptrw();
Point *p2 = end_point;
int64_t idx = pc - 1;
while (p2 != begin_point) {
w[idx--] = p2->pos;
p2 = p2->prev_point;
}
w[0] = p2->pos; // Assign first
}
return path;
}
Vector<int64_t> AStar3D::get_id_path(int64_t p_from_id, int64_t p_to_id, bool p_allow_partial_path) {
Point **a_entry = points.getptr(p_from_id);
ERR_FAIL_COND_V_MSG(!a_entry, Vector<int64_t>(), vformat("Can't get id path. Point with id: %d doesn't exist.", p_from_id));
Point *a = *a_entry;
Point **b_entry = points.getptr(p_to_id);
ERR_FAIL_COND_V_MSG(!b_entry, Vector<int64_t>(), vformat("Can't get id path. Point with id: %d doesn't exist.", p_to_id));
Point *b = *b_entry;
if (a == b) {
Vector<int64_t> ret;
ret.push_back(a->id);
return ret;
}
if (!a->enabled) {
return Vector<int64_t>();
}
Point *begin_point = a;
Point *end_point = b;
bool found_route = _solve(begin_point, end_point, p_allow_partial_path);
if (!found_route) {
if (!p_allow_partial_path || last_closest_point == nullptr) {
return Vector<int64_t>();
}
// Use closest point instead.
end_point = last_closest_point;
}
Point *p = end_point;
int64_t pc = 1; // Begin point
while (p != begin_point) {
pc++;
p = p->prev_point;
}
Vector<int64_t> path;
path.resize(pc);
{
int64_t *w = path.ptrw();
p = end_point;
int64_t idx = pc - 1;
while (p != begin_point) {
w[idx--] = p->id;
p = p->prev_point;
}
w[0] = p->id; // Assign first
}
return path;
}
bool AStar3D::is_neighbor_filter_enabled() const {
return neighbor_filter_enabled;
}
void AStar3D::set_neighbor_filter_enabled(bool p_enabled) {
neighbor_filter_enabled = p_enabled;
}
void AStar3D::set_point_disabled(int64_t p_id, bool p_disabled) {
Point **p_entry = points.getptr(p_id);
ERR_FAIL_COND_MSG(!p_entry, vformat("Can't set if point is disabled. Point with id: %d doesn't exist.", p_id));
Point *p = *p_entry;
p->enabled = !p_disabled;
}
bool AStar3D::is_point_disabled(int64_t p_id) const {
Point *const *p_entry = points.getptr(p_id);
ERR_FAIL_COND_V_MSG(!p_entry, false, vformat("Can't get if point is disabled. Point with id: %d doesn't exist.", p_id));
Point *p = *p_entry;
return !p->enabled;
}
void AStar3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_available_point_id"), &AStar3D::get_available_point_id);
ClassDB::bind_method(D_METHOD("add_point", "id", "position", "weight_scale"), &AStar3D::add_point, DEFVAL(1.0));
ClassDB::bind_method(D_METHOD("get_point_position", "id"), &AStar3D::get_point_position);
ClassDB::bind_method(D_METHOD("set_point_position", "id", "position"), &AStar3D::set_point_position);
ClassDB::bind_method(D_METHOD("get_point_weight_scale", "id"), &AStar3D::get_point_weight_scale);
ClassDB::bind_method(D_METHOD("set_point_weight_scale", "id", "weight_scale"), &AStar3D::set_point_weight_scale);
ClassDB::bind_method(D_METHOD("remove_point", "id"), &AStar3D::remove_point);
ClassDB::bind_method(D_METHOD("has_point", "id"), &AStar3D::has_point);
ClassDB::bind_method(D_METHOD("get_point_connections", "id"), &AStar3D::get_point_connections);
ClassDB::bind_method(D_METHOD("get_point_ids"), &AStar3D::get_point_ids);
ClassDB::bind_method(D_METHOD("set_point_disabled", "id", "disabled"), &AStar3D::set_point_disabled, DEFVAL(true));
ClassDB::bind_method(D_METHOD("is_point_disabled", "id"), &AStar3D::is_point_disabled);
ClassDB::bind_method(D_METHOD("set_neighbor_filter_enabled", "enabled"), &AStar3D::set_neighbor_filter_enabled);
ClassDB::bind_method(D_METHOD("is_neighbor_filter_enabled"), &AStar3D::is_neighbor_filter_enabled);
ClassDB::bind_method(D_METHOD("connect_points", "id", "to_id", "bidirectional"), &AStar3D::connect_points, DEFVAL(true));
ClassDB::bind_method(D_METHOD("disconnect_points", "id", "to_id", "bidirectional"), &AStar3D::disconnect_points, DEFVAL(true));
ClassDB::bind_method(D_METHOD("are_points_connected", "id", "to_id", "bidirectional"), &AStar3D::are_points_connected, DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_point_count"), &AStar3D::get_point_count);
ClassDB::bind_method(D_METHOD("get_point_capacity"), &AStar3D::get_point_capacity);
ClassDB::bind_method(D_METHOD("reserve_space", "num_nodes"), &AStar3D::reserve_space);
ClassDB::bind_method(D_METHOD("clear"), &AStar3D::clear);
ClassDB::bind_method(D_METHOD("get_closest_point", "to_position", "include_disabled"), &AStar3D::get_closest_point, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_closest_position_in_segment", "to_position"), &AStar3D::get_closest_position_in_segment);
ClassDB::bind_method(D_METHOD("get_point_path", "from_id", "to_id", "allow_partial_path"), &AStar3D::get_point_path, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_id_path", "from_id", "to_id", "allow_partial_path"), &AStar3D::get_id_path, DEFVAL(false));
GDVIRTUAL_BIND(_filter_neighbor, "from_id", "neighbor_id")
GDVIRTUAL_BIND(_estimate_cost, "from_id", "end_id")
GDVIRTUAL_BIND(_compute_cost, "from_id", "to_id")
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "neighbor_filter_enabled"), "set_neighbor_filter_enabled", "is_neighbor_filter_enabled");
}
AStar3D::~AStar3D() {
clear();
}
/////////////////////////////////////////////////////////////
int64_t AStar2D::get_available_point_id() const {
return astar.get_available_point_id();
}
void AStar2D::add_point(int64_t p_id, const Vector2 &p_pos, real_t p_weight_scale) {
astar.add_point(p_id, Vector3(p_pos.x, p_pos.y, 0), p_weight_scale);
}
Vector2 AStar2D::get_point_position(int64_t p_id) const {
Vector3 p = astar.get_point_position(p_id);
return Vector2(p.x, p.y);
}
void AStar2D::set_point_position(int64_t p_id, const Vector2 &p_pos) {
astar.set_point_position(p_id, Vector3(p_pos.x, p_pos.y, 0));
}
real_t AStar2D::get_point_weight_scale(int64_t p_id) const {
return astar.get_point_weight_scale(p_id);
}
void AStar2D::set_point_weight_scale(int64_t p_id, real_t p_weight_scale) {
astar.set_point_weight_scale(p_id, p_weight_scale);
}
void AStar2D::remove_point(int64_t p_id) {
astar.remove_point(p_id);
}
bool AStar2D::has_point(int64_t p_id) const {
return astar.has_point(p_id);
}
Vector<int64_t> AStar2D::get_point_connections(int64_t p_id) {
return astar.get_point_connections(p_id);
}
PackedInt64Array AStar2D::get_point_ids() {
return astar.get_point_ids();
}
bool AStar2D::is_neighbor_filter_enabled() const {
return astar.neighbor_filter_enabled;
}
void AStar2D::set_neighbor_filter_enabled(bool p_enabled) {
astar.neighbor_filter_enabled = p_enabled;
}
void AStar2D::set_point_disabled(int64_t p_id, bool p_disabled) {
astar.set_point_disabled(p_id, p_disabled);
}
bool AStar2D::is_point_disabled(int64_t p_id) const {
return astar.is_point_disabled(p_id);
}
void AStar2D::connect_points(int64_t p_id, int64_t p_with_id, bool p_bidirectional) {
astar.connect_points(p_id, p_with_id, p_bidirectional);
}
void AStar2D::disconnect_points(int64_t p_id, int64_t p_with_id, bool p_bidirectional) {
astar.disconnect_points(p_id, p_with_id, p_bidirectional);
}
bool AStar2D::are_points_connected(int64_t p_id, int64_t p_with_id, bool p_bidirectional) const {
return astar.are_points_connected(p_id, p_with_id, p_bidirectional);
}
int64_t AStar2D::get_point_count() const {
return astar.get_point_count();
}
int64_t AStar2D::get_point_capacity() const {
return astar.get_point_capacity();
}
void AStar2D::clear() {
astar.clear();
}
void AStar2D::reserve_space(int64_t p_num_nodes) {
astar.reserve_space(p_num_nodes);
}
int64_t AStar2D::get_closest_point(const Vector2 &p_point, bool p_include_disabled) const {
return astar.get_closest_point(Vector3(p_point.x, p_point.y, 0), p_include_disabled);
}
Vector2 AStar2D::get_closest_position_in_segment(const Vector2 &p_point) const {
Vector3 p = astar.get_closest_position_in_segment(Vector3(p_point.x, p_point.y, 0));
return Vector2(p.x, p.y);
}
real_t AStar2D::_estimate_cost(int64_t p_from_id, int64_t p_end_id) {
real_t scost;
if (GDVIRTUAL_CALL(_estimate_cost, p_from_id, p_end_id, scost)) {
return scost;
}
AStar3D::Point **from_entry = astar.points.getptr(p_from_id);
ERR_FAIL_COND_V_MSG(!from_entry, 0, vformat("Can't estimate cost. Point with id: %d doesn't exist.", p_from_id));
AStar3D::Point *from_point = *from_entry;
AStar3D::Point **end_entry = astar.points.getptr(p_end_id);
ERR_FAIL_COND_V_MSG(!end_entry, 0, vformat("Can't estimate cost. Point with id: %d doesn't exist.", p_end_id));
AStar3D::Point *end_point = *end_entry;
return from_point->pos.distance_to(end_point->pos);
}
real_t AStar2D::_compute_cost(int64_t p_from_id, int64_t p_to_id) {
real_t scost;
if (GDVIRTUAL_CALL(_compute_cost, p_from_id, p_to_id, scost)) {
return scost;
}
AStar3D::Point **from_entry = astar.points.getptr(p_from_id);
ERR_FAIL_COND_V_MSG(!from_entry, 0, vformat("Can't compute cost. Point with id: %d doesn't exist.", p_from_id));
AStar3D::Point *from_point = *from_entry;
AStar3D::Point **to_entry = astar.points.getptr(p_to_id);
ERR_FAIL_COND_V_MSG(!to_entry, 0, vformat("Can't compute cost. Point with id: %d doesn't exist.", p_to_id));
AStar3D::Point *to_point = *to_entry;
return from_point->pos.distance_to(to_point->pos);
}
Vector<Vector2> AStar2D::get_point_path(int64_t p_from_id, int64_t p_to_id, bool p_allow_partial_path) {
AStar3D::Point **a_entry = astar.points.getptr(p_from_id);
ERR_FAIL_COND_V_MSG(!a_entry, Vector<Vector2>(), vformat("Can't get point path. Point with id: %d doesn't exist.", p_from_id));
AStar3D::Point *a = *a_entry;
AStar3D::Point **b_entry = astar.points.getptr(p_to_id);
ERR_FAIL_COND_V_MSG(!b_entry, Vector<Vector2>(), vformat("Can't get point path. Point with id: %d doesn't exist.", p_to_id));
AStar3D::Point *b = *b_entry;
if (a == b) {
Vector<Vector2> ret = { Vector2(a->pos.x, a->pos.y) };
return ret;
}
AStar3D::Point *begin_point = a;
AStar3D::Point *end_point = b;
bool found_route = _solve(begin_point, end_point, p_allow_partial_path);
if (!found_route) {
if (!p_allow_partial_path || astar.last_closest_point == nullptr) {
return Vector<Vector2>();
}
// Use closest point instead.
end_point = astar.last_closest_point;
}
AStar3D::Point *p = end_point;
int64_t pc = 1; // Begin point
while (p != begin_point) {
pc++;
p = p->prev_point;
}
Vector<Vector2> path;
path.resize(pc);
{
Vector2 *w = path.ptrw();
AStar3D::Point *p2 = end_point;
int64_t idx = pc - 1;
while (p2 != begin_point) {
w[idx--] = Vector2(p2->pos.x, p2->pos.y);
p2 = p2->prev_point;
}
w[0] = Vector2(p2->pos.x, p2->pos.y); // Assign first
}
return path;
}
Vector<int64_t> AStar2D::get_id_path(int64_t p_from_id, int64_t p_to_id, bool p_allow_partial_path) {
AStar3D::Point **a_entry = astar.points.getptr(p_from_id);
ERR_FAIL_COND_V_MSG(!a_entry, Vector<int64_t>(), vformat("Can't get id path. Point with id: %d doesn't exist.", p_from_id));
AStar3D::Point *a = *a_entry;
AStar3D::Point **to_entry = astar.points.getptr(p_to_id);
ERR_FAIL_COND_V_MSG(!to_entry, Vector<int64_t>(), vformat("Can't get id path. Point with id: %d doesn't exist.", p_to_id));
AStar3D::Point *b = *to_entry;
if (a == b) {
Vector<int64_t> ret;
ret.push_back(a->id);
return ret;
}
if (!a->enabled) {
return Vector<int64_t>();
}
AStar3D::Point *begin_point = a;
AStar3D::Point *end_point = b;
bool found_route = _solve(begin_point, end_point, p_allow_partial_path);
if (!found_route) {
if (!p_allow_partial_path || astar.last_closest_point == nullptr) {
return Vector<int64_t>();
}
// Use closest point instead.
end_point = astar.last_closest_point;
}
AStar3D::Point *p = end_point;
int64_t pc = 1; // Begin point
while (p != begin_point) {
pc++;
p = p->prev_point;
}
Vector<int64_t> path;
path.resize(pc);
{
int64_t *w = path.ptrw();
p = end_point;
int64_t idx = pc - 1;
while (p != begin_point) {
w[idx--] = p->id;
p = p->prev_point;
}
w[0] = p->id; // Assign first
}
return path;
}
bool AStar2D::_solve(AStar3D::Point *begin_point, AStar3D::Point *end_point, bool p_allow_partial_path) {
astar.last_closest_point = nullptr;
astar.pass++;
if (!end_point->enabled && !p_allow_partial_path) {
return false;
}
bool found_route = false;
LocalVector<AStar3D::Point *> open_list;
SortArray<AStar3D::Point *, AStar3D::SortPoints> sorter;
begin_point->g_score = 0;
begin_point->f_score = _estimate_cost(begin_point->id, end_point->id);
begin_point->abs_g_score = 0;
begin_point->abs_f_score = _estimate_cost(begin_point->id, end_point->id);
open_list.push_back(begin_point);
while (!open_list.is_empty()) {
AStar3D::Point *p = open_list[0]; // The currently processed point.
// Find point closer to end_point, or same distance to end_point but closer to begin_point.
if (astar.last_closest_point == nullptr || astar.last_closest_point->abs_f_score > p->abs_f_score || (astar.last_closest_point->abs_f_score >= p->abs_f_score && astar.last_closest_point->abs_g_score > p->abs_g_score)) {
astar.last_closest_point = p;
}
if (p == end_point) {
found_route = true;
break;
}
sorter.pop_heap(0, open_list.size(), open_list.ptr()); // Remove the current point from the open list.
open_list.remove_at(open_list.size() - 1);
p->closed_pass = astar.pass; // Mark the point as closed.
for (KeyValue<int64_t, AStar3D::Point *> &kv : p->neighbors) {
AStar3D::Point *e = kv.value; // The neighbor point.
if (!e->enabled || e->closed_pass == astar.pass) {
continue;
}
if (astar.neighbor_filter_enabled) {
bool filtered;
if (GDVIRTUAL_CALL(_filter_neighbor, p->id, e->id, filtered) && filtered) {
continue;
}
}
real_t tentative_g_score = p->g_score + _compute_cost(p->id, e->id) * e->weight_scale;
bool new_point = false;
if (e->open_pass != astar.pass) { // The point wasn't inside the open list.
e->open_pass = astar.pass;
open_list.push_back(e);
new_point = true;
} else if (tentative_g_score >= e->g_score) { // The new path is worse than the previous.
continue;
}
e->prev_point = p;
e->g_score = tentative_g_score;
e->f_score = e->g_score + _estimate_cost(e->id, end_point->id);
e->abs_g_score = tentative_g_score;
e->abs_f_score = e->f_score - e->g_score;
if (new_point) { // The position of the new points is already known.
sorter.push_heap(0, open_list.size() - 1, 0, e, open_list.ptr());
} else {
sorter.push_heap(0, open_list.find(e), 0, e, open_list.ptr());
}
}
}
return found_route;
}
void AStar2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_available_point_id"), &AStar2D::get_available_point_id);
ClassDB::bind_method(D_METHOD("add_point", "id", "position", "weight_scale"), &AStar2D::add_point, DEFVAL(1.0));
ClassDB::bind_method(D_METHOD("get_point_position", "id"), &AStar2D::get_point_position);
ClassDB::bind_method(D_METHOD("set_point_position", "id", "position"), &AStar2D::set_point_position);
ClassDB::bind_method(D_METHOD("get_point_weight_scale", "id"), &AStar2D::get_point_weight_scale);
ClassDB::bind_method(D_METHOD("set_point_weight_scale", "id", "weight_scale"), &AStar2D::set_point_weight_scale);
ClassDB::bind_method(D_METHOD("remove_point", "id"), &AStar2D::remove_point);
ClassDB::bind_method(D_METHOD("has_point", "id"), &AStar2D::has_point);
ClassDB::bind_method(D_METHOD("get_point_connections", "id"), &AStar2D::get_point_connections);
ClassDB::bind_method(D_METHOD("get_point_ids"), &AStar2D::get_point_ids);
ClassDB::bind_method(D_METHOD("set_neighbor_filter_enabled", "enabled"), &AStar2D::set_neighbor_filter_enabled);
ClassDB::bind_method(D_METHOD("is_neighbor_filter_enabled"), &AStar2D::is_neighbor_filter_enabled);
ClassDB::bind_method(D_METHOD("set_point_disabled", "id", "disabled"), &AStar2D::set_point_disabled, DEFVAL(true));
ClassDB::bind_method(D_METHOD("is_point_disabled", "id"), &AStar2D::is_point_disabled);
ClassDB::bind_method(D_METHOD("connect_points", "id", "to_id", "bidirectional"), &AStar2D::connect_points, DEFVAL(true));
ClassDB::bind_method(D_METHOD("disconnect_points", "id", "to_id", "bidirectional"), &AStar2D::disconnect_points, DEFVAL(true));
ClassDB::bind_method(D_METHOD("are_points_connected", "id", "to_id", "bidirectional"), &AStar2D::are_points_connected, DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_point_count"), &AStar2D::get_point_count);
ClassDB::bind_method(D_METHOD("get_point_capacity"), &AStar2D::get_point_capacity);
ClassDB::bind_method(D_METHOD("reserve_space", "num_nodes"), &AStar2D::reserve_space);
ClassDB::bind_method(D_METHOD("clear"), &AStar2D::clear);
ClassDB::bind_method(D_METHOD("get_closest_point", "to_position", "include_disabled"), &AStar2D::get_closest_point, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_closest_position_in_segment", "to_position"), &AStar2D::get_closest_position_in_segment);
ClassDB::bind_method(D_METHOD("get_point_path", "from_id", "to_id", "allow_partial_path"), &AStar2D::get_point_path, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_id_path", "from_id", "to_id", "allow_partial_path"), &AStar2D::get_id_path, DEFVAL(false));
GDVIRTUAL_BIND(_filter_neighbor, "from_id", "neighbor_id")
GDVIRTUAL_BIND(_estimate_cost, "from_id", "end_id")
GDVIRTUAL_BIND(_compute_cost, "from_id", "to_id")
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "neighbor_filter_enabled"), "set_neighbor_filter_enabled", "is_neighbor_filter_enabled");
}

232
core/math/a_star.h Normal file
View File

@@ -0,0 +1,232 @@
/**************************************************************************/
/* a_star.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/object/gdvirtual.gen.inc"
#include "core/object/ref_counted.h"
#include "core/templates/a_hash_map.h"
/**
A* pathfinding algorithm.
*/
class AStar3D : public RefCounted {
GDCLASS(AStar3D, RefCounted);
friend class AStar2D;
struct Point {
Point() {}
int64_t id = 0;
Vector3 pos;
real_t weight_scale = 0;
bool enabled = false;
AHashMap<int64_t, Point *> neighbors = 4u;
AHashMap<int64_t, Point *> unlinked_neighbours = 4u;
// Used for pathfinding.
Point *prev_point = nullptr;
real_t g_score = 0;
real_t f_score = 0;
uint64_t open_pass = 0;
uint64_t closed_pass = 0;
// Used for getting closest_point_of_last_pathing_call.
real_t abs_g_score = 0;
real_t abs_f_score = 0;
};
struct SortPoints {
_FORCE_INLINE_ bool operator()(const Point *A, const Point *B) const { // Returns true when the Point A is worse than Point B.
if (A->f_score > B->f_score) {
return true;
} else if (A->f_score < B->f_score) {
return false;
} else {
return A->g_score < B->g_score; // If the f_costs are the same then prioritize the points that are further away from the start.
}
}
};
struct Segment {
Pair<int64_t, int64_t> key;
enum {
NONE = 0,
FORWARD = 1,
BACKWARD = 2,
BIDIRECTIONAL = FORWARD | BACKWARD
};
unsigned char direction = NONE;
static uint32_t hash(const Segment &p_seg) {
return HashMapHasherDefault::hash(p_seg.key);
}
bool operator==(const Segment &p_s) const { return key == p_s.key; }
Segment() {}
Segment(int64_t p_from, int64_t p_to) {
if (p_from < p_to) {
key.first = p_from;
key.second = p_to;
direction = FORWARD;
} else {
key.first = p_to;
key.second = p_from;
direction = BACKWARD;
}
}
};
mutable int64_t last_free_id = 0;
uint64_t pass = 1;
AHashMap<int64_t, Point *> points;
HashSet<Segment, Segment> segments;
Point *last_closest_point = nullptr;
bool neighbor_filter_enabled = false;
bool _solve(Point *begin_point, Point *end_point, bool p_allow_partial_path);
protected:
static void _bind_methods();
virtual real_t _estimate_cost(int64_t p_from_id, int64_t p_end_id);
virtual real_t _compute_cost(int64_t p_from_id, int64_t p_to_id);
GDVIRTUAL2RC(bool, _filter_neighbor, int64_t, int64_t)
GDVIRTUAL2RC(real_t, _estimate_cost, int64_t, int64_t)
GDVIRTUAL2RC(real_t, _compute_cost, int64_t, int64_t)
#ifndef DISABLE_DEPRECATED
Vector<int64_t> _get_id_path_bind_compat_88047(int64_t p_from_id, int64_t p_to_id);
Vector<Vector3> _get_point_path_bind_compat_88047(int64_t p_from_id, int64_t p_to_id);
static void _bind_compatibility_methods();
#endif
public:
int64_t get_available_point_id() const;
void add_point(int64_t p_id, const Vector3 &p_pos, real_t p_weight_scale = 1);
Vector3 get_point_position(int64_t p_id) const;
void set_point_position(int64_t p_id, const Vector3 &p_pos);
real_t get_point_weight_scale(int64_t p_id) const;
void set_point_weight_scale(int64_t p_id, real_t p_weight_scale);
void remove_point(int64_t p_id);
bool has_point(int64_t p_id) const;
Vector<int64_t> get_point_connections(int64_t p_id);
PackedInt64Array get_point_ids();
bool is_neighbor_filter_enabled() const;
void set_neighbor_filter_enabled(bool p_enabled);
void set_point_disabled(int64_t p_id, bool p_disabled = true);
bool is_point_disabled(int64_t p_id) const;
void connect_points(int64_t p_id, int64_t p_with_id, bool bidirectional = true);
void disconnect_points(int64_t p_id, int64_t p_with_id, bool bidirectional = true);
bool are_points_connected(int64_t p_id, int64_t p_with_id, bool bidirectional = true) const;
int64_t get_point_count() const;
int64_t get_point_capacity() const;
void reserve_space(int64_t p_num_nodes);
void clear();
int64_t get_closest_point(const Vector3 &p_point, bool p_include_disabled = false) const;
Vector3 get_closest_position_in_segment(const Vector3 &p_point) const;
Vector<Vector3> get_point_path(int64_t p_from_id, int64_t p_to_id, bool p_allow_partial_path = false);
Vector<int64_t> get_id_path(int64_t p_from_id, int64_t p_to_id, bool p_allow_partial_path = false);
AStar3D() {}
~AStar3D();
};
class AStar2D : public RefCounted {
GDCLASS(AStar2D, RefCounted);
AStar3D astar;
bool _solve(AStar3D::Point *begin_point, AStar3D::Point *end_point, bool p_allow_partial_path);
protected:
static void _bind_methods();
virtual real_t _estimate_cost(int64_t p_from_id, int64_t p_end_id);
virtual real_t _compute_cost(int64_t p_from_id, int64_t p_to_id);
GDVIRTUAL2RC(bool, _filter_neighbor, int64_t, int64_t)
GDVIRTUAL2RC(real_t, _estimate_cost, int64_t, int64_t)
GDVIRTUAL2RC(real_t, _compute_cost, int64_t, int64_t)
#ifndef DISABLE_DEPRECATED
Vector<int64_t> _get_id_path_bind_compat_88047(int64_t p_from_id, int64_t p_to_id);
Vector<Vector2> _get_point_path_bind_compat_88047(int64_t p_from_id, int64_t p_to_id);
static void _bind_compatibility_methods();
#endif
public:
int64_t get_available_point_id() const;
void add_point(int64_t p_id, const Vector2 &p_pos, real_t p_weight_scale = 1);
Vector2 get_point_position(int64_t p_id) const;
void set_point_position(int64_t p_id, const Vector2 &p_pos);
real_t get_point_weight_scale(int64_t p_id) const;
void set_point_weight_scale(int64_t p_id, real_t p_weight_scale);
void remove_point(int64_t p_id);
bool has_point(int64_t p_id) const;
Vector<int64_t> get_point_connections(int64_t p_id);
PackedInt64Array get_point_ids();
bool is_neighbor_filter_enabled() const;
void set_neighbor_filter_enabled(bool p_enabled);
void set_point_disabled(int64_t p_id, bool p_disabled = true);
bool is_point_disabled(int64_t p_id) const;
void connect_points(int64_t p_id, int64_t p_with_id, bool p_bidirectional = true);
void disconnect_points(int64_t p_id, int64_t p_with_id, bool p_bidirectional = true);
bool are_points_connected(int64_t p_id, int64_t p_with_id, bool p_bidirectional = true) const;
int64_t get_point_count() const;
int64_t get_point_capacity() const;
void reserve_space(int64_t p_num_nodes);
void clear();
int64_t get_closest_point(const Vector2 &p_point, bool p_include_disabled = false) const;
Vector2 get_closest_position_in_segment(const Vector2 &p_point) const;
Vector<Vector2> get_point_path(int64_t p_from_id, int64_t p_to_id, bool p_allow_partial_path = false);
Vector<int64_t> get_id_path(int64_t p_from_id, int64_t p_to_id, bool p_allow_partial_path = false);
AStar2D() {}
~AStar2D() {}
};

View File

@@ -0,0 +1,48 @@
/**************************************************************************/
/* a_star_grid_2d.compat.inc */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef DISABLE_DEPRECATED
#include "core/variant/typed_array.h"
TypedArray<Vector2i> AStarGrid2D::_get_id_path_bind_compat_88047(const Vector2i &p_from_id, const Vector2i &p_to_id) {
return get_id_path(p_from_id, p_to_id, false);
}
Vector<Vector2> AStarGrid2D::_get_point_path_bind_compat_88047(const Vector2i &p_from_id, const Vector2i &p_to_id) {
return get_point_path(p_from_id, p_to_id, false);
}
void AStarGrid2D::_bind_compatibility_methods() {
ClassDB::bind_compatibility_method(D_METHOD("get_id_path", "from_id", "to_id"), &AStarGrid2D::_get_id_path_bind_compat_88047);
ClassDB::bind_compatibility_method(D_METHOD("get_point_path", "from_id", "to_id"), &AStarGrid2D::_get_point_path_bind_compat_88047);
}
#endif // DISABLE_DEPRECATED

View File

@@ -0,0 +1,804 @@
/**************************************************************************/
/* a_star_grid_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "a_star_grid_2d.h"
#include "a_star_grid_2d.compat.inc"
#include "core/variant/typed_array.h"
static real_t heuristic_euclidean(const Vector2i &p_from, const Vector2i &p_to) {
real_t dx = (real_t)Math::abs(p_to.x - p_from.x);
real_t dy = (real_t)Math::abs(p_to.y - p_from.y);
return (real_t)Math::sqrt(dx * dx + dy * dy);
}
static real_t heuristic_manhattan(const Vector2i &p_from, const Vector2i &p_to) {
real_t dx = (real_t)Math::abs(p_to.x - p_from.x);
real_t dy = (real_t)Math::abs(p_to.y - p_from.y);
return dx + dy;
}
static real_t heuristic_octile(const Vector2i &p_from, const Vector2i &p_to) {
real_t dx = (real_t)Math::abs(p_to.x - p_from.x);
real_t dy = (real_t)Math::abs(p_to.y - p_from.y);
real_t F = Math::SQRT2 - 1;
return (dx < dy) ? F * dx + dy : F * dy + dx;
}
static real_t heuristic_chebyshev(const Vector2i &p_from, const Vector2i &p_to) {
real_t dx = (real_t)Math::abs(p_to.x - p_from.x);
real_t dy = (real_t)Math::abs(p_to.y - p_from.y);
return MAX(dx, dy);
}
static real_t (*heuristics[AStarGrid2D::HEURISTIC_MAX])(const Vector2i &, const Vector2i &) = { heuristic_euclidean, heuristic_manhattan, heuristic_octile, heuristic_chebyshev };
void AStarGrid2D::set_region(const Rect2i &p_region) {
ERR_FAIL_COND(p_region.size.x < 0 || p_region.size.y < 0);
if (p_region != region) {
region = p_region;
dirty = true;
}
}
Rect2i AStarGrid2D::get_region() const {
return region;
}
void AStarGrid2D::set_size(const Size2i &p_size) {
WARN_DEPRECATED_MSG(R"(The "size" property is deprecated, use "region" instead.)");
ERR_FAIL_COND(p_size.x < 0 || p_size.y < 0);
if (p_size != region.size) {
region.size = p_size;
dirty = true;
}
}
Size2i AStarGrid2D::get_size() const {
return region.size;
}
void AStarGrid2D::set_offset(const Vector2 &p_offset) {
if (!offset.is_equal_approx(p_offset)) {
offset = p_offset;
dirty = true;
}
}
Vector2 AStarGrid2D::get_offset() const {
return offset;
}
void AStarGrid2D::set_cell_size(const Size2 &p_cell_size) {
if (!cell_size.is_equal_approx(p_cell_size)) {
cell_size = p_cell_size;
dirty = true;
}
}
Size2 AStarGrid2D::get_cell_size() const {
return cell_size;
}
void AStarGrid2D::set_cell_shape(CellShape p_cell_shape) {
if (cell_shape == p_cell_shape) {
return;
}
ERR_FAIL_INDEX(p_cell_shape, CellShape::CELL_SHAPE_MAX);
cell_shape = p_cell_shape;
dirty = true;
}
AStarGrid2D::CellShape AStarGrid2D::get_cell_shape() const {
return cell_shape;
}
void AStarGrid2D::update() {
if (!dirty) {
return;
}
points.clear();
solid_mask.clear();
const int32_t end_x = region.get_end().x;
const int32_t end_y = region.get_end().y;
const Vector2 half_cell_size = cell_size / 2;
for (int32_t x = region.position.x; x < end_x + 2; x++) {
solid_mask.push_back(true);
}
for (int32_t y = region.position.y; y < end_y; y++) {
LocalVector<Point> line;
solid_mask.push_back(true);
for (int32_t x = region.position.x; x < end_x; x++) {
Vector2 v = offset;
switch (cell_shape) {
case CELL_SHAPE_ISOMETRIC_RIGHT:
v += half_cell_size + Vector2(x + y, y - x) * half_cell_size;
break;
case CELL_SHAPE_ISOMETRIC_DOWN:
v += half_cell_size + Vector2(x - y, x + y) * half_cell_size;
break;
case CELL_SHAPE_SQUARE:
v += Vector2(x, y) * cell_size;
break;
default:
break;
}
line.push_back(Point(Vector2i(x, y), v));
solid_mask.push_back(false);
}
solid_mask.push_back(true);
points.push_back(line);
}
for (int32_t x = region.position.x; x < end_x + 2; x++) {
solid_mask.push_back(true);
}
dirty = false;
}
bool AStarGrid2D::is_in_bounds(int32_t p_x, int32_t p_y) const {
return region.has_point(Vector2i(p_x, p_y));
}
bool AStarGrid2D::is_in_boundsv(const Vector2i &p_id) const {
return region.has_point(p_id);
}
bool AStarGrid2D::is_dirty() const {
return dirty;
}
void AStarGrid2D::set_jumping_enabled(bool p_enabled) {
jumping_enabled = p_enabled;
}
bool AStarGrid2D::is_jumping_enabled() const {
return jumping_enabled;
}
void AStarGrid2D::set_diagonal_mode(DiagonalMode p_diagonal_mode) {
ERR_FAIL_INDEX((int)p_diagonal_mode, (int)DIAGONAL_MODE_MAX);
diagonal_mode = p_diagonal_mode;
}
AStarGrid2D::DiagonalMode AStarGrid2D::get_diagonal_mode() const {
return diagonal_mode;
}
void AStarGrid2D::set_default_compute_heuristic(Heuristic p_heuristic) {
ERR_FAIL_INDEX((int)p_heuristic, (int)HEURISTIC_MAX);
default_compute_heuristic = p_heuristic;
}
AStarGrid2D::Heuristic AStarGrid2D::get_default_compute_heuristic() const {
return default_compute_heuristic;
}
void AStarGrid2D::set_default_estimate_heuristic(Heuristic p_heuristic) {
ERR_FAIL_INDEX((int)p_heuristic, (int)HEURISTIC_MAX);
default_estimate_heuristic = p_heuristic;
}
AStarGrid2D::Heuristic AStarGrid2D::get_default_estimate_heuristic() const {
return default_estimate_heuristic;
}
void AStarGrid2D::set_point_solid(const Vector2i &p_id, bool p_solid) {
ERR_FAIL_COND_MSG(dirty, "Grid is not initialized. Call the update method.");
ERR_FAIL_COND_MSG(!is_in_boundsv(p_id), vformat("Can't set if point is disabled. Point %s out of bounds %s.", p_id, region));
_set_solid_unchecked(p_id, p_solid);
}
bool AStarGrid2D::is_point_solid(const Vector2i &p_id) const {
ERR_FAIL_COND_V_MSG(dirty, false, "Grid is not initialized. Call the update method.");
ERR_FAIL_COND_V_MSG(!is_in_boundsv(p_id), false, vformat("Can't get if point is disabled. Point %s out of bounds %s.", p_id, region));
return _get_solid_unchecked(p_id);
}
void AStarGrid2D::set_point_weight_scale(const Vector2i &p_id, real_t p_weight_scale) {
ERR_FAIL_COND_MSG(dirty, "Grid is not initialized. Call the update method.");
ERR_FAIL_COND_MSG(!is_in_boundsv(p_id), vformat("Can't set point's weight scale. Point %s out of bounds %s.", p_id, region));
ERR_FAIL_COND_MSG(p_weight_scale < 0.0, vformat("Can't set point's weight scale less than 0.0: %f.", p_weight_scale));
_get_point_unchecked(p_id)->weight_scale = p_weight_scale;
}
real_t AStarGrid2D::get_point_weight_scale(const Vector2i &p_id) const {
ERR_FAIL_COND_V_MSG(dirty, 0, "Grid is not initialized. Call the update method.");
ERR_FAIL_COND_V_MSG(!is_in_boundsv(p_id), 0, vformat("Can't get point's weight scale. Point %s out of bounds %s.", p_id, region));
return _get_point_unchecked(p_id)->weight_scale;
}
void AStarGrid2D::fill_solid_region(const Rect2i &p_region, bool p_solid) {
ERR_FAIL_COND_MSG(dirty, "Grid is not initialized. Call the update method.");
const Rect2i safe_region = p_region.intersection(region);
const int32_t end_x = safe_region.get_end().x;
const int32_t end_y = safe_region.get_end().y;
for (int32_t y = safe_region.position.y; y < end_y; y++) {
for (int32_t x = safe_region.position.x; x < end_x; x++) {
_set_solid_unchecked(x, y, p_solid);
}
}
}
void AStarGrid2D::fill_weight_scale_region(const Rect2i &p_region, real_t p_weight_scale) {
ERR_FAIL_COND_MSG(dirty, "Grid is not initialized. Call the update method.");
ERR_FAIL_COND_MSG(p_weight_scale < 0.0, vformat("Can't set point's weight scale less than 0.0: %f.", p_weight_scale));
const Rect2i safe_region = p_region.intersection(region);
const int32_t end_x = safe_region.get_end().x;
const int32_t end_y = safe_region.get_end().y;
for (int32_t y = safe_region.position.y; y < end_y; y++) {
for (int32_t x = safe_region.position.x; x < end_x; x++) {
_get_point_unchecked(x, y)->weight_scale = p_weight_scale;
}
}
}
AStarGrid2D::Point *AStarGrid2D::_jump(Point *p_from, Point *p_to) {
int32_t from_x = p_from->id.x;
int32_t from_y = p_from->id.y;
int32_t to_x = p_to->id.x;
int32_t to_y = p_to->id.y;
int32_t dx = to_x - from_x;
int32_t dy = to_y - from_y;
if (diagonal_mode == DIAGONAL_MODE_ALWAYS || diagonal_mode == DIAGONAL_MODE_AT_LEAST_ONE_WALKABLE) {
if (dx == 0 || dy == 0) {
return _forced_successor(to_x, to_y, dx, dy);
}
while (_is_walkable(to_x, to_y) && (diagonal_mode == DIAGONAL_MODE_ALWAYS || _is_walkable(to_x, to_y - dy) || _is_walkable(to_x - dx, to_y))) {
if (end->id.x == to_x && end->id.y == to_y) {
return end;
}
if ((_is_walkable(to_x - dx, to_y + dy) && !_is_walkable(to_x - dx, to_y)) || (_is_walkable(to_x + dx, to_y - dy) && !_is_walkable(to_x, to_y - dy))) {
return _get_point_unchecked(to_x, to_y);
}
if (_forced_successor(to_x + dx, to_y, dx, 0) != nullptr || _forced_successor(to_x, to_y + dy, 0, dy) != nullptr) {
return _get_point_unchecked(to_x, to_y);
}
to_x += dx;
to_y += dy;
}
} else if (diagonal_mode == DIAGONAL_MODE_ONLY_IF_NO_OBSTACLES) {
if (dx == 0 || dy == 0) {
return _forced_successor(from_x, from_y, dx, dy, true);
}
while (_is_walkable(to_x, to_y) && _is_walkable(to_x, to_y - dy) && _is_walkable(to_x - dx, to_y)) {
if (end->id.x == to_x && end->id.y == to_y) {
return end;
}
if ((_is_walkable(to_x + dx, to_y + dy) && !_is_walkable(to_x, to_y + dy)) || !_is_walkable(to_x + dx, to_y)) {
return _get_point_unchecked(to_x, to_y);
}
if (_forced_successor(to_x, to_y, dx, 0) != nullptr || _forced_successor(to_x, to_y, 0, dy) != nullptr) {
return _get_point_unchecked(to_x, to_y);
}
to_x += dx;
to_y += dy;
}
} else { // DIAGONAL_MODE_NEVER
if (dy == 0) {
return _forced_successor(from_x, from_y, dx, 0, true);
}
while (_is_walkable(to_x, to_y)) {
if (end->id.x == to_x && end->id.y == to_y) {
return end;
}
if ((_is_walkable(to_x - 1, to_y) && !_is_walkable(to_x - 1, to_y - dy)) || (_is_walkable(to_x + 1, to_y) && !_is_walkable(to_x + 1, to_y - dy))) {
return _get_point_unchecked(to_x, to_y);
}
if (_forced_successor(to_x, to_y, 1, 0, true) != nullptr || _forced_successor(to_x, to_y, -1, 0, true) != nullptr) {
return _get_point_unchecked(to_x, to_y);
}
to_y += dy;
}
}
return nullptr;
}
AStarGrid2D::Point *AStarGrid2D::_forced_successor(int32_t p_x, int32_t p_y, int32_t p_dx, int32_t p_dy, bool p_inclusive) {
// Remembering previous results can improve performance.
bool l_prev = false, r_prev = false, l = false, r = false;
int32_t o_x = p_x, o_y = p_y;
if (p_inclusive) {
o_x += p_dx;
o_y += p_dy;
}
int32_t l_x = p_x - p_dy, l_y = p_y - p_dx;
int32_t r_x = p_x + p_dy, r_y = p_y + p_dx;
while (_is_walkable(o_x, o_y)) {
if (end->id.x == o_x && end->id.y == o_y) {
return end;
}
l_prev = l || _is_walkable(l_x, l_y);
r_prev = r || _is_walkable(r_x, r_y);
l_x += p_dx;
l_y += p_dy;
r_x += p_dx;
r_y += p_dy;
l = _is_walkable(l_x, l_y);
r = _is_walkable(r_x, r_y);
if ((l && !l_prev) || (r && !r_prev)) {
return _get_point_unchecked(o_x, o_y);
}
o_x += p_dx;
o_y += p_dy;
}
return nullptr;
}
void AStarGrid2D::_get_nbors(Point *p_point, LocalVector<Point *> &r_nbors) {
bool ts0 = false, td0 = false,
ts1 = false, td1 = false,
ts2 = false, td2 = false,
ts3 = false, td3 = false;
Point *left = nullptr;
Point *right = nullptr;
Point *top = nullptr;
Point *bottom = nullptr;
Point *top_left = nullptr;
Point *top_right = nullptr;
Point *bottom_left = nullptr;
Point *bottom_right = nullptr;
{
bool has_left = false;
bool has_right = false;
if (p_point->id.x - 1 >= region.position.x) {
left = _get_point_unchecked(p_point->id.x - 1, p_point->id.y);
has_left = true;
}
if (p_point->id.x + 1 < region.position.x + region.size.width) {
right = _get_point_unchecked(p_point->id.x + 1, p_point->id.y);
has_right = true;
}
if (p_point->id.y - 1 >= region.position.y) {
top = _get_point_unchecked(p_point->id.x, p_point->id.y - 1);
if (has_left) {
top_left = _get_point_unchecked(p_point->id.x - 1, p_point->id.y - 1);
}
if (has_right) {
top_right = _get_point_unchecked(p_point->id.x + 1, p_point->id.y - 1);
}
}
if (p_point->id.y + 1 < region.position.y + region.size.height) {
bottom = _get_point_unchecked(p_point->id.x, p_point->id.y + 1);
if (has_left) {
bottom_left = _get_point_unchecked(p_point->id.x - 1, p_point->id.y + 1);
}
if (has_right) {
bottom_right = _get_point_unchecked(p_point->id.x + 1, p_point->id.y + 1);
}
}
}
if (top && !_get_solid_unchecked(top->id)) {
r_nbors.push_back(top);
ts0 = true;
}
if (right && !_get_solid_unchecked(right->id)) {
r_nbors.push_back(right);
ts1 = true;
}
if (bottom && !_get_solid_unchecked(bottom->id)) {
r_nbors.push_back(bottom);
ts2 = true;
}
if (left && !_get_solid_unchecked(left->id)) {
r_nbors.push_back(left);
ts3 = true;
}
switch (diagonal_mode) {
case DIAGONAL_MODE_ALWAYS: {
td0 = true;
td1 = true;
td2 = true;
td3 = true;
} break;
case DIAGONAL_MODE_NEVER: {
} break;
case DIAGONAL_MODE_AT_LEAST_ONE_WALKABLE: {
td0 = ts3 || ts0;
td1 = ts0 || ts1;
td2 = ts1 || ts2;
td3 = ts2 || ts3;
} break;
case DIAGONAL_MODE_ONLY_IF_NO_OBSTACLES: {
td0 = ts3 && ts0;
td1 = ts0 && ts1;
td2 = ts1 && ts2;
td3 = ts2 && ts3;
} break;
default:
break;
}
if (td0 && (top_left && !_get_solid_unchecked(top_left->id))) {
r_nbors.push_back(top_left);
}
if (td1 && (top_right && !_get_solid_unchecked(top_right->id))) {
r_nbors.push_back(top_right);
}
if (td2 && (bottom_right && !_get_solid_unchecked(bottom_right->id))) {
r_nbors.push_back(bottom_right);
}
if (td3 && (bottom_left && !_get_solid_unchecked(bottom_left->id))) {
r_nbors.push_back(bottom_left);
}
}
bool AStarGrid2D::_solve(Point *p_begin_point, Point *p_end_point, bool p_allow_partial_path) {
last_closest_point = nullptr;
pass++;
if (_get_solid_unchecked(p_end_point->id) && !p_allow_partial_path) {
return false;
}
bool found_route = false;
LocalVector<Point *> open_list;
SortArray<Point *, SortPoints> sorter;
LocalVector<Point *> nbors;
p_begin_point->g_score = 0;
p_begin_point->f_score = _estimate_cost(p_begin_point->id, p_end_point->id);
p_begin_point->abs_g_score = 0;
p_begin_point->abs_f_score = _estimate_cost(p_begin_point->id, p_end_point->id);
open_list.push_back(p_begin_point);
end = p_end_point;
while (!open_list.is_empty()) {
Point *p = open_list[0]; // The currently processed point.
// Find point closer to end_point, or same distance to end_point but closer to begin_point.
if (last_closest_point == nullptr || last_closest_point->abs_f_score > p->abs_f_score || (last_closest_point->abs_f_score >= p->abs_f_score && last_closest_point->abs_g_score > p->abs_g_score)) {
last_closest_point = p;
}
if (p == p_end_point) {
found_route = true;
break;
}
sorter.pop_heap(0, open_list.size(), open_list.ptr()); // Remove the current point from the open list.
open_list.remove_at(open_list.size() - 1);
p->closed_pass = pass; // Mark the point as closed.
nbors.clear();
_get_nbors(p, nbors);
for (Point *e : nbors) {
real_t weight_scale = 1.0;
if (jumping_enabled) {
// TODO: Make it works with weight_scale.
e = _jump(p, e);
if (!e || e->closed_pass == pass) {
continue;
}
} else {
if (_get_solid_unchecked(e->id) || e->closed_pass == pass) {
continue;
}
weight_scale = e->weight_scale;
}
real_t tentative_g_score = p->g_score + _compute_cost(p->id, e->id) * weight_scale;
bool new_point = false;
if (e->open_pass != pass) { // The point wasn't inside the open list.
e->open_pass = pass;
open_list.push_back(e);
new_point = true;
} else if (tentative_g_score >= e->g_score) { // The new path is worse than the previous.
continue;
}
e->prev_point = p;
e->g_score = tentative_g_score;
e->f_score = e->g_score + _estimate_cost(e->id, p_end_point->id);
e->abs_g_score = tentative_g_score;
e->abs_f_score = e->f_score - e->g_score;
if (new_point) { // The position of the new points is already known.
sorter.push_heap(0, open_list.size() - 1, 0, e, open_list.ptr());
} else {
sorter.push_heap(0, open_list.find(e), 0, e, open_list.ptr());
}
}
}
return found_route;
}
real_t AStarGrid2D::_estimate_cost(const Vector2i &p_from_id, const Vector2i &p_end_id) {
real_t scost;
if (GDVIRTUAL_CALL(_estimate_cost, p_from_id, p_end_id, scost)) {
return scost;
}
return heuristics[default_estimate_heuristic](p_from_id, p_end_id);
}
real_t AStarGrid2D::_compute_cost(const Vector2i &p_from_id, const Vector2i &p_to_id) {
real_t scost;
if (GDVIRTUAL_CALL(_compute_cost, p_from_id, p_to_id, scost)) {
return scost;
}
return heuristics[default_compute_heuristic](p_from_id, p_to_id);
}
void AStarGrid2D::clear() {
points.clear();
region = Rect2i();
}
Vector2 AStarGrid2D::get_point_position(const Vector2i &p_id) const {
ERR_FAIL_COND_V_MSG(dirty, Vector2(), "Grid is not initialized. Call the update method.");
ERR_FAIL_COND_V_MSG(!is_in_boundsv(p_id), Vector2(), vformat("Can't get point's position. Point %s out of bounds %s.", p_id, region));
return _get_point_unchecked(p_id)->pos;
}
TypedArray<Dictionary> AStarGrid2D::get_point_data_in_region(const Rect2i &p_region) const {
ERR_FAIL_COND_V_MSG(dirty, TypedArray<Dictionary>(), "Grid is not initialized. Call the update method.");
const Rect2i inter_region = region.intersection(p_region);
const int32_t start_x = inter_region.position.x - region.position.x;
const int32_t start_y = inter_region.position.y - region.position.y;
const int32_t end_x = inter_region.get_end().x - region.position.x;
const int32_t end_y = inter_region.get_end().y - region.position.y;
TypedArray<Dictionary> data;
for (int32_t y = start_y; y < end_y; y++) {
for (int32_t x = start_x; x < end_x; x++) {
const Point &p = points[y][x];
Dictionary dict;
dict["id"] = p.id;
dict["position"] = p.pos;
dict["solid"] = _get_solid_unchecked(p.id);
dict["weight_scale"] = p.weight_scale;
data.push_back(dict);
}
}
return data;
}
Vector<Vector2> AStarGrid2D::get_point_path(const Vector2i &p_from_id, const Vector2i &p_to_id, bool p_allow_partial_path) {
ERR_FAIL_COND_V_MSG(dirty, Vector<Vector2>(), "Grid is not initialized. Call the update method.");
ERR_FAIL_COND_V_MSG(!is_in_boundsv(p_from_id), Vector<Vector2>(), vformat("Can't get id path. Point %s out of bounds %s.", p_from_id, region));
ERR_FAIL_COND_V_MSG(!is_in_boundsv(p_to_id), Vector<Vector2>(), vformat("Can't get id path. Point %s out of bounds %s.", p_to_id, region));
Point *a = _get_point(p_from_id.x, p_from_id.y);
Point *b = _get_point(p_to_id.x, p_to_id.y);
if (a == b) {
Vector<Vector2> ret;
ret.push_back(a->pos);
return ret;
}
Point *begin_point = a;
Point *end_point = b;
bool found_route = _solve(begin_point, end_point, p_allow_partial_path);
if (!found_route) {
if (!p_allow_partial_path || last_closest_point == nullptr) {
return Vector<Vector2>();
}
// Use closest point instead.
end_point = last_closest_point;
}
Point *p = end_point;
int32_t pc = 1;
while (p != begin_point) {
pc++;
p = p->prev_point;
}
Vector<Vector2> path;
path.resize(pc);
{
Vector2 *w = path.ptrw();
p = end_point;
int32_t idx = pc - 1;
while (p != begin_point) {
w[idx--] = p->pos;
p = p->prev_point;
}
w[0] = p->pos;
}
return path;
}
TypedArray<Vector2i> AStarGrid2D::get_id_path(const Vector2i &p_from_id, const Vector2i &p_to_id, bool p_allow_partial_path) {
ERR_FAIL_COND_V_MSG(dirty, TypedArray<Vector2i>(), "Grid is not initialized. Call the update method.");
ERR_FAIL_COND_V_MSG(!is_in_boundsv(p_from_id), TypedArray<Vector2i>(), vformat("Can't get id path. Point %s out of bounds %s.", p_from_id, region));
ERR_FAIL_COND_V_MSG(!is_in_boundsv(p_to_id), TypedArray<Vector2i>(), vformat("Can't get id path. Point %s out of bounds %s.", p_to_id, region));
Point *a = _get_point(p_from_id.x, p_from_id.y);
Point *b = _get_point(p_to_id.x, p_to_id.y);
if (a == b) {
TypedArray<Vector2i> ret;
ret.push_back(a->id);
return ret;
}
Point *begin_point = a;
Point *end_point = b;
bool found_route = _solve(begin_point, end_point, p_allow_partial_path);
if (!found_route) {
if (!p_allow_partial_path || last_closest_point == nullptr) {
return TypedArray<Vector2i>();
}
// Use closest point instead.
end_point = last_closest_point;
}
Point *p = end_point;
int32_t pc = 1;
while (p != begin_point) {
pc++;
p = p->prev_point;
}
TypedArray<Vector2i> path;
path.resize(pc);
{
p = end_point;
int32_t idx = pc - 1;
while (p != begin_point) {
path[idx--] = p->id;
p = p->prev_point;
}
path[0] = p->id;
}
return path;
}
void AStarGrid2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_region", "region"), &AStarGrid2D::set_region);
ClassDB::bind_method(D_METHOD("get_region"), &AStarGrid2D::get_region);
ClassDB::bind_method(D_METHOD("set_size", "size"), &AStarGrid2D::set_size);
ClassDB::bind_method(D_METHOD("get_size"), &AStarGrid2D::get_size);
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &AStarGrid2D::set_offset);
ClassDB::bind_method(D_METHOD("get_offset"), &AStarGrid2D::get_offset);
ClassDB::bind_method(D_METHOD("set_cell_size", "cell_size"), &AStarGrid2D::set_cell_size);
ClassDB::bind_method(D_METHOD("get_cell_size"), &AStarGrid2D::get_cell_size);
ClassDB::bind_method(D_METHOD("set_cell_shape", "cell_shape"), &AStarGrid2D::set_cell_shape);
ClassDB::bind_method(D_METHOD("get_cell_shape"), &AStarGrid2D::get_cell_shape);
ClassDB::bind_method(D_METHOD("is_in_bounds", "x", "y"), &AStarGrid2D::is_in_bounds);
ClassDB::bind_method(D_METHOD("is_in_boundsv", "id"), &AStarGrid2D::is_in_boundsv);
ClassDB::bind_method(D_METHOD("is_dirty"), &AStarGrid2D::is_dirty);
ClassDB::bind_method(D_METHOD("update"), &AStarGrid2D::update);
ClassDB::bind_method(D_METHOD("set_jumping_enabled", "enabled"), &AStarGrid2D::set_jumping_enabled);
ClassDB::bind_method(D_METHOD("is_jumping_enabled"), &AStarGrid2D::is_jumping_enabled);
ClassDB::bind_method(D_METHOD("set_diagonal_mode", "mode"), &AStarGrid2D::set_diagonal_mode);
ClassDB::bind_method(D_METHOD("get_diagonal_mode"), &AStarGrid2D::get_diagonal_mode);
ClassDB::bind_method(D_METHOD("set_default_compute_heuristic", "heuristic"), &AStarGrid2D::set_default_compute_heuristic);
ClassDB::bind_method(D_METHOD("get_default_compute_heuristic"), &AStarGrid2D::get_default_compute_heuristic);
ClassDB::bind_method(D_METHOD("set_default_estimate_heuristic", "heuristic"), &AStarGrid2D::set_default_estimate_heuristic);
ClassDB::bind_method(D_METHOD("get_default_estimate_heuristic"), &AStarGrid2D::get_default_estimate_heuristic);
ClassDB::bind_method(D_METHOD("set_point_solid", "id", "solid"), &AStarGrid2D::set_point_solid, DEFVAL(true));
ClassDB::bind_method(D_METHOD("is_point_solid", "id"), &AStarGrid2D::is_point_solid);
ClassDB::bind_method(D_METHOD("set_point_weight_scale", "id", "weight_scale"), &AStarGrid2D::set_point_weight_scale);
ClassDB::bind_method(D_METHOD("get_point_weight_scale", "id"), &AStarGrid2D::get_point_weight_scale);
ClassDB::bind_method(D_METHOD("fill_solid_region", "region", "solid"), &AStarGrid2D::fill_solid_region, DEFVAL(true));
ClassDB::bind_method(D_METHOD("fill_weight_scale_region", "region", "weight_scale"), &AStarGrid2D::fill_weight_scale_region);
ClassDB::bind_method(D_METHOD("clear"), &AStarGrid2D::clear);
ClassDB::bind_method(D_METHOD("get_point_position", "id"), &AStarGrid2D::get_point_position);
ClassDB::bind_method(D_METHOD("get_point_data_in_region", "region"), &AStarGrid2D::get_point_data_in_region);
ClassDB::bind_method(D_METHOD("get_point_path", "from_id", "to_id", "allow_partial_path"), &AStarGrid2D::get_point_path, DEFVAL(false));
ClassDB::bind_method(D_METHOD("get_id_path", "from_id", "to_id", "allow_partial_path"), &AStarGrid2D::get_id_path, DEFVAL(false));
GDVIRTUAL_BIND(_estimate_cost, "from_id", "end_id")
GDVIRTUAL_BIND(_compute_cost, "from_id", "to_id")
ADD_PROPERTY(PropertyInfo(Variant::RECT2I, "region"), "set_region", "get_region");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2I, "size"), "set_size", "get_size");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "cell_size"), "set_cell_size", "get_cell_size");
ADD_PROPERTY(PropertyInfo(Variant::INT, "cell_shape", PROPERTY_HINT_ENUM, "Square,IsometricRight,IsometricDown"), "set_cell_shape", "get_cell_shape");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "jumping_enabled"), "set_jumping_enabled", "is_jumping_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "default_compute_heuristic", PROPERTY_HINT_ENUM, "Euclidean,Manhattan,Octile,Chebyshev"), "set_default_compute_heuristic", "get_default_compute_heuristic");
ADD_PROPERTY(PropertyInfo(Variant::INT, "default_estimate_heuristic", PROPERTY_HINT_ENUM, "Euclidean,Manhattan,Octile,Chebyshev"), "set_default_estimate_heuristic", "get_default_estimate_heuristic");
ADD_PROPERTY(PropertyInfo(Variant::INT, "diagonal_mode", PROPERTY_HINT_ENUM, "Never,Always,At Least One Walkable,Only If No Obstacles"), "set_diagonal_mode", "get_diagonal_mode");
BIND_ENUM_CONSTANT(HEURISTIC_EUCLIDEAN);
BIND_ENUM_CONSTANT(HEURISTIC_MANHATTAN);
BIND_ENUM_CONSTANT(HEURISTIC_OCTILE);
BIND_ENUM_CONSTANT(HEURISTIC_CHEBYSHEV);
BIND_ENUM_CONSTANT(HEURISTIC_MAX);
BIND_ENUM_CONSTANT(DIAGONAL_MODE_ALWAYS);
BIND_ENUM_CONSTANT(DIAGONAL_MODE_NEVER);
BIND_ENUM_CONSTANT(DIAGONAL_MODE_AT_LEAST_ONE_WALKABLE);
BIND_ENUM_CONSTANT(DIAGONAL_MODE_ONLY_IF_NO_OBSTACLES);
BIND_ENUM_CONSTANT(DIAGONAL_MODE_MAX);
BIND_ENUM_CONSTANT(CELL_SHAPE_SQUARE);
BIND_ENUM_CONSTANT(CELL_SHAPE_ISOMETRIC_RIGHT);
BIND_ENUM_CONSTANT(CELL_SHAPE_ISOMETRIC_DOWN);
BIND_ENUM_CONSTANT(CELL_SHAPE_MAX);
}

231
core/math/a_star_grid_2d.h Normal file
View File

@@ -0,0 +1,231 @@
/**************************************************************************/
/* a_star_grid_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/object/gdvirtual.gen.inc"
#include "core/object/ref_counted.h"
#include "core/templates/local_vector.h"
class AStarGrid2D : public RefCounted {
GDCLASS(AStarGrid2D, RefCounted);
public:
enum DiagonalMode {
DIAGONAL_MODE_ALWAYS,
DIAGONAL_MODE_NEVER,
DIAGONAL_MODE_AT_LEAST_ONE_WALKABLE,
DIAGONAL_MODE_ONLY_IF_NO_OBSTACLES,
DIAGONAL_MODE_MAX,
};
enum Heuristic {
HEURISTIC_EUCLIDEAN,
HEURISTIC_MANHATTAN,
HEURISTIC_OCTILE,
HEURISTIC_CHEBYSHEV,
HEURISTIC_MAX,
};
enum CellShape {
CELL_SHAPE_SQUARE,
CELL_SHAPE_ISOMETRIC_RIGHT,
CELL_SHAPE_ISOMETRIC_DOWN,
CELL_SHAPE_MAX,
};
private:
Rect2i region;
Vector2 offset;
Size2 cell_size = Size2(1, 1);
bool dirty = false;
CellShape cell_shape = CELL_SHAPE_SQUARE;
bool jumping_enabled = false;
DiagonalMode diagonal_mode = DIAGONAL_MODE_ALWAYS;
Heuristic default_compute_heuristic = HEURISTIC_EUCLIDEAN;
Heuristic default_estimate_heuristic = HEURISTIC_EUCLIDEAN;
struct Point {
Vector2i id;
Vector2 pos;
real_t weight_scale = 1.0;
// Used for pathfinding.
Point *prev_point = nullptr;
real_t g_score = 0;
real_t f_score = 0;
uint64_t open_pass = 0;
uint64_t closed_pass = 0;
// Used for getting last_closest_point.
real_t abs_g_score = 0;
real_t abs_f_score = 0;
Point() {}
Point(const Vector2i &p_id, const Vector2 &p_pos) :
id(p_id), pos(p_pos) {}
};
struct SortPoints {
_FORCE_INLINE_ bool operator()(const Point *A, const Point *B) const { // Returns true when the Point A is worse than Point B.
if (A->f_score > B->f_score) {
return true;
} else if (A->f_score < B->f_score) {
return false;
} else {
return A->g_score < B->g_score; // If the f_costs are the same then prioritize the points that are further away from the start.
}
}
};
LocalVector<bool> solid_mask;
LocalVector<LocalVector<Point>> points;
Point *end = nullptr;
Point *last_closest_point = nullptr;
uint64_t pass = 1;
private: // Internal routines.
_FORCE_INLINE_ size_t _to_mask_index(int32_t p_x, int32_t p_y) const {
return ((p_y - region.position.y + 1) * (region.size.x + 2)) + p_x - region.position.x + 1;
}
_FORCE_INLINE_ bool _is_walkable(int32_t p_x, int32_t p_y) const {
return !solid_mask[_to_mask_index(p_x, p_y)];
}
_FORCE_INLINE_ Point *_get_point(int32_t p_x, int32_t p_y) {
if (region.has_point(Vector2i(p_x, p_y))) {
return &points[p_y - region.position.y][p_x - region.position.x];
}
return nullptr;
}
_FORCE_INLINE_ void _set_solid_unchecked(int32_t p_x, int32_t p_y, bool p_solid) {
solid_mask[_to_mask_index(p_x, p_y)] = p_solid;
}
_FORCE_INLINE_ void _set_solid_unchecked(const Vector2i &p_id, bool p_solid) {
solid_mask[_to_mask_index(p_id.x, p_id.y)] = p_solid;
}
_FORCE_INLINE_ bool _get_solid_unchecked(const Vector2i &p_id) const {
return solid_mask[_to_mask_index(p_id.x, p_id.y)];
}
_FORCE_INLINE_ Point *_get_point_unchecked(int32_t p_x, int32_t p_y) {
return &points[p_y - region.position.y][p_x - region.position.x];
}
_FORCE_INLINE_ Point *_get_point_unchecked(const Vector2i &p_id) {
return &points[p_id.y - region.position.y][p_id.x - region.position.x];
}
_FORCE_INLINE_ const Point *_get_point_unchecked(const Vector2i &p_id) const {
return &points[p_id.y - region.position.y][p_id.x - region.position.x];
}
void _get_nbors(Point *p_point, LocalVector<Point *> &r_nbors);
Point *_jump(Point *p_from, Point *p_to);
bool _solve(Point *p_begin_point, Point *p_end_point, bool p_allow_partial_path);
Point *_forced_successor(int32_t p_x, int32_t p_y, int32_t p_dx, int32_t p_dy, bool p_inclusive = false);
protected:
static void _bind_methods();
virtual real_t _estimate_cost(const Vector2i &p_from_id, const Vector2i &p_end_id);
virtual real_t _compute_cost(const Vector2i &p_from_id, const Vector2i &p_to_id);
GDVIRTUAL2RC(real_t, _estimate_cost, Vector2i, Vector2i)
GDVIRTUAL2RC(real_t, _compute_cost, Vector2i, Vector2i)
#ifndef DISABLE_DEPRECATED
TypedArray<Vector2i> _get_id_path_bind_compat_88047(const Vector2i &p_from, const Vector2i &p_to);
Vector<Vector2> _get_point_path_bind_compat_88047(const Vector2i &p_from, const Vector2i &p_to);
static void _bind_compatibility_methods();
#endif
public:
void set_region(const Rect2i &p_region);
Rect2i get_region() const;
void set_size(const Size2i &p_size);
Size2i get_size() const;
void set_offset(const Vector2 &p_offset);
Vector2 get_offset() const;
void set_cell_size(const Size2 &p_cell_size);
Size2 get_cell_size() const;
void set_cell_shape(CellShape p_cell_shape);
CellShape get_cell_shape() const;
void update();
bool is_in_bounds(int32_t p_x, int32_t p_y) const;
bool is_in_boundsv(const Vector2i &p_id) const;
bool is_dirty() const;
void set_jumping_enabled(bool p_enabled);
bool is_jumping_enabled() const;
void set_diagonal_mode(DiagonalMode p_diagonal_mode);
DiagonalMode get_diagonal_mode() const;
void set_default_compute_heuristic(Heuristic p_heuristic);
Heuristic get_default_compute_heuristic() const;
void set_default_estimate_heuristic(Heuristic p_heuristic);
Heuristic get_default_estimate_heuristic() const;
void set_point_solid(const Vector2i &p_id, bool p_solid = true);
bool is_point_solid(const Vector2i &p_id) const;
void set_point_weight_scale(const Vector2i &p_id, real_t p_weight_scale);
real_t get_point_weight_scale(const Vector2i &p_id) const;
void fill_solid_region(const Rect2i &p_region, bool p_solid = true);
void fill_weight_scale_region(const Rect2i &p_region, real_t p_weight_scale);
void clear();
Vector2 get_point_position(const Vector2i &p_id) const;
TypedArray<Dictionary> get_point_data_in_region(const Rect2i &p_region) const;
Vector<Vector2> get_point_path(const Vector2i &p_from, const Vector2i &p_to, bool p_allow_partial_path = false);
TypedArray<Vector2i> get_id_path(const Vector2i &p_from, const Vector2i &p_to, bool p_allow_partial_path = false);
};
VARIANT_ENUM_CAST(AStarGrid2D::DiagonalMode);
VARIANT_ENUM_CAST(AStarGrid2D::Heuristic);
VARIANT_ENUM_CAST(AStarGrid2D::CellShape)

445
core/math/aabb.cpp Normal file
View File

@@ -0,0 +1,445 @@
/**************************************************************************/
/* aabb.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "aabb.h"
#include "core/string/ustring.h"
#include "core/variant/variant.h"
real_t AABB::get_volume() const {
return size.x * size.y * size.z;
}
void AABB::merge_with(const AABB &p_aabb) {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
Vector3 beg_1, beg_2;
Vector3 end_1, end_2;
Vector3 min, max;
beg_1 = position;
beg_2 = p_aabb.position;
end_1 = size + beg_1;
end_2 = p_aabb.size + beg_2;
min.x = (beg_1.x < beg_2.x) ? beg_1.x : beg_2.x;
min.y = (beg_1.y < beg_2.y) ? beg_1.y : beg_2.y;
min.z = (beg_1.z < beg_2.z) ? beg_1.z : beg_2.z;
max.x = (end_1.x > end_2.x) ? end_1.x : end_2.x;
max.y = (end_1.y > end_2.y) ? end_1.y : end_2.y;
max.z = (end_1.z > end_2.z) ? end_1.z : end_2.z;
position = min;
size = max - min;
}
bool AABB::is_equal_approx(const AABB &p_aabb) const {
return position.is_equal_approx(p_aabb.position) && size.is_equal_approx(p_aabb.size);
}
bool AABB::is_same(const AABB &p_aabb) const {
return position.is_same(p_aabb.position) && size.is_same(p_aabb.size);
}
bool AABB::is_finite() const {
return position.is_finite() && size.is_finite();
}
AABB AABB::intersection(const AABB &p_aabb) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
Vector3 src_min = position;
Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position;
Vector3 dst_max = p_aabb.position + p_aabb.size;
Vector3 min, max;
if (src_min.x > dst_max.x || src_max.x < dst_min.x) {
return AABB();
} else {
min.x = (src_min.x > dst_min.x) ? src_min.x : dst_min.x;
max.x = (src_max.x < dst_max.x) ? src_max.x : dst_max.x;
}
if (src_min.y > dst_max.y || src_max.y < dst_min.y) {
return AABB();
} else {
min.y = (src_min.y > dst_min.y) ? src_min.y : dst_min.y;
max.y = (src_max.y < dst_max.y) ? src_max.y : dst_max.y;
}
if (src_min.z > dst_max.z || src_max.z < dst_min.z) {
return AABB();
} else {
min.z = (src_min.z > dst_min.z) ? src_min.z : dst_min.z;
max.z = (src_max.z < dst_max.z) ? src_max.z : dst_max.z;
}
return AABB(min, max - min);
}
// Note that this routine returns the BACKTRACKED (i.e. behind the ray origin)
// intersection point + normal if INSIDE the AABB.
// The caller can therefore decide when INSIDE whether to use the
// backtracked intersection, or use p_from as the intersection, and
// carry on progressing without e.g. reflecting against the normal.
bool AABB::find_intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, bool &r_inside, Vector3 *r_intersection_point, Vector3 *r_normal) 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.");
}
#endif
Vector3 end = position + size;
real_t tmin = -1e20;
real_t tmax = 1e20;
int axis = 0;
// Make sure r_inside is always initialized,
// to prevent reading uninitialized data in the client code.
r_inside = false;
for (int i = 0; i < 3; i++) {
if (p_dir[i] == 0) {
if ((p_from[i] < position[i]) || (p_from[i] > end[i])) {
return false;
}
} else { // ray not parallel to planes in this direction
real_t t1 = (position[i] - p_from[i]) / p_dir[i];
real_t t2 = (end[i] - p_from[i]) / p_dir[i];
if (t1 > t2) {
SWAP(t1, t2);
}
if (t1 >= tmin) {
tmin = t1;
axis = i;
}
if (t2 < tmax) {
if (t2 < 0) {
return false;
}
tmax = t2;
}
if (tmin > tmax) {
return false;
}
}
}
// Did the ray start from inside the box?
// In which case the intersection returned is the point of entry
// (behind the ray start) or the calling routine can use the ray origin as intersection point.
r_inside = tmin < 0;
if (r_intersection_point) {
*r_intersection_point = p_from + p_dir * tmin;
// Prevent float error by making sure the point is exactly
// on the AABB border on the relevant axis.
r_intersection_point->coord[axis] = (p_dir[axis] >= 0) ? position.coord[axis] : end.coord[axis];
}
if (r_normal) {
*r_normal = Vector3();
(*r_normal)[axis] = (p_dir[axis] >= 0) ? -1 : 1;
}
return true;
}
bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_intersection_point, Vector3 *r_normal) 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.");
}
#endif
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
for (int i = 0; i < 3; i++) {
real_t seg_from = p_from[i];
real_t seg_to = p_to[i];
real_t box_begin = position[i];
real_t box_end = box_begin + size[i];
real_t cmin, cmax;
real_t csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin) {
return false;
}
real_t length = seg_to - seg_from;
cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
csign = -1.0;
} else {
if (seg_to > box_end || seg_from < box_begin) {
return false;
}
real_t length = seg_to - seg_from;
cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
csign = 1.0;
}
if (cmin > min) {
min = cmin;
axis = i;
sign = csign;
}
if (cmax < max) {
max = cmax;
}
if (max < min) {
return false;
}
}
Vector3 rel = p_to - p_from;
if (r_normal) {
Vector3 normal;
normal[axis] = sign;
*r_normal = normal;
}
if (r_intersection_point) {
*r_intersection_point = p_from + rel * min;
}
return true;
}
bool AABB::intersects_plane(const Plane &p_plane) const {
Vector3 points[8] = {
Vector3(position.x, position.y, position.z),
Vector3(position.x, position.y, position.z + size.z),
Vector3(position.x, position.y + size.y, position.z),
Vector3(position.x, position.y + size.y, position.z + size.z),
Vector3(position.x + size.x, position.y, position.z),
Vector3(position.x + size.x, position.y, position.z + size.z),
Vector3(position.x + size.x, position.y + size.y, position.z),
Vector3(position.x + size.x, position.y + size.y, position.z + size.z),
};
bool over = false;
bool under = false;
for (int i = 0; i < 8; i++) {
if (p_plane.distance_to(points[i]) > 0) {
over = true;
} else {
under = true;
}
}
return under && over;
}
Vector3 AABB::get_longest_axis() const {
Vector3 axis(1, 0, 0);
real_t max_size = size.x;
if (size.y > max_size) {
axis = Vector3(0, 1, 0);
max_size = size.y;
}
if (size.z > max_size) {
axis = Vector3(0, 0, 1);
}
return axis;
}
int AABB::get_longest_axis_index() const {
int axis = 0;
real_t max_size = size.x;
if (size.y > max_size) {
axis = 1;
max_size = size.y;
}
if (size.z > max_size) {
axis = 2;
}
return axis;
}
Vector3 AABB::get_shortest_axis() const {
Vector3 axis(1, 0, 0);
real_t min_size = size.x;
if (size.y < min_size) {
axis = Vector3(0, 1, 0);
min_size = size.y;
}
if (size.z < min_size) {
axis = Vector3(0, 0, 1);
}
return axis;
}
int AABB::get_shortest_axis_index() const {
int axis = 0;
real_t min_size = size.x;
if (size.y < min_size) {
axis = 1;
min_size = size.y;
}
if (size.z < min_size) {
axis = 2;
}
return axis;
}
AABB AABB::merge(const AABB &p_with) const {
AABB aabb = *this;
aabb.merge_with(p_with);
return aabb;
}
AABB AABB::expand(const Vector3 &p_vector) const {
AABB aabb = *this;
aabb.expand_to(p_vector);
return aabb;
}
AABB AABB::grow(real_t p_by) const {
AABB aabb = *this;
aabb.grow_by(p_by);
return aabb;
}
void AABB::get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const {
ERR_FAIL_INDEX(p_edge, 12);
switch (p_edge) {
case 0: {
r_from = Vector3(position.x + size.x, position.y, position.z);
r_to = Vector3(position.x, position.y, position.z);
} break;
case 1: {
r_from = Vector3(position.x + size.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y, position.z);
} break;
case 2: {
r_from = Vector3(position.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y, position.z + size.z);
} break;
case 3: {
r_from = Vector3(position.x, position.y, position.z);
r_to = Vector3(position.x, position.y, position.z + size.z);
} break;
case 4: {
r_from = Vector3(position.x, position.y + size.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z);
} break;
case 5: {
r_from = Vector3(position.x + size.x, position.y + size.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
} break;
case 6: {
r_from = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z + size.z);
} break;
case 7: {
r_from = Vector3(position.x, position.y + size.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z);
} break;
case 8: {
r_from = Vector3(position.x, position.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z + size.z);
} break;
case 9: {
r_from = Vector3(position.x, position.y, position.z);
r_to = Vector3(position.x, position.y + size.y, position.z);
} break;
case 10: {
r_from = Vector3(position.x + size.x, position.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z);
} break;
case 11: {
r_from = Vector3(position.x + size.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
} break;
}
}
Variant AABB::intersects_segment_bind(const Vector3 &p_from, const Vector3 &p_to) const {
Vector3 inters;
if (intersects_segment(p_from, p_to, &inters)) {
return inters;
}
return Variant();
}
Variant AABB::intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const {
Vector3 inters;
bool inside = false;
if (find_intersects_ray(p_from, p_dir, inside, &inters)) {
// When inside the intersection point may be BEHIND the ray,
// so for general use we return the ray origin.
if (inside) {
return p_from;
}
return inters;
}
return Variant();
}
AABB::operator String() const {
return "[P: " + String(position) + ", S: " + String(size) + "]";
}

504
core/math/aabb.h Normal file
View File

@@ -0,0 +1,504 @@
/**************************************************************************/
/* aabb.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/plane.h"
#include "core/math/vector3.h"
/**
* AABB (Axis Aligned Bounding Box)
* This is implemented by a point (position) and the box size.
*/
class Variant;
struct [[nodiscard]] AABB {
Vector3 position;
Vector3 size;
real_t get_volume() const;
_FORCE_INLINE_ bool has_volume() const {
return size.x > 0.0f && size.y > 0.0f && size.z > 0.0f;
}
_FORCE_INLINE_ bool has_surface() const {
return size.x > 0.0f || size.y > 0.0f || size.z > 0.0f;
}
const Vector3 &get_position() const { return position; }
void set_position(const Vector3 &p_pos) { position = p_pos; }
const Vector3 &get_size() const { return size; }
void set_size(const Vector3 &p_size) { size = p_size; }
constexpr bool operator==(const AABB &p_rval) const {
return position == p_rval.position && size == p_rval.size;
}
constexpr bool operator!=(const AABB &p_rval) const {
return position != p_rval.position || size != p_rval.size;
}
bool is_equal_approx(const AABB &p_aabb) const;
bool is_same(const AABB &p_aabb) const;
bool is_finite() const;
_FORCE_INLINE_ bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
_FORCE_INLINE_ bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
_FORCE_INLINE_ bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this
AABB merge(const AABB &p_with) const;
void merge_with(const AABB &p_aabb); ///merge with another AABB
AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs
_FORCE_INLINE_ bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t p_t0, real_t p_t1) const;
bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_intersection_point = nullptr, Vector3 *r_normal = nullptr) const;
bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir) const {
bool inside;
return find_intersects_ray(p_from, p_dir, inside);
}
bool find_intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, bool &r_inside, Vector3 *r_intersection_point = nullptr, Vector3 *r_normal = nullptr) 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;
bool intersects_plane(const Plane &p_plane) const;
_FORCE_INLINE_ bool has_point(const Vector3 &p_point) const;
_FORCE_INLINE_ Vector3 get_support(const Vector3 &p_direction) const;
Vector3 get_longest_axis() const;
int get_longest_axis_index() const;
_FORCE_INLINE_ real_t get_longest_axis_size() const;
Vector3 get_shortest_axis() const;
int get_shortest_axis_index() const;
_FORCE_INLINE_ real_t get_shortest_axis_size() const;
AABB grow(real_t p_by) const;
_FORCE_INLINE_ void grow_by(real_t p_amount);
void get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const;
_FORCE_INLINE_ Vector3 get_endpoint(int p_point) const;
AABB expand(const Vector3 &p_vector) const;
_FORCE_INLINE_ void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const;
_FORCE_INLINE_ void expand_to(const Vector3 &p_vector); /** expand to contain a point if necessary */
_FORCE_INLINE_ AABB abs() const {
return AABB(position + size.minf(0), size.abs());
}
Variant intersects_segment_bind(const Vector3 &p_from, const Vector3 &p_to) const;
Variant intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const;
_FORCE_INLINE_ void quantize(real_t p_unit);
_FORCE_INLINE_ AABB quantized(real_t p_unit) const;
_FORCE_INLINE_ void set_end(const Vector3 &p_end) {
size = p_end - position;
}
_FORCE_INLINE_ Vector3 get_end() const {
return position + size;
}
_FORCE_INLINE_ Vector3 get_center() const {
return position + (size * 0.5f);
}
explicit operator String() const;
AABB() = default;
constexpr AABB(const Vector3 &p_pos, const Vector3 &p_size) :
position(p_pos),
size(p_size) {
}
};
inline bool AABB::intersects(const AABB &p_aabb) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
if (position.x >= (p_aabb.position.x + p_aabb.size.x)) {
return false;
}
if ((position.x + size.x) <= p_aabb.position.x) {
return false;
}
if (position.y >= (p_aabb.position.y + p_aabb.size.y)) {
return false;
}
if ((position.y + size.y) <= p_aabb.position.y) {
return false;
}
if (position.z >= (p_aabb.position.z + p_aabb.size.z)) {
return false;
}
if ((position.z + size.z) <= p_aabb.position.z) {
return false;
}
return true;
}
inline bool AABB::intersects_inclusive(const AABB &p_aabb) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
if (position.x > (p_aabb.position.x + p_aabb.size.x)) {
return false;
}
if ((position.x + size.x) < p_aabb.position.x) {
return false;
}
if (position.y > (p_aabb.position.y + p_aabb.size.y)) {
return false;
}
if ((position.y + size.y) < p_aabb.position.y) {
return false;
}
if (position.z > (p_aabb.position.z + p_aabb.size.z)) {
return false;
}
if ((position.z + size.z) < p_aabb.position.z) {
return false;
}
return true;
}
inline bool AABB::encloses(const AABB &p_aabb) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || size.z < 0 || p_aabb.size.x < 0 || p_aabb.size.y < 0 || p_aabb.size.z < 0)) {
ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
}
#endif
Vector3 src_min = position;
Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position;
Vector3 dst_max = p_aabb.position + p_aabb.size;
return (
(src_min.x <= dst_min.x) &&
(src_max.x >= dst_max.x) &&
(src_min.y <= dst_min.y) &&
(src_max.y >= dst_max.y) &&
(src_min.z <= dst_min.z) &&
(src_max.z >= dst_max.z));
}
Vector3 AABB::get_support(const Vector3 &p_direction) const {
Vector3 support = position;
if (p_direction.x > 0.0f) {
support.x += size.x;
}
if (p_direction.y > 0.0f) {
support.y += size.y;
}
if (p_direction.z > 0.0f) {
support.z += size.z;
}
return support;
}
Vector3 AABB::get_endpoint(int p_point) const {
switch (p_point) {
case 0:
return Vector3(position.x, position.y, position.z);
case 1:
return Vector3(position.x, position.y, position.z + size.z);
case 2:
return Vector3(position.x, position.y + size.y, position.z);
case 3:
return Vector3(position.x, position.y + size.y, position.z + size.z);
case 4:
return Vector3(position.x + size.x, position.y, position.z);
case 5:
return Vector3(position.x + size.x, position.y, position.z + size.z);
case 6:
return Vector3(position.x + size.x, position.y + size.y, position.z);
case 7:
return Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
}
ERR_FAIL_V(Vector3());
}
bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
Vector3 half_extents = size * 0.5f;
Vector3 ofs = position + half_extents;
for (int i = 0; i < p_plane_count; i++) {
const Plane &p = p_planes[i];
Vector3 point(
(p.normal.x > 0) ? -half_extents.x : half_extents.x,
(p.normal.y > 0) ? -half_extents.y : half_extents.y,
(p.normal.z > 0) ? -half_extents.z : half_extents.z);
point += ofs;
if (p.is_point_over(point)) {
return false;
}
}
// Make sure all points in the shape aren't fully separated from the AABB on
// each axis.
int bad_point_counts_positive[3] = { 0 };
int bad_point_counts_negative[3] = { 0 };
for (int k = 0; k < 3; k++) {
for (int i = 0; i < p_point_count; i++) {
if (p_points[i].coord[k] > ofs.coord[k] + half_extents.coord[k]) {
bad_point_counts_positive[k]++;
}
if (p_points[i].coord[k] < ofs.coord[k] - half_extents.coord[k]) {
bad_point_counts_negative[k]++;
}
}
if (bad_point_counts_negative[k] == p_point_count) {
return false;
}
if (bad_point_counts_positive[k] == p_point_count) {
return false;
}
}
return true;
}
bool AABB::inside_convex_shape(const Plane *p_planes, int p_plane_count) const {
Vector3 half_extents = size * 0.5f;
Vector3 ofs = position + half_extents;
for (int i = 0; i < p_plane_count; i++) {
const Plane &p = p_planes[i];
Vector3 point(
(p.normal.x < 0) ? -half_extents.x : half_extents.x,
(p.normal.y < 0) ? -half_extents.y : half_extents.y,
(p.normal.z < 0) ? -half_extents.z : half_extents.z);
point += ofs;
if (p.is_point_over(point)) {
return false;
}
}
return true;
}
bool AABB::has_point(const Vector3 &p_point) 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.");
}
#endif
if (p_point.x < position.x) {
return false;
}
if (p_point.y < position.y) {
return false;
}
if (p_point.z < position.z) {
return false;
}
if (p_point.x > position.x + size.x) {
return false;
}
if (p_point.y > position.y + size.y) {
return false;
}
if (p_point.z > position.z + size.z) {
return false;
}
return true;
}
inline void AABB::expand_to(const Vector3 &p_vector) {
#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.");
}
#endif
Vector3 begin = position;
Vector3 end = position + size;
if (p_vector.x < begin.x) {
begin.x = p_vector.x;
}
if (p_vector.y < begin.y) {
begin.y = p_vector.y;
}
if (p_vector.z < begin.z) {
begin.z = p_vector.z;
}
if (p_vector.x > end.x) {
end.x = p_vector.x;
}
if (p_vector.y > end.y) {
end.y = p_vector.y;
}
if (p_vector.z > end.z) {
end.z = p_vector.z;
}
position = begin;
size = end - begin;
}
void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
Vector3 half_extents(size.x * 0.5f, size.y * 0.5f, size.z * 0.5f);
Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
real_t length = p_plane.normal.abs().dot(half_extents);
real_t distance = p_plane.distance_to(center);
r_min = distance - length;
r_max = distance + length;
}
inline real_t AABB::get_longest_axis_size() const {
real_t max_size = size.x;
if (size.y > max_size) {
max_size = size.y;
}
if (size.z > max_size) {
max_size = size.z;
}
return max_size;
}
inline real_t AABB::get_shortest_axis_size() const {
real_t max_size = size.x;
if (size.y < max_size) {
max_size = size.y;
}
if (size.z < max_size) {
max_size = size.z;
}
return max_size;
}
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.");
}
#endif
real_t divx = 1.0f / p_dir.x;
real_t divy = 1.0f / p_dir.y;
real_t divz = 1.0f / p_dir.z;
Vector3 upbound = position + size;
real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
if (p_dir.x >= 0) {
tmin = (position.x - p_from.x) * divx;
tmax = (upbound.x - p_from.x) * divx;
} else {
tmin = (upbound.x - p_from.x) * divx;
tmax = (position.x - p_from.x) * divx;
}
if (p_dir.y >= 0) {
tymin = (position.y - p_from.y) * divy;
tymax = (upbound.y - p_from.y) * divy;
} else {
tymin = (upbound.y - p_from.y) * divy;
tymax = (position.y - p_from.y) * divy;
}
if ((tmin > tymax) || (tymin > tmax)) {
return false;
}
if (tymin > tmin) {
tmin = tymin;
}
if (tymax < tmax) {
tmax = tymax;
}
if (p_dir.z >= 0) {
tzmin = (position.z - p_from.z) * divz;
tzmax = (upbound.z - p_from.z) * divz;
} else {
tzmin = (upbound.z - p_from.z) * divz;
tzmax = (position.z - p_from.z) * divz;
}
if ((tmin > tzmax) || (tzmin > tmax)) {
return false;
}
if (tzmin > tmin) {
tmin = tzmin;
}
if (tzmax < tmax) {
tmax = tzmax;
}
return ((tmin < p_t1) && (tmax > p_t0));
}
void AABB::grow_by(real_t p_amount) {
position.x -= p_amount;
position.y -= p_amount;
position.z -= p_amount;
size.x += 2.0f * p_amount;
size.y += 2.0f * p_amount;
size.z += 2.0f * p_amount;
}
void AABB::quantize(real_t p_unit) {
size += position;
position.x -= Math::fposmodp(position.x, p_unit);
position.y -= Math::fposmodp(position.y, p_unit);
position.z -= Math::fposmodp(position.z, p_unit);
size.x -= Math::fposmodp(size.x, p_unit);
size.y -= Math::fposmodp(size.y, p_unit);
size.z -= Math::fposmodp(size.z, p_unit);
size.x += p_unit;
size.y += p_unit;
size.z += p_unit;
size -= position;
}
AABB AABB::quantized(real_t p_unit) const {
AABB ret = *this;
ret.quantize(p_unit);
return ret;
}
template <>
struct is_zero_constructible<AABB> : std::true_type {};

174
core/math/audio_frame.h Normal file
View File

@@ -0,0 +1,174 @@
/**************************************************************************/
/* audio_frame.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/vector2.h"
#include "core/typedefs.h"
static _FORCE_INLINE_ float undenormalize(float f) {
union {
uint32_t i;
float f;
} v;
v.f = f;
// original: return (v.i & 0x7f800000) == 0 ? 0.0f : f;
// version from Tim Blechmann:
return (v.i & 0x7f800000) < 0x08000000 ? 0.0f : f;
}
static const float AUDIO_PEAK_OFFSET = 0.0000000001f;
static const float AUDIO_MIN_PEAK_DB = -200.0f; // linear_to_db(AUDIO_PEAK_OFFSET)
struct AudioFrame {
// Left and right samples.
union {
// NOLINTBEGIN(modernize-use-default-member-init)
struct {
float left;
float right;
};
#ifndef DISABLE_DEPRECATED
struct {
float l;
float r;
};
#endif
float levels[2] = { 0.0 };
// NOLINTEND(modernize-use-default-member-init)
};
_ALWAYS_INLINE_ const float &operator[](int p_idx) const {
DEV_ASSERT((unsigned int)p_idx < 2);
return levels[p_idx];
}
_ALWAYS_INLINE_ float &operator[](int p_idx) {
DEV_ASSERT((unsigned int)p_idx < 2);
return levels[p_idx];
}
constexpr AudioFrame operator+(const AudioFrame &p_frame) const { return AudioFrame(left + p_frame.left, right + p_frame.right); }
constexpr AudioFrame operator-(const AudioFrame &p_frame) const { return AudioFrame(left - p_frame.left, right - p_frame.right); }
constexpr AudioFrame operator*(const AudioFrame &p_frame) const { return AudioFrame(left * p_frame.left, right * p_frame.right); }
constexpr AudioFrame operator/(const AudioFrame &p_frame) const { return AudioFrame(left / p_frame.left, right / p_frame.right); }
constexpr AudioFrame operator+(float p_sample) const { return AudioFrame(left + p_sample, right + p_sample); }
constexpr AudioFrame operator-(float p_sample) const { return AudioFrame(left - p_sample, right - p_sample); }
constexpr AudioFrame operator*(float p_sample) const { return AudioFrame(left * p_sample, right * p_sample); }
constexpr AudioFrame operator/(float p_sample) const { return AudioFrame(left / p_sample, right / p_sample); }
constexpr void operator+=(const AudioFrame &p_frame) {
left += p_frame.left;
right += p_frame.right;
}
constexpr void operator-=(const AudioFrame &p_frame) {
left -= p_frame.left;
right -= p_frame.right;
}
constexpr void operator*=(const AudioFrame &p_frame) {
left *= p_frame.left;
right *= p_frame.right;
}
constexpr void operator/=(const AudioFrame &p_frame) {
left /= p_frame.left;
right /= p_frame.right;
}
constexpr void operator+=(float p_sample) {
left += p_sample;
right += p_sample;
}
constexpr void operator-=(float p_sample) {
left -= p_sample;
right -= p_sample;
}
constexpr void operator*=(float p_sample) {
left *= p_sample;
right *= p_sample;
}
constexpr void operator/=(float p_sample) {
left /= p_sample;
right /= p_sample;
}
_ALWAYS_INLINE_ void undenormalize() {
left = ::undenormalize(left);
right = ::undenormalize(right);
}
_FORCE_INLINE_ AudioFrame lerp(const AudioFrame &p_b, float p_t) const {
AudioFrame res = *this;
res.left += (p_t * (p_b.left - left));
res.right += (p_t * (p_b.right - right));
return res;
}
// NOLINTBEGIN(cppcoreguidelines-pro-type-member-init)
constexpr AudioFrame(float p_left, float p_right) :
left(p_left), right(p_right) {}
constexpr AudioFrame(const AudioFrame &p_frame) :
left(p_frame.left), right(p_frame.right) {}
// NOLINTEND(cppcoreguidelines-pro-type-member-init)
constexpr void operator=(const AudioFrame &p_frame) {
left = p_frame.left;
right = p_frame.right;
}
constexpr operator Vector2() const {
return Vector2(left, right);
}
// NOLINTBEGIN(cppcoreguidelines-pro-type-member-init)
constexpr AudioFrame(const Vector2 &p_v2) :
left(p_v2.x), right(p_v2.y) {}
constexpr AudioFrame() :
left(0), right(0) {}
// NOLINTEND(cppcoreguidelines-pro-type-member-init)
};
constexpr AudioFrame operator*(float p_scalar, const AudioFrame &p_frame) {
return AudioFrame(p_frame.left * p_scalar, p_frame.right * p_scalar);
}
constexpr AudioFrame operator*(int32_t p_scalar, const AudioFrame &p_frame) {
return AudioFrame(p_frame.left * p_scalar, p_frame.right * p_scalar);
}
constexpr AudioFrame operator*(int64_t p_scalar, const AudioFrame &p_frame) {
return AudioFrame(p_frame.left * p_scalar, p_frame.right * p_scalar);
}
template <>
struct is_zero_constructible<AudioFrame> : std::true_type {};

1053
core/math/basis.cpp Normal file

File diff suppressed because it is too large Load Diff

346
core/math/basis.h Normal file
View File

@@ -0,0 +1,346 @@
/**************************************************************************/
/* basis.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/quaternion.h"
#include "core/math/vector3.h"
struct [[nodiscard]] Basis {
Vector3 rows[3] = {
Vector3(1, 0, 0),
Vector3(0, 1, 0),
Vector3(0, 0, 1)
};
constexpr const Vector3 &operator[](int p_row) const {
return rows[p_row];
}
constexpr Vector3 &operator[](int p_row) {
return rows[p_row];
}
void invert();
void transpose();
Basis inverse() const;
Basis transposed() const;
_FORCE_INLINE_ real_t determinant() const;
void rotate(const Vector3 &p_axis, real_t p_angle);
Basis rotated(const Vector3 &p_axis, real_t p_angle) const;
void rotate_local(const Vector3 &p_axis, real_t p_angle);
Basis rotated_local(const Vector3 &p_axis, real_t p_angle) const;
void rotate(const Vector3 &p_euler, EulerOrder p_order = EulerOrder::YXZ);
Basis rotated(const Vector3 &p_euler, EulerOrder p_order = EulerOrder::YXZ) const;
void rotate(const Quaternion &p_quaternion);
Basis rotated(const Quaternion &p_quaternion) const;
Vector3 get_euler_normalized(EulerOrder p_order = EulerOrder::YXZ) const;
void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const;
void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const;
Quaternion get_rotation_quaternion() const;
void rotate_to_align(Vector3 p_start_direction, Vector3 p_end_direction);
Vector3 rotref_posscale_decomposition(Basis &rotref) const;
Vector3 get_euler(EulerOrder p_order = EulerOrder::YXZ) const;
void set_euler(const Vector3 &p_euler, EulerOrder p_order = EulerOrder::YXZ);
static Basis from_euler(const Vector3 &p_euler, EulerOrder p_order = EulerOrder::YXZ) {
Basis b;
b.set_euler(p_euler, p_order);
return b;
}
Quaternion get_quaternion() const;
void set_quaternion(const Quaternion &p_quaternion);
void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const;
void set_axis_angle(const Vector3 &p_axis, real_t p_angle);
void scale(const Vector3 &p_scale);
Basis scaled(const Vector3 &p_scale) const;
void scale_local(const Vector3 &p_scale);
Basis scaled_local(const Vector3 &p_scale) const;
void scale_orthogonal(const Vector3 &p_scale);
Basis scaled_orthogonal(const Vector3 &p_scale) const;
real_t get_uniform_scale() const;
Vector3 get_scale() const;
Vector3 get_scale_abs() const;
Vector3 get_scale_global() const;
void set_axis_angle_scale(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale);
void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale, EulerOrder p_order = EulerOrder::YXZ);
void set_quaternion_scale(const Quaternion &p_quaternion, const Vector3 &p_scale);
// transposed dot products
_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 &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 &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;
bool is_same(const Basis &p_basis) const;
bool is_finite() const;
constexpr bool operator==(const Basis &p_matrix) const;
constexpr bool operator!=(const Basis &p_matrix) const;
_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
_FORCE_INLINE_ void operator*=(const Basis &p_matrix);
_FORCE_INLINE_ Basis operator*(const Basis &p_matrix) const;
constexpr void operator+=(const Basis &p_matrix);
constexpr Basis operator+(const Basis &p_matrix) const;
constexpr void operator-=(const Basis &p_matrix);
constexpr Basis operator-(const Basis &p_matrix) const;
constexpr void operator*=(real_t p_val);
constexpr Basis operator*(real_t p_val) const;
constexpr void operator/=(real_t p_val);
constexpr Basis operator/(real_t p_val) const;
bool is_orthogonal() const;
bool is_orthonormal() const;
bool is_conformal() const;
bool is_diagonal() const;
bool is_rotation() 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);
explicit operator String() const;
/* create / set */
_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);
set_column(1, p_y);
set_column(2, p_z);
}
_FORCE_INLINE_ Vector3 get_column(int p_index) const {
// Get actual basis axis column (we store transposed as rows for performance).
return Vector3(rows[0][p_index], rows[1][p_index], rows[2][p_index]);
}
_FORCE_INLINE_ void set_column(int p_index, const Vector3 &p_value) {
// Set actual basis axis column (we store transposed as rows for performance).
rows[0][p_index] = p_value.x;
rows[1][p_index] = p_value.y;
rows[2][p_index] = p_value.z;
}
_FORCE_INLINE_ Vector3 get_main_diagonal() const {
return Vector3(rows[0][0], rows[1][1], rows[2][2]);
}
_FORCE_INLINE_ void set_zero() {
rows[0].zero();
rows[1].zero();
rows[2].zero();
}
_FORCE_INLINE_ Basis transpose_xform(const Basis &p_m) const {
return Basis(
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);
}
constexpr 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) :
rows{
{ p_xx, p_xy, p_xz },
{ p_yx, p_yy, p_yz },
{ p_zx, p_zy, p_zz },
} {}
void orthonormalize();
Basis orthonormalized() const;
void orthogonalize();
Basis orthogonalized() const;
#ifdef MATH_CHECKS
bool is_symmetric() const;
#endif
Basis diagonalize();
operator Quaternion() const { return get_quaternion(); }
static Basis looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
Basis(const Quaternion &p_quaternion) { set_quaternion(p_quaternion); }
Basis(const Quaternion &p_quaternion, const Vector3 &p_scale) { set_quaternion_scale(p_quaternion, p_scale); }
Basis(const Vector3 &p_axis, real_t p_angle) { set_axis_angle(p_axis, p_angle); }
Basis(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_angle, p_scale); }
static Basis from_scale(const Vector3 &p_scale);
constexpr Basis(const Vector3 &p_x_axis, const Vector3 &p_y_axis, const Vector3 &p_z_axis) :
rows{
{ p_x_axis.x, p_y_axis.x, p_z_axis.x },
{ p_x_axis.y, p_y_axis.y, p_z_axis.y },
{ p_x_axis.z, p_y_axis.z, p_z_axis.z },
} {}
Basis() = default;
private:
// Helper method.
void _set_diagonal(const Vector3 &p_diag);
};
constexpr bool Basis::operator==(const Basis &p_matrix) const {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (rows[i][j] != p_matrix.rows[i][j]) {
return false;
}
}
}
return true;
}
constexpr bool Basis::operator!=(const Basis &p_matrix) const {
return (!(*this == p_matrix));
}
_FORCE_INLINE_ void Basis::operator*=(const Basis &p_matrix) {
set(
p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]),
p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]),
p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2]));
}
_FORCE_INLINE_ Basis Basis::operator*(const Basis &p_matrix) const {
return Basis(
p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]),
p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]),
p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2]));
}
constexpr void Basis::operator+=(const Basis &p_matrix) {
rows[0] += p_matrix.rows[0];
rows[1] += p_matrix.rows[1];
rows[2] += p_matrix.rows[2];
}
constexpr Basis Basis::operator+(const Basis &p_matrix) const {
Basis ret(*this);
ret += p_matrix;
return ret;
}
constexpr void Basis::operator-=(const Basis &p_matrix) {
rows[0] -= p_matrix.rows[0];
rows[1] -= p_matrix.rows[1];
rows[2] -= p_matrix.rows[2];
}
constexpr Basis Basis::operator-(const Basis &p_matrix) const {
Basis ret(*this);
ret -= p_matrix;
return ret;
}
constexpr void Basis::operator*=(real_t p_val) {
rows[0] *= p_val;
rows[1] *= p_val;
rows[2] *= p_val;
}
constexpr Basis Basis::operator*(real_t p_val) const {
Basis ret(*this);
ret *= p_val;
return ret;
}
constexpr void Basis::operator/=(real_t p_val) {
rows[0] /= p_val;
rows[1] /= p_val;
rows[2] /= p_val;
}
constexpr Basis Basis::operator/(real_t p_val) const {
Basis ret(*this);
ret /= p_val;
return ret;
}
Vector3 Basis::xform(const Vector3 &p_vector) const {
return Vector3(
rows[0].dot(p_vector),
rows[1].dot(p_vector),
rows[2].dot(p_vector));
}
Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
return Vector3(
(rows[0][0] * p_vector.x) + (rows[1][0] * p_vector.y) + (rows[2][0] * p_vector.z),
(rows[0][1] * p_vector.x) + (rows[1][1] * p_vector.y) + (rows[2][1] * p_vector.z),
(rows[0][2] * p_vector.x) + (rows[1][2] * p_vector.y) + (rows[2][2] * p_vector.z));
}
real_t Basis::determinant() const {
return rows[0][0] * (rows[1][1] * rows[2][2] - rows[2][1] * rows[1][2]) -
rows[1][0] * (rows[0][1] * rows[2][2] - rows[2][1] * rows[0][2]) +
rows[2][0] * (rows[0][1] * rows[1][2] - rows[1][1] * rows[0][2]);
}

807
core/math/bvh.h Normal file
View File

@@ -0,0 +1,807 @@
/**************************************************************************/
/* bvh.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
// BVH
// This class provides a wrapper around BVH tree, which contains most of the functionality
// for a dynamic BVH with templated leaf size.
// However BVH also adds facilities for pairing, to maintain compatibility with Godot 3.2.
// Pairing is a collision pairing system, on top of the basic BVH.
// Some notes on the use of BVH / Octree from Godot 3.2.
// This is not well explained elsewhere.
// The rendering tree mask and types that are sent to the BVH are NOT layer masks.
// They are INSTANCE_TYPES (defined in visual_server.h), e.g. MESH, MULTIMESH, PARTICLES etc.
// Thus the lights do no cull by layer mask in the BVH.
// Layer masks are implemented in the renderers as a later step, and light_cull_mask appears to be
// implemented in GLES3 but not GLES2. Layer masks are not yet implemented for directional lights.
// In the physics, the pairable_type is based on 1 << p_object->get_type() where:
// TYPE_AREA,
// TYPE_BODY
// and pairable_mask is either 0 if static, or set to all if non static
#include "bvh_tree.h"
#include "core/math/geometry_3d.h"
#include "core/os/mutex.h"
#define BVHTREE_CLASS BVH_Tree<T, NUM_TREES, 2, MAX_ITEMS, USER_PAIR_TEST_FUNCTION, USER_CULL_TEST_FUNCTION, USE_PAIRS, BOUNDS, POINT>
#define BVH_LOCKED_FUNCTION BVHLockedFunction _lock_guard(&_mutex, BVH_THREAD_SAFE &&_thread_safe);
template <typename T, int NUM_TREES = 1, bool USE_PAIRS = false, int MAX_ITEMS = 32, typename USER_PAIR_TEST_FUNCTION = BVH_DummyPairTestFunction<T>, typename USER_CULL_TEST_FUNCTION = BVH_DummyCullTestFunction<T>, typename BOUNDS = AABB, typename POINT = Vector3, bool BVH_THREAD_SAFE = true>
class BVH_Manager {
public:
// note we are using uint32_t instead of BVHHandle, losing type safety, but this
// is for compatibility with octree
typedef void *(*PairCallback)(void *, uint32_t, T *, int, uint32_t, T *, int);
typedef void (*UnpairCallback)(void *, uint32_t, T *, int, uint32_t, T *, int, void *);
typedef void *(*CheckPairCallback)(void *, uint32_t, T *, int, uint32_t, T *, int, void *);
// allow locally toggling thread safety if the template has been compiled with BVH_THREAD_SAFE
void params_set_thread_safe(bool p_enable) {
_thread_safe = p_enable;
}
// these 2 are crucial for fine tuning, and can be applied manually
// see the variable declarations for more info.
void params_set_node_expansion(real_t p_value) {
BVH_LOCKED_FUNCTION
if (p_value >= 0.0) {
tree._node_expansion = p_value;
tree._auto_node_expansion = false;
} else {
tree._auto_node_expansion = true;
}
}
void params_set_pairing_expansion(real_t p_value) {
BVH_LOCKED_FUNCTION
tree.params_set_pairing_expansion(p_value);
}
void set_pair_callback(PairCallback p_callback, void *p_userdata) {
BVH_LOCKED_FUNCTION
pair_callback = p_callback;
pair_callback_userdata = p_userdata;
}
void set_unpair_callback(UnpairCallback p_callback, void *p_userdata) {
BVH_LOCKED_FUNCTION
unpair_callback = p_callback;
unpair_callback_userdata = p_userdata;
}
void set_check_pair_callback(CheckPairCallback p_callback, void *p_userdata) {
BVH_LOCKED_FUNCTION
check_pair_callback = p_callback;
check_pair_callback_userdata = p_userdata;
}
BVHHandle create(T *p_userdata, bool p_active = true, uint32_t p_tree_id = 0, uint32_t p_tree_collision_mask = 1, const BOUNDS &p_aabb = BOUNDS(), int p_subindex = 0) {
BVH_LOCKED_FUNCTION
// not sure if absolutely necessary to flush collisions here. It will cost performance to, instead
// of waiting for update, so only uncomment this if there are bugs.
if (USE_PAIRS) {
//_check_for_collisions();
}
BVHHandle h = tree.item_add(p_userdata, p_active, p_aabb, p_subindex, p_tree_id, p_tree_collision_mask);
if (USE_PAIRS) {
// for safety initialize the expanded AABB
BOUNDS &expanded_aabb = tree._pairs[h.id()].expanded_aabb;
expanded_aabb = p_aabb;
expanded_aabb.grow_by(tree._pairing_expansion);
// force a collision check no matter the AABB
if (p_active) {
_add_changed_item(h, p_aabb, false);
_check_for_collisions(true);
}
}
return h;
}
////////////////////////////////////////////////////
// wrapper versions that use uint32_t instead of handle
// for backward compatibility. Less type safe
void move(uint32_t p_handle, const BOUNDS &p_aabb) {
BVHHandle h;
h.set(p_handle);
move(h, p_aabb);
}
void recheck_pairs(uint32_t p_handle) {
BVHHandle h;
h.set(p_handle);
recheck_pairs(h);
}
void erase(uint32_t p_handle) {
BVHHandle h;
h.set(p_handle);
erase(h);
}
void force_collision_check(uint32_t p_handle) {
BVHHandle h;
h.set(p_handle);
force_collision_check(h);
}
bool activate(uint32_t p_handle, const BOUNDS &p_aabb, bool p_delay_collision_check = false) {
BVHHandle h;
h.set(p_handle);
return activate(h, p_aabb, p_delay_collision_check);
}
bool deactivate(uint32_t p_handle) {
BVHHandle h;
h.set(p_handle);
return deactivate(h);
}
void set_tree(uint32_t p_handle, uint32_t p_tree_id, uint32_t p_tree_collision_mask, bool p_force_collision_check = true) {
BVHHandle h;
h.set(p_handle);
set_tree(h, p_tree_id, p_tree_collision_mask, p_force_collision_check);
}
uint32_t get_tree_id(uint32_t p_handle) const {
BVHHandle h;
h.set(p_handle);
return item_get_tree_id(h);
}
int get_subindex(uint32_t p_handle) const {
BVHHandle h;
h.set(p_handle);
return item_get_subindex(h);
}
T *get(uint32_t p_handle) const {
BVHHandle h;
h.set(p_handle);
return item_get_userdata(h);
}
////////////////////////////////////////////////////
void move(BVHHandle p_handle, const BOUNDS &p_aabb) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
if (tree.item_move(p_handle, p_aabb)) {
if (USE_PAIRS) {
_add_changed_item(p_handle, p_aabb);
}
}
}
void recheck_pairs(BVHHandle p_handle) {
DEV_ASSERT(!p_handle.is_invalid());
force_collision_check(p_handle);
}
void erase(BVHHandle p_handle) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
// call unpair and remove all references to the item
// before deleting from the tree
if (USE_PAIRS) {
_remove_changed_item(p_handle);
}
tree.item_remove(p_handle);
_check_for_collisions(true);
}
// use in conjunction with activate if you have deferred the collision check, and
// set pairable has never been called.
// (deferred collision checks are a workaround for visual server for historical reasons)
void force_collision_check(BVHHandle p_handle) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
if (USE_PAIRS) {
// the aabb should already be up to date in the BVH
BOUNDS aabb;
item_get_AABB(p_handle, aabb);
// add it as changed even if aabb not different
_add_changed_item(p_handle, aabb, false);
// force an immediate full collision check, much like calls to set_pairable
_check_for_collisions(true);
}
}
// these should be read as set_visible for render trees,
// but generically this makes items add or remove from the
// tree internally, to speed things up by ignoring inactive items
bool activate(BVHHandle p_handle, const BOUNDS &p_aabb, bool p_delay_collision_check = false) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
// sending the aabb here prevents the need for the BVH to maintain
// a redundant copy of the aabb.
// returns success
if (tree.item_activate(p_handle, p_aabb)) {
if (USE_PAIRS) {
// in the special case of the render tree, when setting visibility we are using the combination of
// activate then set_pairable. This would case 2 sets of collision checks. For efficiency here we allow
// deferring to have a single collision check at the set_pairable call.
// Watch for bugs! This may cause bugs if set_pairable is not called.
if (!p_delay_collision_check) {
_add_changed_item(p_handle, p_aabb, false);
// force an immediate collision check, much like calls to set_pairable
_check_for_collisions(true);
}
}
return true;
}
return false;
}
bool deactivate(BVHHandle p_handle) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
// returns success
if (tree.item_deactivate(p_handle)) {
// call unpair and remove all references to the item
// before deleting from the tree
if (USE_PAIRS) {
_remove_changed_item(p_handle);
// force check for collisions, much like an erase was called
_check_for_collisions(true);
}
return true;
}
return false;
}
bool get_active(BVHHandle p_handle) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
return tree.item_get_active(p_handle);
}
// call e.g. once per frame (this does a trickle optimize)
void update() {
BVH_LOCKED_FUNCTION
tree.update();
_check_for_collisions();
#ifdef BVH_INTEGRITY_CHECKS
tree._integrity_check_all();
#endif
}
// this can be called more frequently than per frame if necessary
void update_collisions() {
BVH_LOCKED_FUNCTION
_check_for_collisions();
}
// prefer calling this directly as type safe
void set_tree(const BVHHandle &p_handle, uint32_t p_tree_id, uint32_t p_tree_collision_mask, bool p_force_collision_check = true) {
DEV_ASSERT(!p_handle.is_invalid());
BVH_LOCKED_FUNCTION
// Returns true if the pairing state has changed.
bool state_changed = tree.item_set_tree(p_handle, p_tree_id, p_tree_collision_mask);
if (USE_PAIRS) {
// not sure if absolutely necessary to flush collisions here. It will cost performance to, instead
// of waiting for update, so only uncomment this if there are bugs.
//_check_for_collisions();
if ((p_force_collision_check || state_changed) && tree.item_get_active(p_handle)) {
// when the pairable state changes, we need to force a collision check because newly pairable
// items may be in collision, and unpairable items might move out of collision.
// We cannot depend on waiting for the next update, because that may come much later.
BOUNDS aabb;
item_get_AABB(p_handle, aabb);
// passing false disables the optimization which prevents collision checks if
// the aabb hasn't changed
_add_changed_item(p_handle, aabb, false);
// force an immediate collision check (probably just for this one item)
// but it must be a FULL collision check, also checking pairable state and masks.
// This is because AABB intersecting objects may have changed pairable state / mask
// such that they should no longer be paired. E.g. lights.
_check_for_collisions(true);
} // only if active
}
}
// cull tests
int cull_aabb(const BOUNDS &p_aabb, T **p_result_array, int p_result_max, const T *p_tester, uint32_t p_tree_collision_mask = 0xFFFFFFFF, int *p_subindex_array = nullptr) {
BVH_LOCKED_FUNCTION
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = p_result_max;
params.result_array = p_result_array;
params.subindex_array = p_subindex_array;
params.tree_collision_mask = p_tree_collision_mask;
params.abb.from(p_aabb);
params.tester = p_tester;
tree.cull_aabb(params);
return params.result_count_overall;
}
int cull_segment(const POINT &p_from, const POINT &p_to, T **p_result_array, int p_result_max, const T *p_tester, uint32_t p_tree_collision_mask = 0xFFFFFFFF, int *p_subindex_array = nullptr) {
BVH_LOCKED_FUNCTION
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = p_result_max;
params.result_array = p_result_array;
params.subindex_array = p_subindex_array;
params.tester = p_tester;
params.tree_collision_mask = p_tree_collision_mask;
params.segment.from = p_from;
params.segment.to = p_to;
tree.cull_segment(params);
return params.result_count_overall;
}
int cull_point(const POINT &p_point, T **p_result_array, int p_result_max, const T *p_tester, uint32_t p_tree_collision_mask = 0xFFFFFFFF, int *p_subindex_array = nullptr) {
BVH_LOCKED_FUNCTION
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = p_result_max;
params.result_array = p_result_array;
params.subindex_array = p_subindex_array;
params.tester = p_tester;
params.tree_collision_mask = p_tree_collision_mask;
params.point = p_point;
tree.cull_point(params);
return params.result_count_overall;
}
int cull_convex(const Vector<Plane> &p_convex, T **p_result_array, int p_result_max, const T *p_tester, uint32_t p_tree_collision_mask = 0xFFFFFFFF) {
BVH_LOCKED_FUNCTION
if (!p_convex.size()) {
return 0;
}
Vector<Vector3> convex_points = Geometry3D::compute_convex_mesh_points(&p_convex[0], p_convex.size());
if (convex_points.is_empty()) {
return 0;
}
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = p_result_max;
params.result_array = p_result_array;
params.subindex_array = nullptr;
params.tester = p_tester;
params.tree_collision_mask = p_tree_collision_mask;
params.hull.planes = &p_convex[0];
params.hull.num_planes = p_convex.size();
params.hull.points = &convex_points[0];
params.hull.num_points = convex_points.size();
tree.cull_convex(params);
return params.result_count_overall;
}
private:
// do this after moving etc.
void _check_for_collisions(bool p_full_check = false) {
if (!changed_items.size()) {
// noop
return;
}
typename BVHTREE_CLASS::CullParams params;
params.result_count_overall = 0;
params.result_max = INT_MAX;
params.result_array = nullptr;
params.subindex_array = nullptr;
for (const BVHHandle &h : changed_items) {
// use the expanded aabb for pairing
const BOUNDS &expanded_aabb = tree._pairs[h.id()].expanded_aabb;
BVHABB_CLASS abb;
abb.from(expanded_aabb);
tree.item_fill_cullparams(h, params);
// find all the existing paired aabbs that are no longer
// paired, and send callbacks
_find_leavers(h, abb, p_full_check);
uint32_t changed_item_ref_id = h.id();
params.abb = abb;
params.result_count_overall = 0; // might not be needed
tree.cull_aabb(params, false);
for (const uint32_t ref_id : tree._cull_hits) {
// don't collide against ourself
if (ref_id == changed_item_ref_id) {
continue;
}
// checkmasks is already done in the cull routine.
BVHHandle h_collidee;
h_collidee.set_id(ref_id);
// find NEW enterers, and send callbacks for them only
_collide(h, h_collidee);
}
}
_reset();
}
public:
void item_get_AABB(BVHHandle p_handle, BOUNDS &r_aabb) {
DEV_ASSERT(!p_handle.is_invalid());
BVHABB_CLASS abb;
tree.item_get_ABB(p_handle, abb);
abb.to(r_aabb);
}
private:
// supplemental funcs
uint32_t item_get_tree_id(BVHHandle p_handle) const { return _get_extra(p_handle).tree_id; }
T *item_get_userdata(BVHHandle p_handle) const { return _get_extra(p_handle).userdata; }
int item_get_subindex(BVHHandle p_handle) const { return _get_extra(p_handle).subindex; }
void _unpair(BVHHandle p_from, BVHHandle p_to) {
tree._handle_sort(p_from, p_to);
typename BVHTREE_CLASS::ItemExtra &exa = tree._extra[p_from.id()];
typename BVHTREE_CLASS::ItemExtra &exb = tree._extra[p_to.id()];
// if the userdata is the same, no collisions should occur
if ((exa.userdata == exb.userdata) && exa.userdata) {
return;
}
typename BVHTREE_CLASS::ItemPairs &pairs_from = tree._pairs[p_from.id()];
typename BVHTREE_CLASS::ItemPairs &pairs_to = tree._pairs[p_to.id()];
void *ud_from = pairs_from.remove_pair_to(p_to);
pairs_to.remove_pair_to(p_from);
#ifdef BVH_VERBOSE_PAIRING
print_line("_unpair " + itos(p_from.id()) + " from " + itos(p_to.id()));
#endif
// callback
if (unpair_callback) {
unpair_callback(pair_callback_userdata, p_from, exa.userdata, exa.subindex, p_to, exb.userdata, exb.subindex, ud_from);
}
}
void *_recheck_pair(BVHHandle p_from, BVHHandle p_to, void *p_pair_data) {
tree._handle_sort(p_from, p_to);
typename BVHTREE_CLASS::ItemExtra &exa = tree._extra[p_from.id()];
typename BVHTREE_CLASS::ItemExtra &exb = tree._extra[p_to.id()];
// if the userdata is the same, no collisions should occur
if ((exa.userdata == exb.userdata) && exa.userdata) {
return p_pair_data;
}
// callback
if (check_pair_callback) {
return check_pair_callback(check_pair_callback_userdata, p_from, exa.userdata, exa.subindex, p_to, exb.userdata, exb.subindex, p_pair_data);
}
return p_pair_data;
}
// returns true if unpair
bool _find_leavers_process_pair(typename BVHTREE_CLASS::ItemPairs &p_pairs_from, const BVHABB_CLASS &p_abb_from, BVHHandle p_from, BVHHandle p_to, bool p_full_check) {
BVHABB_CLASS abb_to;
tree.item_get_ABB(p_to, abb_to);
// do they overlap?
if (p_abb_from.intersects(abb_to)) {
// the full check for pairable / non pairable (i.e. tree_id and tree_masks) and mask changes is extra expense
// this need not be done in most cases (for speed) except in the case where set_tree is called
// where the masks etc of the objects in question may have changed
if (!p_full_check) {
return false;
}
const typename BVHTREE_CLASS::ItemExtra &exa = _get_extra(p_from);
const typename BVHTREE_CLASS::ItemExtra &exb = _get_extra(p_to);
// Checking tree_ids and tree_collision_masks
if (exa.are_item_trees_compatible(exb)) {
bool pair_allowed = USER_PAIR_TEST_FUNCTION::user_pair_check(exa.userdata, exb.userdata);
// the masks must still be compatible to pair
// i.e. if there is a hit between the two and they intersect, then they should stay paired
if (pair_allowed) {
return false;
}
}
}
_unpair(p_from, p_to);
return true;
}
// find all the existing paired aabbs that are no longer
// paired, and send callbacks
void _find_leavers(BVHHandle p_handle, const BVHABB_CLASS &expanded_abb_from, bool p_full_check) {
typename BVHTREE_CLASS::ItemPairs &p_from = tree._pairs[p_handle.id()];
BVHABB_CLASS abb_from = expanded_abb_from;
// remove from pairing list for every partner
for (unsigned int n = 0; n < p_from.extended_pairs.size(); n++) {
BVHHandle h_to = p_from.extended_pairs[n].handle;
if (_find_leavers_process_pair(p_from, abb_from, p_handle, h_to, p_full_check)) {
// we need to keep the counter n up to date if we deleted a pair
// as the number of items in p_from.extended_pairs will have decreased by 1
// and we don't want to miss an item
n--;
}
}
}
// find NEW enterers, and send callbacks for them only
// handle a and b
void _collide(BVHHandle p_ha, BVHHandle p_hb) {
// only have to do this oneway, lower ID then higher ID
tree._handle_sort(p_ha, p_hb);
const typename BVHTREE_CLASS::ItemExtra &exa = _get_extra(p_ha);
const typename BVHTREE_CLASS::ItemExtra &exb = _get_extra(p_hb);
// user collision callback
if (!USER_PAIR_TEST_FUNCTION::user_pair_check(exa.userdata, exb.userdata)) {
return;
}
// if the userdata is the same, no collisions should occur
if ((exa.userdata == exb.userdata) && exa.userdata) {
return;
}
typename BVHTREE_CLASS::ItemPairs &p_from = tree._pairs[p_ha.id()];
typename BVHTREE_CLASS::ItemPairs &p_to = tree._pairs[p_hb.id()];
// does this pair exist already?
// or only check the one with lower number of pairs for greater speed
if (p_from.num_pairs <= p_to.num_pairs) {
if (p_from.contains_pair_to(p_hb)) {
return;
}
} else {
if (p_to.contains_pair_to(p_ha)) {
return;
}
}
// callback
void *callback_userdata = nullptr;
#ifdef BVH_VERBOSE_PAIRING
print_line("_pair " + itos(p_ha.id()) + " to " + itos(p_hb.id()));
#endif
if (pair_callback) {
callback_userdata = pair_callback(pair_callback_userdata, p_ha, exa.userdata, exa.subindex, p_hb, exb.userdata, exb.subindex);
}
// new pair! .. only really need to store the userdata on the lower handle, but both have storage so...
p_from.add_pair_to(p_hb, callback_userdata);
p_to.add_pair_to(p_ha, callback_userdata);
}
// if we remove an item, we need to immediately remove the pairs, to prevent reading the pair after deletion
void _remove_pairs_containing(BVHHandle p_handle) {
typename BVHTREE_CLASS::ItemPairs &p_from = tree._pairs[p_handle.id()];
// remove from pairing list for every partner.
// can't easily use a for loop here, because removing changes the size of the list
while (p_from.extended_pairs.size()) {
BVHHandle h_to = p_from.extended_pairs[0].handle;
_unpair(p_handle, h_to);
}
}
// Send pair callbacks again for all existing pairs for the given handle.
void _recheck_pairs(BVHHandle p_handle) {
typename BVHTREE_CLASS::ItemPairs &from = tree._pairs[p_handle.id()];
// checking pair for every partner.
for (unsigned int n = 0; n < from.extended_pairs.size(); n++) {
typename BVHTREE_CLASS::ItemPairs::Link &pair = from.extended_pairs[n];
BVHHandle h_to = pair.handle;
void *new_pair_data = _recheck_pair(p_handle, h_to, pair.userdata);
if (new_pair_data != pair.userdata) {
pair.userdata = new_pair_data;
// Update pair data for the second item.
typename BVHTREE_CLASS::ItemPairs &to = tree._pairs[h_to.id()];
for (unsigned int to_index = 0; to_index < to.extended_pairs.size(); to_index++) {
typename BVHTREE_CLASS::ItemPairs::Link &to_pair = to.extended_pairs[to_index];
if (to_pair.handle == p_handle) {
to_pair.userdata = new_pair_data;
break;
}
}
}
}
}
private:
const typename BVHTREE_CLASS::ItemExtra &_get_extra(BVHHandle p_handle) const {
return tree._extra[p_handle.id()];
}
const typename BVHTREE_CLASS::ItemRef &_get_ref(BVHHandle p_handle) const {
return tree._refs[p_handle.id()];
}
void _reset() {
changed_items.clear();
_tick++;
}
void _add_changed_item(BVHHandle p_handle, const BOUNDS &aabb, bool p_check_aabb = true) {
// Note that non pairable items can pair with pairable,
// so all types must be added to the list
#ifdef BVH_EXPAND_LEAF_AABBS
// if using expanded AABB in the leaf, the redundancy check will already have been made
BOUNDS &expanded_aabb = tree._pairs[p_handle.id()].expanded_aabb;
item_get_AABB(p_handle, expanded_aabb);
#else
// aabb check with expanded aabb. This greatly decreases processing
// at the cost of slightly less accurate pairing checks
// Note this pairing AABB is separate from the AABB in the actual tree
BOUNDS &expanded_aabb = tree._pairs[p_handle.id()].expanded_aabb;
// passing p_check_aabb false disables the optimization which prevents collision checks if
// the aabb hasn't changed. This is needed where set_pairable has been called, but the position
// has not changed.
if (p_check_aabb && tree.expanded_aabb_encloses_not_shrink(expanded_aabb, aabb)) {
return;
}
// ALWAYS update the new expanded aabb, even if already changed once
// this tick, because it is vital that the AABB is kept up to date
expanded_aabb = aabb;
expanded_aabb.grow_by(tree._pairing_expansion);
#endif
// this code is to ensure that changed items only appear once on the updated list
// collision checking them multiple times is not needed, and repeats the same thing
uint32_t &last_updated_tick = tree._extra[p_handle.id()].last_updated_tick;
if (last_updated_tick == _tick) {
return; // already on changed list
}
// mark as on list
last_updated_tick = _tick;
// add to the list
changed_items.push_back(p_handle);
}
void _remove_changed_item(BVHHandle p_handle) {
// Care has to be taken here for items that are deleted. The ref ID
// could be reused on the same tick for new items. This is probably
// rare but should be taken into consideration
// callbacks
_remove_pairs_containing(p_handle);
// remove from changed items (not very efficient yet)
for (int n = 0; n < (int)changed_items.size(); n++) {
if (changed_items[n] == p_handle) {
changed_items.remove_at_unordered(n);
// because we are using an unordered remove,
// the last changed item will now be at spot 'n',
// and we need to redo it, so we prevent moving on to
// the next n at the next for iteration.
n--;
}
}
// reset the last updated tick (may not be necessary but just in case)
tree._extra[p_handle.id()].last_updated_tick = 0;
}
PairCallback pair_callback = nullptr;
UnpairCallback unpair_callback = nullptr;
CheckPairCallback check_pair_callback = nullptr;
void *pair_callback_userdata = nullptr;
void *unpair_callback_userdata = nullptr;
void *check_pair_callback_userdata = nullptr;
BVHTREE_CLASS tree;
// for collision pairing,
// maintain a list of all items moved etc on each frame / tick
LocalVector<BVHHandle> changed_items;
uint32_t _tick = 1; // Start from 1 so items with 0 indicate never updated.
class BVHLockedFunction {
public:
BVHLockedFunction(Mutex *p_mutex, bool p_thread_safe) {
// will be compiled out if not set in template
if (p_thread_safe) {
_mutex = p_mutex;
_mutex->lock();
} else {
_mutex = nullptr;
}
}
~BVHLockedFunction() {
// will be compiled out if not set in template
if (_mutex) {
_mutex->unlock();
}
}
private:
Mutex *_mutex = nullptr;
};
Mutex _mutex;
// local toggle for turning on and off thread safety in project settings
bool _thread_safe = BVH_THREAD_SAFE;
public:
BVH_Manager() {}
};
#undef BVHTREE_CLASS

291
core/math/bvh_abb.h Normal file
View File

@@ -0,0 +1,291 @@
/**************************************************************************/
/* bvh_abb.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/aabb.h"
// special optimized version of axis aligned bounding box
template <typename BOUNDS = AABB, typename POINT = Vector3>
struct BVH_ABB {
struct ConvexHull {
// convex hulls (optional)
const Plane *planes;
int num_planes;
const Vector3 *points;
int num_points;
};
struct Segment {
POINT from;
POINT to;
};
enum IntersectResult {
IR_MISS = 0,
IR_PARTIAL,
IR_FULL,
};
// we store mins with a negative value in order to test them with SIMD
POINT min;
POINT neg_max;
bool operator==(const BVH_ABB &o) const { return (min == o.min) && (neg_max == o.neg_max); }
bool operator!=(const BVH_ABB &o) const { return (*this == o) == false; }
void set(const POINT &_min, const POINT &_max) {
min = _min;
neg_max = -_max;
}
// to and from standard AABB
void from(const BOUNDS &p_aabb) {
min = p_aabb.position;
neg_max = -(p_aabb.position + p_aabb.size);
}
void to(BOUNDS &r_aabb) const {
r_aabb.position = min;
r_aabb.size = calculate_size();
}
void merge(const BVH_ABB &p_o) {
for (int axis = 0; axis < POINT::AXIS_COUNT; ++axis) {
neg_max[axis] = MIN(neg_max[axis], p_o.neg_max[axis]);
min[axis] = MIN(min[axis], p_o.min[axis]);
}
}
POINT calculate_size() const {
return -neg_max - min;
}
POINT calculate_center() const {
return POINT((calculate_size() * 0.5) + min);
}
real_t get_proximity_to(const BVH_ABB &p_b) const {
const POINT d = (min - neg_max) - (p_b.min - p_b.neg_max);
real_t proximity = 0.0;
for (int axis = 0; axis < POINT::AXIS_COUNT; ++axis) {
proximity += Math::abs(d[axis]);
}
return proximity;
}
int select_by_proximity(const BVH_ABB &p_a, const BVH_ABB &p_b) const {
return (get_proximity_to(p_a) < get_proximity_to(p_b) ? 0 : 1);
}
uint32_t find_cutting_planes(const typename BVH_ABB::ConvexHull &p_hull, uint32_t *p_plane_ids) const {
uint32_t count = 0;
for (int n = 0; n < p_hull.num_planes; n++) {
const Plane &p = p_hull.planes[n];
if (intersects_plane(p)) {
p_plane_ids[count++] = n;
}
}
return count;
}
bool intersects_plane(const Plane &p_p) const {
Vector3 size = calculate_size();
Vector3 half_extents = size * 0.5;
Vector3 ofs = min + half_extents;
// forward side of plane?
Vector3 point_offset(
(p_p.normal.x < 0) ? -half_extents.x : half_extents.x,
(p_p.normal.y < 0) ? -half_extents.y : half_extents.y,
(p_p.normal.z < 0) ? -half_extents.z : half_extents.z);
Vector3 point = point_offset + ofs;
if (!p_p.is_point_over(point)) {
return false;
}
point = -point_offset + ofs;
if (p_p.is_point_over(point)) {
return false;
}
return true;
}
bool intersects_convex_optimized(const ConvexHull &p_hull, const uint32_t *p_plane_ids, uint32_t p_num_planes) const {
Vector3 size = calculate_size();
Vector3 half_extents = size * 0.5;
Vector3 ofs = min + half_extents;
for (unsigned int i = 0; i < p_num_planes; i++) {
const Plane &p = p_hull.planes[p_plane_ids[i]];
Vector3 point(
(p.normal.x > 0) ? -half_extents.x : half_extents.x,
(p.normal.y > 0) ? -half_extents.y : half_extents.y,
(p.normal.z > 0) ? -half_extents.z : half_extents.z);
point += ofs;
if (p.is_point_over(point)) {
return false;
}
}
return true;
}
bool intersects_convex_partial(const ConvexHull &p_hull) const {
BOUNDS bb;
to(bb);
return bb.intersects_convex_shape(p_hull.planes, p_hull.num_planes, p_hull.points, p_hull.num_points);
}
IntersectResult intersects_convex(const ConvexHull &p_hull) const {
if (intersects_convex_partial(p_hull)) {
// fully within? very important for tree checks
if (is_within_convex(p_hull)) {
return IR_FULL;
}
return IR_PARTIAL;
}
return IR_MISS;
}
bool is_within_convex(const ConvexHull &p_hull) const {
// use half extents routine
BOUNDS bb;
to(bb);
return bb.inside_convex_shape(p_hull.planes, p_hull.num_planes);
}
bool is_point_within_hull(const ConvexHull &p_hull, const Vector3 &p_pt) const {
for (int n = 0; n < p_hull.num_planes; n++) {
if (p_hull.planes[n].distance_to(p_pt) > 0.0f) {
return false;
}
}
return true;
}
bool intersects_segment(const Segment &p_s) const {
BOUNDS bb;
to(bb);
return bb.intersects_segment(p_s.from, p_s.to);
}
bool intersects_point(const POINT &p_pt) const {
if (_any_lessthan(-p_pt, neg_max)) {
return false;
}
if (_any_lessthan(p_pt, min)) {
return false;
}
return true;
}
// Very hot in profiling, make sure optimized
bool intersects(const BVH_ABB &p_o) const {
if (_any_morethan(p_o.min, -neg_max)) {
return false;
}
if (_any_morethan(min, -p_o.neg_max)) {
return false;
}
return true;
}
// for pre-swizzled tester (this object)
bool intersects_swizzled(const BVH_ABB &p_o) const {
if (_any_lessthan(min, p_o.min)) {
return false;
}
if (_any_lessthan(neg_max, p_o.neg_max)) {
return false;
}
return true;
}
bool is_other_within(const BVH_ABB &p_o) const {
if (_any_lessthan(p_o.neg_max, neg_max)) {
return false;
}
if (_any_lessthan(p_o.min, min)) {
return false;
}
return true;
}
void grow(const POINT &p_change) {
neg_max -= p_change;
min -= p_change;
}
void expand(real_t p_change) {
POINT change;
for (int axis = 0; axis < POINT::AXIS_COUNT; ++axis) {
change[axis] = p_change;
}
grow(change);
}
// Actually surface area metric.
real_t get_area() const {
POINT d = calculate_size();
return 2.0f * (d.x * d.y + d.y * d.z + d.z * d.x);
}
void set_to_max_opposite_extents() {
for (int axis = 0; axis < POINT::AXIS_COUNT; ++axis) {
neg_max[axis] = FLT_MAX;
}
min = neg_max;
}
bool _any_morethan(const POINT &p_a, const POINT &p_b) const {
for (int axis = 0; axis < POINT::AXIS_COUNT; ++axis) {
if (p_a[axis] > p_b[axis]) {
return true;
}
}
return false;
}
bool _any_lessthan(const POINT &p_a, const POINT &p_b) const {
for (int axis = 0; axis < POINT::AXIS_COUNT; ++axis) {
if (p_a[axis] < p_b[axis]) {
return true;
}
}
return false;
}
};

574
core/math/bvh_cull.inc Normal file
View File

@@ -0,0 +1,574 @@
public:
// cull parameters is a convenient way of passing a bunch
// of arguments through the culling functions without
// writing loads of code. Not all members are used for some cull checks
struct CullParams {
int result_count_overall; // both trees
int result_count; // this tree only
int result_max;
T **result_array;
int *subindex_array;
// We now process masks etc in a user template function,
// and these for simplicity assume even for cull tests there is a
// testing object (which has masks etc) for the user cull checks.
// This means for cull tests on their own, the client will usually
// want to create a dummy object, just in order to specify masks etc.
const T *tester;
// optional components for different tests
POINT point;
BVHABB_CLASS abb;
typename BVHABB_CLASS::ConvexHull hull;
typename BVHABB_CLASS::Segment segment;
// When collision testing, we can specify which tree ids
// to collide test against with the tree_collision_mask.
uint32_t tree_collision_mask;
};
private:
void _cull_translate_hits(CullParams &p) {
int num_hits = _cull_hits.size();
int left = p.result_max - p.result_count_overall;
if (num_hits > left) {
num_hits = left;
}
int out_n = p.result_count_overall;
for (int n = 0; n < num_hits; n++) {
uint32_t ref_id = _cull_hits[n];
const ItemExtra &ex = _extra[ref_id];
p.result_array[out_n] = ex.userdata;
if (p.subindex_array) {
p.subindex_array[out_n] = ex.subindex;
}
out_n++;
}
p.result_count = num_hits;
p.result_count_overall += num_hits;
}
public:
int cull_convex(CullParams &r_params, bool p_translate_hits = true) {
_cull_hits.clear();
r_params.result_count = 0;
uint32_t tree_test_mask = 0;
for (int n = 0; n < NUM_TREES; n++) {
tree_test_mask <<= 1;
if (!tree_test_mask) {
tree_test_mask = 1;
}
if (_root_node_id[n] == BVHCommon::INVALID) {
continue;
}
if (!(r_params.tree_collision_mask & tree_test_mask)) {
continue;
}
_cull_convex_iterative(_root_node_id[n], r_params);
}
if (p_translate_hits) {
_cull_translate_hits(r_params);
}
return r_params.result_count;
}
int cull_segment(CullParams &r_params, bool p_translate_hits = true) {
_cull_hits.clear();
r_params.result_count = 0;
uint32_t tree_test_mask = 0;
for (int n = 0; n < NUM_TREES; n++) {
tree_test_mask <<= 1;
if (!tree_test_mask) {
tree_test_mask = 1;
}
if (_root_node_id[n] == BVHCommon::INVALID) {
continue;
}
if (!(r_params.tree_collision_mask & tree_test_mask)) {
continue;
}
_cull_segment_iterative(_root_node_id[n], r_params);
}
if (p_translate_hits) {
_cull_translate_hits(r_params);
}
return r_params.result_count;
}
int cull_point(CullParams &r_params, bool p_translate_hits = true) {
_cull_hits.clear();
r_params.result_count = 0;
uint32_t tree_test_mask = 0;
for (int n = 0; n < NUM_TREES; n++) {
tree_test_mask <<= 1;
if (!tree_test_mask) {
tree_test_mask = 1;
}
if (_root_node_id[n] == BVHCommon::INVALID) {
continue;
}
if (!(r_params.tree_collision_mask & tree_test_mask)) {
continue;
}
_cull_point_iterative(_root_node_id[n], r_params);
}
if (p_translate_hits) {
_cull_translate_hits(r_params);
}
return r_params.result_count;
}
int cull_aabb(CullParams &r_params, bool p_translate_hits = true) {
_cull_hits.clear();
r_params.result_count = 0;
uint32_t tree_test_mask = 0;
for (int n = 0; n < NUM_TREES; n++) {
tree_test_mask <<= 1;
if (!tree_test_mask) {
tree_test_mask = 1;
}
if (_root_node_id[n] == BVHCommon::INVALID) {
continue;
}
// the tree collision mask determines which trees to collide test against
if (!(r_params.tree_collision_mask & tree_test_mask)) {
continue;
}
_cull_aabb_iterative(_root_node_id[n], r_params);
}
if (p_translate_hits) {
_cull_translate_hits(r_params);
}
return r_params.result_count;
}
bool _cull_hits_full(const CullParams &p) {
// instead of checking every hit, we can do a lazy check for this condition.
// it isn't a problem if we write too much _cull_hits because they only the
// result_max amount will be translated and outputted. But we might as
// well stop our cull checks after the maximum has been reached.
return (int)_cull_hits.size() >= p.result_max;
}
void _cull_hit(uint32_t p_ref_id, CullParams &p) {
// take into account masks etc
// this would be more efficient to do before plane checks,
// but done here for ease to get started
if (USE_PAIRS) {
const ItemExtra &ex = _extra[p_ref_id];
// user supplied function (for e.g. pairable types and pairable masks in the render tree)
if (!USER_CULL_TEST_FUNCTION::user_cull_check(p.tester, ex.userdata)) {
return;
}
}
_cull_hits.push_back(p_ref_id);
}
bool _cull_segment_iterative(uint32_t p_node_id, CullParams &r_params) {
// our function parameters to keep on a stack
struct CullSegParams {
uint32_t node_id;
};
// most of the iterative functionality is contained in this helper class
BVH_IterativeInfo<CullSegParams> ii;
// alloca must allocate the stack from this function, it cannot be allocated in the
// helper class
ii.stack = (CullSegParams *)alloca(ii.get_alloca_stacksize());
// seed the stack
ii.get_first()->node_id = p_node_id;
CullSegParams csp;
// while there are still more nodes on the stack
while (ii.pop(csp)) {
TNode &tnode = _nodes[csp.node_id];
if (tnode.is_leaf()) {
// lazy check for hits full up condition
if (_cull_hits_full(r_params)) {
return false;
}
TLeaf &leaf = _node_get_leaf(tnode);
// test children individually
for (int n = 0; n < leaf.num_items; n++) {
const BVHABB_CLASS &aabb = leaf.get_aabb(n);
if (aabb.intersects_segment(r_params.segment)) {
uint32_t child_id = leaf.get_item_ref_id(n);
// register hit
_cull_hit(child_id, r_params);
}
}
} else {
// test children individually
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_id = tnode.children[n];
const BVHABB_CLASS &child_abb = _nodes[child_id].aabb;
if (child_abb.intersects_segment(r_params.segment)) {
// add to the stack
CullSegParams *child = ii.request();
child->node_id = child_id;
}
}
}
} // while more nodes to pop
// true indicates results are not full
return true;
}
bool _cull_point_iterative(uint32_t p_node_id, CullParams &r_params) {
// our function parameters to keep on a stack
struct CullPointParams {
uint32_t node_id;
};
// most of the iterative functionality is contained in this helper class
BVH_IterativeInfo<CullPointParams> ii;
// alloca must allocate the stack from this function, it cannot be allocated in the
// helper class
ii.stack = (CullPointParams *)alloca(ii.get_alloca_stacksize());
// seed the stack
ii.get_first()->node_id = p_node_id;
CullPointParams cpp;
// while there are still more nodes on the stack
while (ii.pop(cpp)) {
TNode &tnode = _nodes[cpp.node_id];
// no hit with this node?
if (!tnode.aabb.intersects_point(r_params.point)) {
continue;
}
if (tnode.is_leaf()) {
// lazy check for hits full up condition
if (_cull_hits_full(r_params)) {
return false;
}
TLeaf &leaf = _node_get_leaf(tnode);
// test children individually
for (int n = 0; n < leaf.num_items; n++) {
if (leaf.get_aabb(n).intersects_point(r_params.point)) {
uint32_t child_id = leaf.get_item_ref_id(n);
// register hit
_cull_hit(child_id, r_params);
}
}
} else {
// test children individually
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_id = tnode.children[n];
// add to the stack
CullPointParams *child = ii.request();
child->node_id = child_id;
}
}
} // while more nodes to pop
// true indicates results are not full
return true;
}
// Note: This is a very hot loop profiling wise. Take care when changing this and profile.
bool _cull_aabb_iterative(uint32_t p_node_id, CullParams &r_params, bool p_fully_within = false) {
// our function parameters to keep on a stack
struct CullAABBParams {
uint32_t node_id;
bool fully_within;
};
// most of the iterative functionality is contained in this helper class
BVH_IterativeInfo<CullAABBParams> ii;
// alloca must allocate the stack from this function, it cannot be allocated in the
// helper class
ii.stack = (CullAABBParams *)alloca(ii.get_alloca_stacksize());
// seed the stack
ii.get_first()->node_id = p_node_id;
ii.get_first()->fully_within = p_fully_within;
CullAABBParams cap;
// while there are still more nodes on the stack
while (ii.pop(cap)) {
TNode &tnode = _nodes[cap.node_id];
if (tnode.is_leaf()) {
// lazy check for hits full up condition
if (_cull_hits_full(r_params)) {
return false;
}
TLeaf &leaf = _node_get_leaf(tnode);
// if fully within we can just add all items
// as long as they pass mask checks
if (cap.fully_within) {
for (int n = 0; n < leaf.num_items; n++) {
uint32_t child_id = leaf.get_item_ref_id(n);
// register hit
_cull_hit(child_id, r_params);
}
} else {
// This section is the hottest area in profiling, so
// is optimized highly
// get this into a local register and preconverted to correct type
int leaf_num_items = leaf.num_items;
BVHABB_CLASS swizzled_tester;
swizzled_tester.min = -r_params.abb.neg_max;
swizzled_tester.neg_max = -r_params.abb.min;
for (int n = 0; n < leaf_num_items; n++) {
const BVHABB_CLASS &aabb = leaf.get_aabb(n);
if (swizzled_tester.intersects_swizzled(aabb)) {
uint32_t child_id = leaf.get_item_ref_id(n);
// register hit
_cull_hit(child_id, r_params);
}
}
} // not fully within
} else {
if (!cap.fully_within) {
// test children individually
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_id = tnode.children[n];
const BVHABB_CLASS &child_abb = _nodes[child_id].aabb;
if (child_abb.intersects(r_params.abb)) {
// is the node totally within the aabb?
bool fully_within = r_params.abb.is_other_within(child_abb);
// add to the stack
CullAABBParams *child = ii.request();
// should always return valid child
child->node_id = child_id;
child->fully_within = fully_within;
}
}
} else {
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_id = tnode.children[n];
// add to the stack
CullAABBParams *child = ii.request();
// should always return valid child
child->node_id = child_id;
child->fully_within = true;
}
}
}
} // while more nodes to pop
// true indicates results are not full
return true;
}
// returns full up with results
bool _cull_convex_iterative(uint32_t p_node_id, CullParams &r_params, bool p_fully_within = false) {
// our function parameters to keep on a stack
struct CullConvexParams {
uint32_t node_id;
bool fully_within;
};
// most of the iterative functionality is contained in this helper class
BVH_IterativeInfo<CullConvexParams> ii;
// alloca must allocate the stack from this function, it cannot be allocated in the
// helper class
ii.stack = (CullConvexParams *)alloca(ii.get_alloca_stacksize());
// seed the stack
ii.get_first()->node_id = p_node_id;
ii.get_first()->fully_within = p_fully_within;
// preallocate these as a once off to be reused
uint32_t max_planes = r_params.hull.num_planes;
uint32_t *plane_ids = (uint32_t *)alloca(sizeof(uint32_t) * max_planes);
CullConvexParams ccp;
// while there are still more nodes on the stack
while (ii.pop(ccp)) {
const TNode &tnode = _nodes[ccp.node_id];
if (!ccp.fully_within) {
typename BVHABB_CLASS::IntersectResult res = tnode.aabb.intersects_convex(r_params.hull);
switch (res) {
default: {
continue; // miss, just move on to the next node in the stack
} break;
case BVHABB_CLASS::IR_PARTIAL: {
} break;
case BVHABB_CLASS::IR_FULL: {
ccp.fully_within = true;
} break;
}
} // if not fully within already
if (tnode.is_leaf()) {
// lazy check for hits full up condition
if (_cull_hits_full(r_params)) {
return false;
}
const TLeaf &leaf = _node_get_leaf(tnode);
// if fully within, simply add all items to the result
// (taking into account masks)
if (ccp.fully_within) {
for (int n = 0; n < leaf.num_items; n++) {
uint32_t child_id = leaf.get_item_ref_id(n);
// register hit
_cull_hit(child_id, r_params);
}
} else {
// we can either use a naive check of all the planes against the AABB,
// or an optimized check, which finds in advance which of the planes can possibly
// cut the AABB, and only tests those. This can be much faster.
#define BVH_CONVEX_CULL_OPTIMIZED
#ifdef BVH_CONVEX_CULL_OPTIMIZED
// first find which planes cut the aabb
uint32_t num_planes = tnode.aabb.find_cutting_planes(r_params.hull, plane_ids);
BVH_ASSERT(num_planes <= max_planes);
//#define BVH_CONVEX_CULL_OPTIMIZED_RIGOR_CHECK
#ifdef BVH_CONVEX_CULL_OPTIMIZED_RIGOR_CHECK
// rigorous check
uint32_t results[MAX_ITEMS];
uint32_t num_results = 0;
#endif
// test children individually
for (int n = 0; n < leaf.num_items; n++) {
//const Item &item = leaf.get_item(n);
const BVHABB_CLASS &aabb = leaf.get_aabb(n);
if (aabb.intersects_convex_optimized(r_params.hull, plane_ids, num_planes)) {
uint32_t child_id = leaf.get_item_ref_id(n);
#ifdef BVH_CONVEX_CULL_OPTIMIZED_RIGOR_CHECK
results[num_results++] = child_id;
#endif
// register hit
_cull_hit(child_id, r_params);
}
}
#ifdef BVH_CONVEX_CULL_OPTIMIZED_RIGOR_CHECK
uint32_t test_count = 0;
for (int n = 0; n < leaf.num_items; n++) {
const BVHABB_CLASS &aabb = leaf.get_aabb(n);
if (aabb.intersects_convex_partial(r_params.hull)) {
uint32_t child_id = leaf.get_item_ref_id(n);
CRASH_COND(child_id != results[test_count++]);
CRASH_COND(test_count > num_results);
}
}
#endif
#else
// not BVH_CONVEX_CULL_OPTIMIZED
// test children individually
for (int n = 0; n < leaf.num_items; n++) {
const BVHABB_CLASS &aabb = leaf.get_aabb(n);
if (aabb.intersects_convex_partial(r_params.hull)) {
uint32_t child_id = leaf.get_item_ref_id(n);
// full up with results? exit early, no point in further testing
if (!_cull_hit(child_id, r_params)) {
return false;
}
}
}
#endif // BVH_CONVEX_CULL_OPTIMIZED
} // if not fully within
} else {
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_id = tnode.children[n];
// add to the stack
CullConvexParams *child = ii.request();
// should always return valid child
child->node_id = child_id;
child->fully_within = ccp.fully_within;
}
}
} // while more nodes to pop
// true indicates results are not full
return true;
}

63
core/math/bvh_debug.inc Normal file
View File

@@ -0,0 +1,63 @@
public:
#ifdef BVH_VERBOSE
void _debug_recursive_print_tree(int p_tree_id) const {
if (_root_node_id[p_tree_id] != BVHCommon::INVALID) {
_debug_recursive_print_tree_node(_root_node_id[p_tree_id]);
}
}
String _debug_aabb_to_string(const BVHABB_CLASS &aabb) const {
POINT size = aabb.calculate_size();
String sz;
real_t vol = 0.0;
for (int i = 0; i < POINT::AXIS_COUNT; ++i) {
sz += "(";
sz += itos(aabb.min[i]);
sz += " ~ ";
sz += itos(-aabb.neg_max[i]);
sz += ") ";
vol += size[i];
}
sz += "vol " + itos(vol);
return sz;
}
void _debug_recursive_print_tree_node(uint32_t p_node_id, int depth = 0) const {
const TNode &tnode = _nodes[p_node_id];
String sz = String("\t").repeat(depth) + itos(p_node_id);
if (tnode.is_leaf()) {
sz += " L";
sz += itos(tnode.height) + " ";
const TLeaf &leaf = _node_get_leaf(tnode);
sz += "[";
for (int n = 0; n < leaf.num_items; n++) {
if (n) {
sz += ", ";
}
sz += "r";
sz += itos(leaf.get_item_ref_id(n));
}
sz += "] ";
} else {
sz += " N";
sz += itos(tnode.height) + " ";
}
sz += _debug_aabb_to_string(tnode.aabb);
print_line(sz);
if (!tnode.is_leaf()) {
for (int n = 0; n < tnode.num_children; n++) {
_debug_recursive_print_tree_node(tnode.children[n], depth + 1);
}
}
}
#endif

View File

@@ -0,0 +1,42 @@
void _integrity_check_all() {
#ifdef BVH_INTEGRITY_CHECKS
for (int n = 0; n < NUM_TREES; n++) {
uint32_t root = _root_node_id[n];
if (root != BVHCommon::INVALID) {
_integrity_check_down(root);
}
}
#endif
}
void _integrity_check_up(uint32_t p_node_id) {
TNode &node = _nodes[p_node_id];
BVHABB_CLASS abb = node.aabb;
node_update_aabb(node);
BVHABB_CLASS abb2 = node.aabb;
abb2.expand(-_node_expansion);
CRASH_COND(!abb.is_other_within(abb2));
}
void _integrity_check_down(uint32_t p_node_id) {
const TNode &node = _nodes[p_node_id];
if (node.is_leaf()) {
_integrity_check_up(p_node_id);
} else {
CRASH_COND(node.num_children != 2);
for (int n = 0; n < node.num_children; n++) {
uint32_t child_id = node.children[n];
// check the children parent pointers are correct
TNode &child = _nodes[child_id];
CRASH_COND(child.parent_id != p_node_id);
_integrity_check_down(child_id);
}
}
}

229
core/math/bvh_logic.inc Normal file
View File

@@ -0,0 +1,229 @@
// for slow incremental optimization, we will periodically remove each
// item from the tree and reinsert, to give it a chance to find a better position
void _logic_item_remove_and_reinsert(uint32_t p_ref_id) {
// get the reference
ItemRef &ref = _refs[p_ref_id];
// no need to optimize inactive items
if (!ref.is_active()) {
return;
}
// special case of debug draw
if (ref.item_id == BVHCommon::INVALID) {
return;
}
BVH_ASSERT(ref.tnode_id != BVHCommon::INVALID);
// some overlay elaborate way to find out which tree the node is in!
BVHHandle temp_handle;
temp_handle.set_id(p_ref_id);
uint32_t tree_id = _handle_get_tree_id(temp_handle);
// remove and reinsert
BVHABB_CLASS abb;
node_remove_item(p_ref_id, tree_id, &abb);
// we must choose where to add to tree
ref.tnode_id = _logic_choose_item_add_node(_root_node_id[tree_id], abb);
_node_add_item(ref.tnode_id, p_ref_id, abb);
refit_upward_and_balance(ref.tnode_id, tree_id);
}
// from randy gaul balance function
BVHABB_CLASS _logic_abb_merge(const BVHABB_CLASS &a, const BVHABB_CLASS &b) {
BVHABB_CLASS c = a;
c.merge(b);
return c;
}
//--------------------------------------------------------------------------------------------------
/**
* @file q3DynamicAABBTree.h
* @author Randy Gaul
* @date 10/10/2014
* Copyright (c) 2014 Randy Gaul http://www.randygaul.net
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not
* be misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
//--------------------------------------------------------------------------------------------------
// This function is based on the 'Balance' function from Randy Gaul's qu3e
// https://github.com/RandyGaul/qu3e
// It is MODIFIED from qu3e version.
// This is the only function used (and _logic_abb_merge helper function).
int32_t _logic_balance(int32_t iA, uint32_t p_tree_id) {
//return iA; // uncomment this to bypass balance
TNode *A = &_nodes[iA];
if (A->is_leaf() || A->height == 1) {
return iA;
}
/* A
* / \
* B C
* / \ / \
* D E F G
*/
CRASH_COND(A->num_children != 2);
int32_t iB = A->children[0];
int32_t iC = A->children[1];
TNode *B = &_nodes[iB];
TNode *C = &_nodes[iC];
int32_t balance = C->height - B->height;
// C is higher, promote C
if (balance > 1) {
int32_t iF = C->children[0];
int32_t iG = C->children[1];
TNode *F = &_nodes[iF];
TNode *G = &_nodes[iG];
// grandParent point to C
if (A->parent_id != BVHCommon::INVALID) {
if (_nodes[A->parent_id].children[0] == iA) {
_nodes[A->parent_id].children[0] = iC;
} else {
_nodes[A->parent_id].children[1] = iC;
}
} else {
// check this .. seems dodgy
change_root_node(iC, p_tree_id);
}
// Swap A and C
C->children[0] = iA;
C->parent_id = A->parent_id;
A->parent_id = iC;
// Finish rotation
if (F->height > G->height) {
C->children[1] = iF;
A->children[1] = iG;
G->parent_id = iA;
A->aabb = _logic_abb_merge(B->aabb, G->aabb);
C->aabb = _logic_abb_merge(A->aabb, F->aabb);
A->height = 1 + MAX(B->height, G->height);
C->height = 1 + MAX(A->height, F->height);
}
else {
C->children[1] = iG;
A->children[1] = iF;
F->parent_id = iA;
A->aabb = _logic_abb_merge(B->aabb, F->aabb);
C->aabb = _logic_abb_merge(A->aabb, G->aabb);
A->height = 1 + MAX(B->height, F->height);
C->height = 1 + MAX(A->height, G->height);
}
return iC;
}
// B is higher, promote B
else if (balance < -1) {
int32_t iD = B->children[0];
int32_t iE = B->children[1];
TNode *D = &_nodes[iD];
TNode *E = &_nodes[iE];
// grandParent point to B
if (A->parent_id != BVHCommon::INVALID) {
if (_nodes[A->parent_id].children[0] == iA) {
_nodes[A->parent_id].children[0] = iB;
} else {
_nodes[A->parent_id].children[1] = iB;
}
}
else {
// check this .. seems dodgy
change_root_node(iB, p_tree_id);
}
// Swap A and B
B->children[1] = iA;
B->parent_id = A->parent_id;
A->parent_id = iB;
// Finish rotation
if (D->height > E->height) {
B->children[0] = iD;
A->children[0] = iE;
E->parent_id = iA;
A->aabb = _logic_abb_merge(C->aabb, E->aabb);
B->aabb = _logic_abb_merge(A->aabb, D->aabb);
A->height = 1 + MAX(C->height, E->height);
B->height = 1 + MAX(A->height, D->height);
}
else {
B->children[0] = iE;
A->children[0] = iD;
D->parent_id = iA;
A->aabb = _logic_abb_merge(C->aabb, D->aabb);
B->aabb = _logic_abb_merge(A->aabb, E->aabb);
A->height = 1 + MAX(C->height, D->height);
B->height = 1 + MAX(A->height, E->height);
}
return iB;
}
return iA;
}
// either choose an existing node to add item to, or create a new node and return this
uint32_t _logic_choose_item_add_node(uint32_t p_node_id, const BVHABB_CLASS &p_aabb) {
while (true) {
BVH_ASSERT(p_node_id != BVHCommon::INVALID);
TNode &tnode = _nodes[p_node_id];
if (tnode.is_leaf()) {
// if a leaf, and non full, use this to add to
if (!node_is_leaf_full(tnode)) {
return p_node_id;
}
// else split the leaf, and use one of the children to add to
return split_leaf(p_node_id, p_aabb);
}
// this should not happen???
// is still happening, need to debug and find circumstances. Is not that serious
// but would be nice to prevent. I think it only happens with the root node.
if (tnode.num_children == 1) {
WARN_PRINT_ONCE("BVH::recursive_choose_item_add_node, node with 1 child, recovering");
p_node_id = tnode.children[0];
} else {
BVH_ASSERT(tnode.num_children == 2);
TNode &childA = _nodes[tnode.children[0]];
TNode &childB = _nodes[tnode.children[1]];
int which = p_aabb.select_by_proximity(childA.aabb, childB.aabb);
p_node_id = tnode.children[which];
}
}
}

50
core/math/bvh_misc.inc Normal file
View File

@@ -0,0 +1,50 @@
int _handle_get_tree_id(BVHHandle p_handle) const {
if (USE_PAIRS) {
return _extra[p_handle.id()].tree_id;
}
return 0;
}
public:
void _handle_sort(BVHHandle &p_ha, BVHHandle &p_hb) const {
if (p_ha.id() > p_hb.id()) {
BVHHandle temp = p_hb;
p_hb = p_ha;
p_ha = temp;
}
}
private:
void create_root_node(int p_tree) {
// if there is no root node, create one
if (_root_node_id[p_tree] == BVHCommon::INVALID) {
uint32_t root_node_id;
TNode *node = _nodes.request(root_node_id);
node->clear();
_root_node_id[p_tree] = root_node_id;
// make the root node a leaf
uint32_t leaf_id;
TLeaf *leaf = _leaves.request(leaf_id);
leaf->clear();
node->neg_leaf_id = -(int)leaf_id;
}
}
bool node_is_leaf_full(TNode &tnode) const {
const TLeaf &leaf = _node_get_leaf(tnode);
return leaf.is_full();
}
public:
TLeaf &_node_get_leaf(TNode &tnode) {
BVH_ASSERT(tnode.is_leaf());
return _leaves[tnode.get_leaf_id()];
}
const TLeaf &_node_get_leaf(const TNode &tnode) const {
BVH_ASSERT(tnode.is_leaf());
return _leaves[tnode.get_leaf_id()];
}
private:

72
core/math/bvh_pair.inc Normal file
View File

@@ -0,0 +1,72 @@
public:
// note .. maybe this can be attached to another node structure?
// depends which works best for cache.
struct ItemPairs {
struct Link {
void set(BVHHandle h, void *ud) {
handle = h;
userdata = ud;
}
BVHHandle handle;
void *userdata;
};
void clear() {
num_pairs = 0;
extended_pairs.reset();
expanded_aabb = BOUNDS();
}
BOUNDS expanded_aabb;
// maybe we can just use the number in the vector TODO
int32_t num_pairs;
LocalVector<Link> extended_pairs;
void add_pair_to(BVHHandle h, void *p_userdata) {
Link temp;
temp.set(h, p_userdata);
extended_pairs.push_back(temp);
num_pairs++;
}
uint32_t find_pair_to(BVHHandle h) const {
for (int n = 0; n < num_pairs; n++) {
if (extended_pairs[n].handle == h) {
return n;
}
}
return uint32_t(-1);
}
bool contains_pair_to(BVHHandle h) const {
return find_pair_to(h) != BVHCommon::INVALID;
}
// return success
void *remove_pair_to(BVHHandle h) {
void *userdata = nullptr;
for (int n = 0; n < num_pairs; n++) {
if (extended_pairs[n].handle == h) {
userdata = extended_pairs[n].userdata;
extended_pairs.remove_at_unordered(n);
num_pairs--;
break;
}
}
return userdata;
}
// experiment : scale the pairing expansion by the number of pairs.
// when the number of pairs is high, the density is high and a lower collision margin is better.
// when there are few local pairs, a larger margin is more optimal.
real_t scale_expansion_margin(real_t p_margin) const {
real_t x = real_t(num_pairs) * (1.0 / 9.0);
x = MIN(x, 1.0);
x = 1.0 - x;
return p_margin * x;
}
};

499
core/math/bvh_public.inc Normal file
View File

@@ -0,0 +1,499 @@
public:
BVHHandle item_add(T *p_userdata, bool p_active, const BOUNDS &p_aabb, int32_t p_subindex, uint32_t p_tree_id, uint32_t p_tree_collision_mask, bool p_invisible = false) {
#ifdef BVH_VERBOSE_TREE
VERBOSE_PRINT("\nitem_add BEFORE");
_debug_recursive_print_tree(p_tree_id);
VERBOSE_PRINT("\n");
#endif
BVHABB_CLASS abb;
abb.from(p_aabb);
// NOTE that we do not expand the AABB for the first create even if
// leaf expansion is switched on. This is for two reasons:
// (1) We don't know if this object will move in future, in which case a non-expanded
// bound would be better...
// (2) We don't yet know how many objects will be paired, which is used to modify
// the expansion margin.
// handle to be filled with the new item ref
BVHHandle handle;
// ref id easier to pass around than handle
uint32_t ref_id;
// this should never fail
ItemRef *ref = _refs.request(ref_id);
// the extra data should be parallel list to the references
uint32_t extra_id;
ItemExtra *extra = _extra.request(extra_id);
BVH_ASSERT(extra_id == ref_id);
// pairs info
if (USE_PAIRS) {
uint32_t pairs_id;
ItemPairs *pairs = _pairs.request(pairs_id);
pairs->clear();
BVH_ASSERT(pairs_id == ref_id);
}
extra->subindex = p_subindex;
extra->userdata = p_userdata;
extra->last_updated_tick = 0;
// add an active reference to the list for slow incremental optimize
// this list must be kept in sync with the references as they are added or removed.
extra->active_ref_id = _active_refs.size();
_active_refs.push_back(ref_id);
extra->tree_id = p_tree_id;
extra->tree_collision_mask = p_tree_collision_mask;
// assign to handle to return
handle.set_id(ref_id);
create_root_node(p_tree_id);
// we must choose where to add to tree
if (p_active) {
ref->tnode_id = _logic_choose_item_add_node(_root_node_id[p_tree_id], abb);
bool refit = _node_add_item(ref->tnode_id, ref_id, abb);
if (refit) {
// only need to refit from the parent
const TNode &add_node = _nodes[ref->tnode_id];
if (add_node.parent_id != BVHCommon::INVALID) {
refit_upward_and_balance(add_node.parent_id, p_tree_id);
}
}
} else {
ref->set_inactive();
}
#ifdef BVH_VERBOSE
// memory use
int mem = _refs.estimate_memory_use();
mem += _nodes.estimate_memory_use();
String sz = _debug_aabb_to_string(abb);
VERBOSE_PRINT("\titem_add [" + itos(ref_id) + "] " + itos(_refs.used_size()) + " refs,\t" + itos(_nodes.used_size()) + " nodes " + sz);
VERBOSE_PRINT("mem use : " + itos(mem) + ", num nodes reserved : " + itos(_nodes.reserved_size()));
#endif
return handle;
}
void _debug_print_refs() {
#ifdef BVH_VERBOSE_TREE
print_line("refs.....");
for (int n = 0; n < _refs.size(); n++) {
const ItemRef &ref = _refs[n];
print_line("tnode_id " + itos(ref.tnode_id) + ", item_id " + itos(ref.item_id));
}
#endif
}
// returns false if noop
bool item_move(BVHHandle p_handle, const BOUNDS &p_aabb) {
uint32_t ref_id = p_handle.id();
// get the reference
ItemRef &ref = _refs[ref_id];
if (!ref.is_active()) {
return false;
}
BVHABB_CLASS abb;
abb.from(p_aabb);
#ifdef BVH_EXPAND_LEAF_AABBS
if (USE_PAIRS) {
// scale the pairing expansion by the number of pairs.
abb.expand(_pairs[ref_id].scale_expansion_margin(_pairing_expansion));
} else {
abb.expand(_pairing_expansion);
}
#endif
BVH_ASSERT(ref.tnode_id != BVHCommon::INVALID);
TNode &tnode = _nodes[ref.tnode_id];
// does it fit within the current leaf aabb?
if (tnode.aabb.is_other_within(abb)) {
// do nothing .. fast path .. not moved enough to need refit
// however we WILL update the exact aabb in the leaf, as this will be needed
// for accurate collision detection
TLeaf &leaf = _node_get_leaf(tnode);
BVHABB_CLASS &leaf_abb = leaf.get_aabb(ref.item_id);
// no change?
#ifdef BVH_EXPAND_LEAF_AABBS
BOUNDS leaf_aabb;
leaf_abb.to(leaf_aabb);
// This test should pass in a lot of cases, and by returning false we can avoid
// collision pairing checks later, which greatly reduces processing.
if (expanded_aabb_encloses_not_shrink(leaf_aabb, p_aabb)) {
return false;
}
#else
if (leaf_abb == abb) {
return false;
}
#endif
#ifdef BVH_VERBOSE_MOVES
print_line("item_move " + itos(p_handle.id()) + "(within tnode aabb) : " + _debug_aabb_to_string(abb));
#endif
leaf_abb = abb;
_integrity_check_all();
return true;
}
#ifdef BVH_VERBOSE_MOVES
print_line("item_move " + itos(p_handle.id()) + "(outside tnode aabb) : " + _debug_aabb_to_string(abb));
#endif
uint32_t tree_id = _handle_get_tree_id(p_handle);
// remove and reinsert
node_remove_item(ref_id, tree_id);
// we must choose where to add to tree
ref.tnode_id = _logic_choose_item_add_node(_root_node_id[tree_id], abb);
// add to the tree
bool needs_refit = _node_add_item(ref.tnode_id, ref_id, abb);
// only need to refit from the PARENT
if (needs_refit) {
// only need to refit from the parent
const TNode &add_node = _nodes[ref.tnode_id];
if (add_node.parent_id != BVHCommon::INVALID) {
// not sure we need to rebalance all the time, this can be done less often
refit_upward(add_node.parent_id);
}
//refit_upward_and_balance(add_node.parent_id);
}
return true;
}
void item_remove(BVHHandle p_handle) {
uint32_t ref_id = p_handle.id();
uint32_t tree_id = _handle_get_tree_id(p_handle);
VERBOSE_PRINT("item_remove [" + itos(ref_id) + "] ");
////////////////////////////////////////
// remove the active reference from the list for slow incremental optimize
// this list must be kept in sync with the references as they are added or removed.
uint32_t active_ref_id = _extra[ref_id].active_ref_id;
uint32_t ref_id_moved_back = _active_refs[_active_refs.size() - 1];
// swap back and decrement for fast unordered remove
_active_refs[active_ref_id] = ref_id_moved_back;
_active_refs.resize_uninitialized(_active_refs.size() - 1);
// keep the moved active reference up to date
_extra[ref_id_moved_back].active_ref_id = active_ref_id;
////////////////////////////////////////
// remove the item from the node (only if active)
if (_refs[ref_id].is_active()) {
node_remove_item(ref_id, tree_id);
}
// remove the item reference
_refs.free(ref_id);
_extra.free(ref_id);
if (USE_PAIRS) {
_pairs.free(ref_id);
}
// don't think refit_all is necessary?
//refit_all(_tree_id);
#ifdef BVH_VERBOSE_TREE
_debug_recursive_print_tree(tree_id);
#endif
}
// returns success
bool item_activate(BVHHandle p_handle, const BOUNDS &p_aabb) {
uint32_t ref_id = p_handle.id();
ItemRef &ref = _refs[ref_id];
if (ref.is_active()) {
// noop
return false;
}
// add to tree
BVHABB_CLASS abb;
abb.from(p_aabb);
uint32_t tree_id = _handle_get_tree_id(p_handle);
// we must choose where to add to tree
ref.tnode_id = _logic_choose_item_add_node(_root_node_id[tree_id], abb);
_node_add_item(ref.tnode_id, ref_id, abb);
refit_upward_and_balance(ref.tnode_id, tree_id);
return true;
}
// returns success
bool item_deactivate(BVHHandle p_handle) {
uint32_t ref_id = p_handle.id();
ItemRef &ref = _refs[ref_id];
if (!ref.is_active()) {
// noop
return false;
}
uint32_t tree_id = _handle_get_tree_id(p_handle);
// remove from tree
BVHABB_CLASS abb;
node_remove_item(ref_id, tree_id, &abb);
// mark as inactive
ref.set_inactive();
return true;
}
bool item_get_active(BVHHandle p_handle) const {
uint32_t ref_id = p_handle.id();
const ItemRef &ref = _refs[ref_id];
return ref.is_active();
}
// during collision testing, we want to set the mask and whether pairable for the item testing from
void item_fill_cullparams(BVHHandle p_handle, CullParams &r_params) const {
uint32_t ref_id = p_handle.id();
const ItemExtra &extra = _extra[ref_id];
// which trees does this item want to collide detect against?
r_params.tree_collision_mask = extra.tree_collision_mask;
// The testing user defined object is passed to the user defined cull check function
// for masks etc. This is usually a dummy object of type T with masks set.
// However, if not using the cull_check callback (i.e. returning true), you can pass
// a nullptr instead of dummy object, as it will not be used.
r_params.tester = extra.userdata;
}
bool item_is_pairable(const BVHHandle &p_handle) {
uint32_t ref_id = p_handle.id();
const ItemExtra &extra = _extra[ref_id];
return extra.pairable != 0;
}
void item_get_ABB(const BVHHandle &p_handle, BVHABB_CLASS &r_abb) {
// change tree?
uint32_t ref_id = p_handle.id();
const ItemRef &ref = _refs[ref_id];
TNode &tnode = _nodes[ref.tnode_id];
TLeaf &leaf = _node_get_leaf(tnode);
r_abb = leaf.get_aabb(ref.item_id);
}
bool item_set_tree(const BVHHandle &p_handle, uint32_t p_tree_id, uint32_t p_tree_collision_mask) {
// change tree?
uint32_t ref_id = p_handle.id();
ItemExtra &ex = _extra[ref_id];
ItemRef &ref = _refs[ref_id];
bool active = ref.is_active();
bool tree_changed = ex.tree_id != p_tree_id;
bool mask_changed = ex.tree_collision_mask != p_tree_collision_mask;
bool state_changed = tree_changed | mask_changed;
// Keep an eye on this for bugs of not noticing changes to objects,
// especially when changing client user masks that will not be detected as a change
// in the BVH. You may need to force a collision check in this case with recheck_pairs().
if (active && (tree_changed | mask_changed)) {
// record abb
TNode &tnode = _nodes[ref.tnode_id];
TLeaf &leaf = _node_get_leaf(tnode);
BVHABB_CLASS abb = leaf.get_aabb(ref.item_id);
// make sure current tree is correct prior to changing
uint32_t tree_id = _handle_get_tree_id(p_handle);
// remove from old tree
node_remove_item(ref_id, tree_id);
// we must set the pairable AFTER getting the current tree
// because the pairable status determines which tree
ex.tree_id = p_tree_id;
ex.tree_collision_mask = p_tree_collision_mask;
// add to new tree
tree_id = _handle_get_tree_id(p_handle);
create_root_node(tree_id);
// we must choose where to add to tree
ref.tnode_id = _logic_choose_item_add_node(_root_node_id[tree_id], abb);
bool needs_refit = _node_add_item(ref.tnode_id, ref_id, abb);
// only need to refit from the PARENT
if (needs_refit) {
// only need to refit from the parent
const TNode &add_node = _nodes[ref.tnode_id];
if (add_node.parent_id != BVHCommon::INVALID) {
refit_upward_and_balance(add_node.parent_id, tree_id);
}
}
} else {
// always keep this up to date
ex.tree_id = p_tree_id;
ex.tree_collision_mask = p_tree_collision_mask;
}
return state_changed;
}
void incremental_optimize() {
// first update all aabbs as one off step..
// this is cheaper than doing it on each move as each leaf may get touched multiple times
// in a frame.
for (int n = 0; n < NUM_TREES; n++) {
if (_root_node_id[n] != BVHCommon::INVALID) {
refit_branch(_root_node_id[n]);
}
}
// now do small section reinserting to get things moving
// gradually, and keep items in the right leaf
if (_current_active_ref >= _active_refs.size()) {
_current_active_ref = 0;
}
// special case
if (!_active_refs.size()) {
return;
}
uint32_t ref_id = _active_refs[_current_active_ref++];
_logic_item_remove_and_reinsert(ref_id);
#ifdef BVH_VERBOSE
/*
// memory use
int mem_refs = _refs.estimate_memory_use();
int mem_nodes = _nodes.estimate_memory_use();
int mem_leaves = _leaves.estimate_memory_use();
String sz;
sz += "mem_refs : " + itos(mem_refs) + " ";
sz += "mem_nodes : " + itos(mem_nodes) + " ";
sz += "mem_leaves : " + itos(mem_leaves) + " ";
sz += ", num nodes : " + itos(_nodes.size());
print_line(sz);
*/
#endif
}
void update() {
incremental_optimize();
// keep the expansion values up to date with the world bound
//#define BVH_ALLOW_AUTO_EXPANSION
#ifdef BVH_ALLOW_AUTO_EXPANSION
if (_auto_node_expansion || _auto_pairing_expansion) {
BVHABB_CLASS world_bound;
world_bound.set_to_max_opposite_extents();
bool bound_valid = false;
for (int n = 0; n < NUM_TREES; n++) {
uint32_t node_id = _root_node_id[n];
if (node_id != BVHCommon::INVALID) {
world_bound.merge(_nodes[node_id].aabb);
bound_valid = true;
}
}
// if there are no nodes, do nothing, but if there are...
if (bound_valid) {
BOUNDS bb;
world_bound.to(bb);
real_t size = bb.get_longest_axis_size();
// automatic AI decision for best parameters.
// These can be overridden in project settings.
// these magic numbers are determined by experiment
if (_auto_node_expansion) {
_node_expansion = size * 0.025;
}
if (_auto_pairing_expansion) {
_pairing_expansion = size * 0.009;
}
}
}
#endif
}
void params_set_pairing_expansion(real_t p_value) {
if (p_value < 0.0) {
#ifdef BVH_ALLOW_AUTO_EXPANSION
_auto_pairing_expansion = true;
#endif
return;
}
#ifdef BVH_ALLOW_AUTO_EXPANSION
_auto_pairing_expansion = false;
#endif
_pairing_expansion = p_value;
// calculate shrinking threshold
const real_t fudge_factor = 1.1;
_aabb_shrinkage_threshold = _pairing_expansion * POINT::AXIS_COUNT * 2.0 * fudge_factor;
}
// This routine is not just an enclose check, it also checks for special case of shrinkage
bool expanded_aabb_encloses_not_shrink(const BOUNDS &p_expanded_aabb, const BOUNDS &p_aabb) const {
if (!p_expanded_aabb.encloses(p_aabb)) {
return false;
}
// Check for special case of shrinkage. If the aabb has shrunk
// significantly we want to create a new expanded bound, because
// the previous expanded bound will have diverged significantly.
const POINT &exp_size = p_expanded_aabb.size;
const POINT &new_size = p_aabb.size;
real_t exp_l = 0.0;
real_t new_l = 0.0;
for (int i = 0; i < POINT::AXIS_COUNT; ++i) {
exp_l += exp_size[i];
new_l += new_size[i];
}
// is difference above some metric
real_t diff = exp_l - new_l;
if (diff < _aabb_shrinkage_threshold) {
return true;
}
return false;
}

141
core/math/bvh_refit.inc Normal file
View File

@@ -0,0 +1,141 @@
void _debug_node_verify_bound(uint32_t p_node_id) {
TNode &node = _nodes[p_node_id];
BVHABB_CLASS abb_before = node.aabb;
node_update_aabb(node);
BVHABB_CLASS abb_after = node.aabb;
CRASH_COND(abb_before != abb_after);
}
void node_update_aabb(TNode &tnode) {
tnode.aabb.set_to_max_opposite_extents();
tnode.height = 0;
if (!tnode.is_leaf()) {
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_node_id = tnode.children[n];
// merge with child aabb
const TNode &tchild = _nodes[child_node_id];
tnode.aabb.merge(tchild.aabb);
// do heights at the same time
if (tchild.height > tnode.height) {
tnode.height = tchild.height;
}
}
// the height of a non leaf is always 1 bigger than the biggest child
tnode.height++;
#ifdef BVH_CHECKS
if (!tnode.num_children) {
// the 'blank' aabb will screw up parent aabbs
WARN_PRINT("BVH_Tree::TNode no children, AABB is undefined");
}
#endif
} else {
// leaf
const TLeaf &leaf = _node_get_leaf(tnode);
for (int n = 0; n < leaf.num_items; n++) {
tnode.aabb.merge(leaf.get_aabb(n));
}
// now the leaf items are unexpanded, we expand only in the node AABB
tnode.aabb.expand(_node_expansion);
#ifdef BVH_CHECKS
if (!leaf.num_items) {
// the 'blank' aabb will screw up parent aabbs
WARN_PRINT("BVH_Tree::TLeaf no items, AABB is undefined");
}
#endif
}
}
void refit_all(int p_tree_id) {
refit_downward(_root_node_id[p_tree_id]);
}
void refit_upward(uint32_t p_node_id) {
while (p_node_id != BVHCommon::INVALID) {
TNode &tnode = _nodes[p_node_id];
node_update_aabb(tnode);
p_node_id = tnode.parent_id;
}
}
void refit_upward_and_balance(uint32_t p_node_id, uint32_t p_tree_id) {
while (p_node_id != BVHCommon::INVALID) {
uint32_t before = p_node_id;
p_node_id = _logic_balance(p_node_id, p_tree_id);
if (before != p_node_id) {
VERBOSE_PRINT("REBALANCED!");
}
TNode &tnode = _nodes[p_node_id];
// update overall aabb from the children
node_update_aabb(tnode);
p_node_id = tnode.parent_id;
}
}
void refit_downward(uint32_t p_node_id) {
TNode &tnode = _nodes[p_node_id];
// do children first
if (!tnode.is_leaf()) {
for (int n = 0; n < tnode.num_children; n++) {
refit_downward(tnode.children[n]);
}
}
node_update_aabb(tnode);
}
// go down to the leaves, then refit upward
void refit_branch(uint32_t p_node_id) {
// our function parameters to keep on a stack
struct RefitParams {
uint32_t node_id;
};
// most of the iterative functionality is contained in this helper class
BVH_IterativeInfo<RefitParams> ii;
// alloca must allocate the stack from this function, it cannot be allocated in the
// helper class
ii.stack = (RefitParams *)alloca(ii.get_alloca_stacksize());
// seed the stack
ii.get_first()->node_id = p_node_id;
RefitParams rp;
// while there are still more nodes on the stack
while (ii.pop(rp)) {
TNode &tnode = _nodes[rp.node_id];
// do children first
if (!tnode.is_leaf()) {
for (int n = 0; n < tnode.num_children; n++) {
uint32_t child_id = tnode.children[n];
// add to the stack
RefitParams *child = ii.request();
child->node_id = child_id;
}
} else {
// leaf .. only refit upward if dirty
TLeaf &leaf = _node_get_leaf(tnode);
if (leaf.is_dirty()) {
leaf.set_dirty(false);
refit_upward(rp.node_id);
}
}
} // while more nodes to pop
}

298
core/math/bvh_split.inc Normal file
View File

@@ -0,0 +1,298 @@
void _split_inform_references(uint32_t p_node_id) {
TNode &node = _nodes[p_node_id];
TLeaf &leaf = _node_get_leaf(node);
for (int n = 0; n < leaf.num_items; n++) {
uint32_t ref_id = leaf.get_item_ref_id(n);
ItemRef &ref = _refs[ref_id];
ref.tnode_id = p_node_id;
ref.item_id = n;
}
}
void _split_leaf_sort_groups_simple(int &num_a, int &num_b, uint16_t *group_a, uint16_t *group_b, const BVHABB_CLASS *temp_bounds, const BVHABB_CLASS full_bound) {
// special case for low leaf sizes .. should static compile out
if constexpr (MAX_ITEMS < 4) {
uint32_t ind = group_a[0];
// add to b
group_b[num_b++] = ind;
// remove from a
num_a--;
group_a[0] = group_a[num_a];
return;
}
POINT center = full_bound.calculate_center();
POINT size = full_bound.calculate_size();
int order[POINT::AXIS_COUNT];
order[0] = size.max_axis_index(); // The longest axis.
order[POINT::AXIS_COUNT - 1] = size.min_axis_index(); // The shortest axis.
static_assert(POINT::AXIS_COUNT <= 3, "BVH POINT::AXIS_COUNT has unexpected size");
if constexpr (POINT::AXIS_COUNT == 3) {
order[1] = 3 - (order[0] + order[2]);
}
// Simplest case, split on the longest axis.
int split_axis = order[0];
for (int a = 0; a < num_a; a++) {
uint32_t ind = group_a[a];
if (temp_bounds[ind].min.coord[split_axis] > center.coord[split_axis]) {
// add to b
group_b[num_b++] = ind;
// remove from a
num_a--;
group_a[a] = group_a[num_a];
// do this one again, as it has been replaced
a--;
}
}
// detect when split on longest axis failed
int min_threshold = MAX_ITEMS / 4;
int min_group_size[POINT::AXIS_COUNT];
min_group_size[0] = MIN(num_a, num_b);
if (min_group_size[0] < min_threshold) {
// slow but sure .. first move everything back into a
for (int b = 0; b < num_b; b++) {
group_a[num_a++] = group_b[b];
}
num_b = 0;
// Now calculate the best split.
for (int axis = 1; axis < POINT::AXIS_COUNT; axis++) {
split_axis = order[axis];
int count = 0;
for (int a = 0; a < num_a; a++) {
uint32_t ind = group_a[a];
if (temp_bounds[ind].min.coord[split_axis] > center.coord[split_axis]) {
count++;
}
}
min_group_size[axis] = MIN(count, num_a - count);
} // for axis
// best axis
int best_axis = 0;
int best_min = min_group_size[0];
for (int axis = 1; axis < POINT::AXIS_COUNT; axis++) {
if (min_group_size[axis] > best_min) {
best_min = min_group_size[axis];
best_axis = axis;
}
}
// now finally do the split
if (best_min > 0) {
split_axis = order[best_axis];
for (int a = 0; a < num_a; a++) {
uint32_t ind = group_a[a];
if (temp_bounds[ind].min.coord[split_axis] > center.coord[split_axis]) {
// add to b
group_b[num_b++] = ind;
// remove from a
num_a--;
group_a[a] = group_a[num_a];
// do this one again, as it has been replaced
a--;
}
}
} // if there was a split!
} // if the longest axis wasn't a good split
// special case, none crossed threshold
if (!num_b) {
uint32_t ind = group_a[0];
// add to b
group_b[num_b++] = ind;
// remove from a
num_a--;
group_a[0] = group_a[num_a];
}
// opposite problem! :)
if (!num_a) {
uint32_t ind = group_b[0];
// add to a
group_a[num_a++] = ind;
// remove from b
num_b--;
group_b[0] = group_b[num_b];
}
}
void _split_leaf_sort_groups(int &num_a, int &num_b, uint16_t *group_a, uint16_t *group_b, const BVHABB_CLASS *temp_bounds) {
BVHABB_CLASS groupb_aabb;
groupb_aabb.set_to_max_opposite_extents();
for (int n = 0; n < num_b; n++) {
int which = group_b[n];
groupb_aabb.merge(temp_bounds[which]);
}
BVHABB_CLASS groupb_aabb_new;
BVHABB_CLASS rest_aabb;
real_t best_size = FLT_MAX;
int best_candidate = -1;
// find most likely from a to move into b
for (int check = 0; check < num_a; check++) {
rest_aabb.set_to_max_opposite_extents();
groupb_aabb_new = groupb_aabb;
// find aabb of all the rest
for (int rest = 0; rest < num_a; rest++) {
if (rest == check) {
continue;
}
int which = group_a[rest];
rest_aabb.merge(temp_bounds[which]);
}
groupb_aabb_new.merge(temp_bounds[group_a[check]]);
// now compare the sizes
real_t size = groupb_aabb_new.get_area() + rest_aabb.get_area();
if (size < best_size) {
best_size = size;
best_candidate = check;
}
}
// we should now have the best, move it from group a to group b
group_b[num_b++] = group_a[best_candidate];
// remove best candidate from group a
num_a--;
group_a[best_candidate] = group_a[num_a];
}
uint32_t split_leaf(uint32_t p_node_id, const BVHABB_CLASS &p_added_item_aabb) {
return split_leaf_complex(p_node_id, p_added_item_aabb);
}
// aabb is the new inserted node
uint32_t split_leaf_complex(uint32_t p_node_id, const BVHABB_CLASS &p_added_item_aabb) {
VERBOSE_PRINT("split_leaf");
// note the tnode before and AFTER splitting may be a different address
// in memory because the vector could get relocated. So we need to reget
// the tnode after the split
BVH_ASSERT(_nodes[p_node_id].is_leaf());
// first create child leaf nodes
uint32_t *child_ids = (uint32_t *)alloca(sizeof(uint32_t) * MAX_CHILDREN);
for (int n = 0; n < MAX_CHILDREN; n++) {
// create node children
TNode *child_node = _nodes.request(child_ids[n]);
child_node->clear();
// back link to parent
child_node->parent_id = p_node_id;
// make each child a leaf node
node_make_leaf(child_ids[n]);
}
// don't get any leaves or nodes till AFTER the split
TNode &tnode = _nodes[p_node_id];
uint32_t orig_leaf_id = tnode.get_leaf_id();
const TLeaf &orig_leaf = _node_get_leaf(tnode);
// store the final child ids
for (int n = 0; n < MAX_CHILDREN; n++) {
tnode.children[n] = child_ids[n];
}
// mark as no longer a leaf node
tnode.num_children = MAX_CHILDREN;
// 2 groups, A and B, and assign children to each to split equally
int max_children = orig_leaf.num_items + 1; // plus 1 for the wildcard .. the item being added
//CRASH_COND(max_children > MAX_CHILDREN);
uint16_t *group_a = (uint16_t *)alloca(sizeof(uint16_t) * max_children);
uint16_t *group_b = (uint16_t *)alloca(sizeof(uint16_t) * max_children);
// we are copying the ABBs. This is ugly, but we need one extra for the inserted item...
BVHABB_CLASS *temp_bounds = (BVHABB_CLASS *)alloca(sizeof(BVHABB_CLASS) * max_children);
int num_a = max_children;
int num_b = 0;
// setup - start with all in group a
for (int n = 0; n < orig_leaf.num_items; n++) {
group_a[n] = n;
temp_bounds[n] = orig_leaf.get_aabb(n);
}
// wildcard
int wildcard = orig_leaf.num_items;
group_a[wildcard] = wildcard;
temp_bounds[wildcard] = p_added_item_aabb;
// we can choose here either an equal split, or just 1 in the new leaf
_split_leaf_sort_groups_simple(num_a, num_b, group_a, group_b, temp_bounds, tnode.aabb);
uint32_t wildcard_node = BVHCommon::INVALID;
// now there should be equal numbers in both groups
for (int n = 0; n < num_a; n++) {
int which = group_a[n];
if (which != wildcard) {
const BVHABB_CLASS &source_item_aabb = orig_leaf.get_aabb(which);
uint32_t source_item_ref_id = orig_leaf.get_item_ref_id(which);
//const Item &source_item = orig_leaf.get_item(which);
_node_add_item(tnode.children[0], source_item_ref_id, source_item_aabb);
} else {
wildcard_node = tnode.children[0];
}
}
for (int n = 0; n < num_b; n++) {
int which = group_b[n];
if (which != wildcard) {
const BVHABB_CLASS &source_item_aabb = orig_leaf.get_aabb(which);
uint32_t source_item_ref_id = orig_leaf.get_item_ref_id(which);
//const Item &source_item = orig_leaf.get_item(which);
_node_add_item(tnode.children[1], source_item_ref_id, source_item_aabb);
} else {
wildcard_node = tnode.children[1];
}
}
// now remove all items from the parent and replace with the child nodes
_leaves.free(orig_leaf_id);
// we should keep the references up to date!
for (int n = 0; n < MAX_CHILDREN; n++) {
_split_inform_references(tnode.children[n]);
}
refit_upward(p_node_id);
BVH_ASSERT(wildcard_node != BVHCommon::INVALID);
return wildcard_node;
}

214
core/math/bvh_structs.inc Normal file
View File

@@ -0,0 +1,214 @@
public:
struct ItemRef {
uint32_t tnode_id; // -1 is invalid
uint32_t item_id; // in the leaf
bool is_active() const { return tnode_id != BVHCommon::INACTIVE; }
void set_inactive() {
tnode_id = BVHCommon::INACTIVE;
item_id = BVHCommon::INACTIVE;
}
};
// extra info kept in separate parallel list to the references,
// as this is less used as keeps cache better
struct ItemExtra {
// Before doing user defined pairing checks (especially in the find_leavers function),
// we may want to check that two items have compatible tree ids and tree masks,
// as if they are incompatible they should not pair / collide.
bool are_item_trees_compatible(const ItemExtra &p_other) const {
uint32_t other_type = 1 << p_other.tree_id;
if (tree_collision_mask & other_type) {
return true;
}
uint32_t our_type = 1 << tree_id;
if (p_other.tree_collision_mask & our_type) {
return true;
}
return false;
}
// There can be multiple user defined trees
uint32_t tree_id;
// Defines which trees this item should collision check against.
// 1 << tree_id, and normally items would collide against there own
// tree (but not always).
uint32_t tree_collision_mask;
uint32_t last_updated_tick;
int32_t subindex;
T *userdata;
// the active reference is a separate list of which references
// are active so that we can slowly iterate through it over many frames for
// slow optimize.
uint32_t active_ref_id;
};
// tree leaf
struct TLeaf {
uint16_t num_items;
private:
uint16_t dirty;
// separate data orientated lists for faster SIMD traversal
uint32_t item_ref_ids[MAX_ITEMS];
BVHABB_CLASS aabbs[MAX_ITEMS];
public:
// accessors
BVHABB_CLASS &get_aabb(uint32_t p_id) {
BVH_ASSERT(p_id < MAX_ITEMS);
return aabbs[p_id];
}
const BVHABB_CLASS &get_aabb(uint32_t p_id) const {
BVH_ASSERT(p_id < MAX_ITEMS);
return aabbs[p_id];
}
uint32_t &get_item_ref_id(uint32_t p_id) {
BVH_ASSERT(p_id < MAX_ITEMS);
return item_ref_ids[p_id];
}
const uint32_t &get_item_ref_id(uint32_t p_id) const {
BVH_ASSERT(p_id < MAX_ITEMS);
return item_ref_ids[p_id];
}
bool is_dirty() const { return dirty; }
void set_dirty(bool p) { dirty = p; }
void clear() {
num_items = 0;
set_dirty(false);
}
bool is_full() const { return num_items >= MAX_ITEMS; }
void remove_item_unordered(uint32_t p_id) {
BVH_ASSERT(p_id < num_items);
num_items--;
aabbs[p_id] = aabbs[num_items];
item_ref_ids[p_id] = item_ref_ids[num_items];
}
uint32_t request_item() {
if (num_items < MAX_ITEMS) {
uint32_t id = num_items;
num_items++;
return id;
}
#ifdef DEV_ENABLED
return -1;
#else
ERR_FAIL_V_MSG(0, "BVH request_item error.");
#endif
}
};
// tree node
struct TNode {
BVHABB_CLASS aabb;
// either number of children if positive
// or leaf id if negative (leaf id 0 is disallowed)
union {
int32_t num_children;
int32_t neg_leaf_id;
};
uint32_t parent_id; // or -1
uint16_t children[MAX_CHILDREN];
// height in the tree, where leaves are 0, and all above are 1+
// (or the highest where there is a tie off)
int32_t height;
bool is_leaf() const { return num_children < 0; }
void set_leaf_id(int id) { neg_leaf_id = -id; }
int get_leaf_id() const { return -neg_leaf_id; }
void clear() {
num_children = 0;
parent_id = BVHCommon::INVALID;
height = 0; // or -1 for testing
// for safety set to improbable value
aabb.set_to_max_opposite_extents();
// other members are not blanked for speed .. they may be uninitialized
}
bool is_full_of_children() const { return num_children >= MAX_CHILDREN; }
void remove_child_internal(uint32_t child_num) {
children[child_num] = children[num_children - 1];
num_children--;
}
int find_child(uint32_t p_child_node_id) {
BVH_ASSERT(!is_leaf());
for (int n = 0; n < num_children; n++) {
if (children[n] == p_child_node_id) {
return n;
}
}
// not found
return -1;
}
};
// instead of using linked list we maintain
// item references (for quick lookup)
PooledList<ItemRef, uint32_t, true> _refs;
PooledList<ItemExtra, uint32_t, true> _extra;
PooledList<ItemPairs> _pairs;
// these 2 are not in sync .. nodes != leaves!
PooledList<TNode, uint32_t, true> _nodes;
PooledList<TLeaf, uint32_t, true> _leaves;
// we can maintain an un-ordered list of which references are active,
// in order to do a slow incremental optimize of the tree over each frame.
// This will work best if dynamic objects and static objects are in a different tree.
LocalVector<uint32_t> _active_refs;
uint32_t _current_active_ref = 0;
// instead of translating directly to the userdata output,
// we keep an intermediate list of hits as reference IDs, which can be used
// for pairing collision detection
LocalVector<uint32_t> _cull_hits;
// We can now have a user definable number of trees.
// This allows using e.g. a non-pairable and pairable tree,
// which can be more efficient for example, if we only need check non pairable against the pairable tree.
// It also may be more efficient in terms of separating static from dynamic objects, by reducing housekeeping.
// However this is a trade off, as there is a cost of traversing two trees.
uint32_t _root_node_id[NUM_TREES];
// these values may need tweaking according to the project
// the bound of the world, and the average velocities of the objects
// node expansion is important in the rendering tree
// larger values give less re-insertion as items move...
// but on the other hand over estimates the bounding box of nodes.
// we can either use auto mode, where the expansion is based on the root node size, or specify manually
real_t _node_expansion = 0.5;
bool _auto_node_expansion = true;
// pairing expansion important for physics pairing
// larger values gives more 'sticky' pairing, and is less likely to exhibit tunneling
// we can either use auto mode, where the expansion is based on the root node size, or specify manually
real_t _pairing_expansion = 0.1;
#ifdef BVH_ALLOW_AUTO_EXPANSION
bool _auto_pairing_expansion = true;
#endif
// when using an expanded bound, we must detect the condition where a new AABB
// is significantly smaller than the expanded bound, as this is a special case where we
// should override the optimization and create a new expanded bound.
// This threshold is derived from the _pairing_expansion, and should be recalculated
// if _pairing_expansion is changed.
real_t _aabb_shrinkage_threshold = 0.0;

455
core/math/bvh_tree.h Normal file
View File

@@ -0,0 +1,455 @@
/**************************************************************************/
/* bvh_tree.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
// BVH Tree
// This is an implementation of a dynamic BVH with templated leaf size.
// This differs from most dynamic BVH in that it can handle more than 1 object
// in leaf nodes. This can make it far more efficient in certain circumstances.
// It also means that the splitting logic etc have to be completely different
// to a simpler tree.
// Note that MAX_CHILDREN should be fixed at 2 for now.
#include "core/math/aabb.h"
#include "core/math/bvh_abb.h"
#include "core/math/vector3.h"
#include "core/templates/local_vector.h"
#include "core/templates/pooled_list.h"
#include <climits>
#define BVHABB_CLASS BVH_ABB<BOUNDS, POINT>
// not sure if this is better yet so making optional
#define BVH_EXPAND_LEAF_AABBS
// never do these checks in release
#ifdef DEV_ENABLED
//#define BVH_VERBOSE
//#define BVH_VERBOSE_TREE
//#define BVH_VERBOSE_PAIRING
//#define BVH_VERBOSE_MOVES
//#define BVH_VERBOSE_FRAME
//#define BVH_CHECKS
//#define BVH_INTEGRITY_CHECKS
#endif
// debug only assert
#ifdef BVH_CHECKS
#define BVH_ASSERT(a) CRASH_COND((a) == false)
#else
#define BVH_ASSERT(a)
#endif
#ifdef BVH_VERBOSE
#define VERBOSE_PRINT print_line
#else
#define VERBOSE_PRINT(a)
#endif
// really just a namespace
struct BVHCommon {
// these could possibly also be the same constant,
// although this may be useful for debugging.
// or use zero for invalid and +1 based indices.
static const uint32_t INVALID = (0xffffffff);
static const uint32_t INACTIVE = (0xfffffffe);
};
// really a handle, can be anything
// note that zero is a valid reference for the BVH .. this may involve using
// a plus one based ID for clients that expect 0 to be invalid.
struct BVHHandle {
// conversion operator
operator uint32_t() const { return _data; }
void set(uint32_t p_value) { _data = p_value; }
uint32_t _data;
void set_invalid() { _data = BVHCommon::INVALID; }
bool is_invalid() const { return _data == BVHCommon::INVALID; }
uint32_t id() const { return _data; }
void set_id(uint32_t p_id) { _data = p_id; }
bool operator==(const BVHHandle &p_h) const { return _data == p_h._data; }
bool operator!=(const BVHHandle &p_h) const { return (*this == p_h) == false; }
};
// helper class to make iterative versions of recursive functions
template <typename T>
class BVH_IterativeInfo {
public:
constexpr static const size_t ALLOCA_STACK_SIZE = 128;
int32_t depth = 1;
int32_t threshold = ALLOCA_STACK_SIZE - 2;
T *stack;
//only used in rare occasions when you run out of alloca memory
// because tree is too unbalanced.
LocalVector<T> aux_stack;
int32_t get_alloca_stacksize() const { return ALLOCA_STACK_SIZE * sizeof(T); }
T *get_first() const {
return &stack[0];
}
// pop the last member of the stack, or return false
bool pop(T &r_value) {
if (!depth) {
return false;
}
depth--;
r_value = stack[depth];
return true;
}
// request new addition to stack
T *request() {
if (depth > threshold) {
if (aux_stack.is_empty()) {
aux_stack.resize(ALLOCA_STACK_SIZE * 2);
memcpy(aux_stack.ptr(), stack, get_alloca_stacksize());
} else {
aux_stack.resize(aux_stack.size() * 2);
}
stack = aux_stack.ptr();
threshold = aux_stack.size() - 2;
}
return &stack[depth++];
}
};
template <typename T>
class BVH_DummyPairTestFunction {
public:
static bool user_collision_check(T *p_a, T *p_b) {
// return false if no collision, decided by masks etc
return true;
}
};
template <typename T>
class BVH_DummyCullTestFunction {
public:
static bool user_cull_check(T *p_a, T *p_b) {
// return false if no collision
return true;
}
};
template <typename T, int NUM_TREES, int MAX_CHILDREN, int MAX_ITEMS, typename USER_PAIR_TEST_FUNCTION = BVH_DummyPairTestFunction<T>, typename USER_CULL_TEST_FUNCTION = BVH_DummyCullTestFunction<T>, bool USE_PAIRS = false, typename BOUNDS = AABB, typename POINT = Vector3>
class BVH_Tree {
friend class BVH;
#include "bvh_pair.inc"
#include "bvh_structs.inc"
public:
BVH_Tree() {
for (int n = 0; n < NUM_TREES; n++) {
_root_node_id[n] = BVHCommon::INVALID;
}
// disallow zero leaf ids
// (as these ids are stored as negative numbers in the node)
uint32_t dummy_leaf_id;
_leaves.request(dummy_leaf_id);
// In many cases you may want to change this default in the client code,
// or expose this value to the user.
// This default may make sense for a typically scaled 3d game, but maybe not for 2d on a pixel scale.
params_set_pairing_expansion(0.1);
}
private:
bool node_add_child(uint32_t p_node_id, uint32_t p_child_node_id) {
TNode &tnode = _nodes[p_node_id];
if (tnode.is_full_of_children()) {
return false;
}
tnode.children[tnode.num_children] = p_child_node_id;
tnode.num_children += 1;
// back link in the child to the parent
TNode &tnode_child = _nodes[p_child_node_id];
tnode_child.parent_id = p_node_id;
return true;
}
void node_replace_child(uint32_t p_parent_id, uint32_t p_old_child_id, uint32_t p_new_child_id) {
TNode &parent = _nodes[p_parent_id];
BVH_ASSERT(!parent.is_leaf());
int child_num = parent.find_child(p_old_child_id);
BVH_ASSERT(child_num != -1);
parent.children[child_num] = p_new_child_id;
TNode &new_child = _nodes[p_new_child_id];
new_child.parent_id = p_parent_id;
}
void node_remove_child(uint32_t p_parent_id, uint32_t p_child_id, uint32_t p_tree_id, bool p_prevent_sibling = false) {
TNode &parent = _nodes[p_parent_id];
BVH_ASSERT(!parent.is_leaf());
int child_num = parent.find_child(p_child_id);
BVH_ASSERT(child_num != -1);
parent.remove_child_internal(child_num);
// no need to keep back references for children at the moment
uint32_t sibling_id = 0; // always a node id, as tnode is never a leaf
bool sibling_present = false;
// if there are more children, or this is the root node, don't try and delete
if (parent.num_children > 1) {
return;
}
// if there is 1 sibling, it can be moved to be a child of the
if (parent.num_children == 1) {
// else there is now a redundant node with one child, which can be removed
sibling_id = parent.children[0];
sibling_present = true;
}
// now there may be no children in this node .. in which case it can be deleted
// remove node if empty
// remove link from parent
uint32_t grandparent_id = parent.parent_id;
// special case for root node
if (grandparent_id == BVHCommon::INVALID) {
if (sibling_present) {
// change the root node
change_root_node(sibling_id, p_tree_id);
// delete the old root node as no longer needed
node_free_node_and_leaf(p_parent_id);
}
return;
}
if (sibling_present) {
node_replace_child(grandparent_id, p_parent_id, sibling_id);
} else {
node_remove_child(grandparent_id, p_parent_id, p_tree_id, true);
}
// put the node on the free list to recycle
node_free_node_and_leaf(p_parent_id);
}
// A node can either be a node, or a node AND a leaf combo.
// Both must be deleted to prevent a leak.
void node_free_node_and_leaf(uint32_t p_node_id) {
TNode &node = _nodes[p_node_id];
if (node.is_leaf()) {
int leaf_id = node.get_leaf_id();
_leaves.free(leaf_id);
}
_nodes.free(p_node_id);
}
void change_root_node(uint32_t p_new_root_id, uint32_t p_tree_id) {
_root_node_id[p_tree_id] = p_new_root_id;
TNode &root = _nodes[p_new_root_id];
// mark no parent
root.parent_id = BVHCommon::INVALID;
}
void node_make_leaf(uint32_t p_node_id) {
uint32_t child_leaf_id;
TLeaf *child_leaf = _leaves.request(child_leaf_id);
child_leaf->clear();
// zero is reserved at startup, to prevent this id being used
// (as they are stored as negative values in the node, and zero is already taken)
BVH_ASSERT(child_leaf_id != 0);
TNode &node = _nodes[p_node_id];
node.neg_leaf_id = -(int)child_leaf_id;
}
void node_remove_item(uint32_t p_ref_id, uint32_t p_tree_id, BVHABB_CLASS *r_old_aabb = nullptr) {
// get the reference
ItemRef &ref = _refs[p_ref_id];
uint32_t owner_node_id = ref.tnode_id;
// debug draw special
// This may not be needed
if (owner_node_id == BVHCommon::INVALID) {
return;
}
TNode &tnode = _nodes[owner_node_id];
CRASH_COND(!tnode.is_leaf());
TLeaf &leaf = _node_get_leaf(tnode);
// if the aabb is not determining the corner size, then there is no need to refit!
// (optimization, as merging AABBs takes a lot of time)
const BVHABB_CLASS &old_aabb = leaf.get_aabb(ref.item_id);
// shrink a little to prevent using corner aabbs
// in order to miss the corners first we shrink by node_expansion
// (which is added to the overall bound of the leaf), then we also
// shrink by an epsilon, in order to miss out the very corner aabbs
// which are important in determining the bound. Any other aabb
// within this can be removed and not affect the overall bound.
BVHABB_CLASS node_bound = tnode.aabb;
node_bound.expand(-_node_expansion - 0.001f);
bool refit = true;
if (node_bound.is_other_within(old_aabb)) {
refit = false;
}
// record the old aabb if required (for incremental remove_and_reinsert)
if (r_old_aabb) {
*r_old_aabb = old_aabb;
}
leaf.remove_item_unordered(ref.item_id);
if (leaf.num_items) {
// the swapped item has to have its reference changed to, to point to the new item id
uint32_t swapped_ref_id = leaf.get_item_ref_id(ref.item_id);
ItemRef &swapped_ref = _refs[swapped_ref_id];
swapped_ref.item_id = ref.item_id;
// only have to refit if it is an edge item
// This is a VERY EXPENSIVE STEP
// we defer the refit updates until the update function is called once per frame
if (refit) {
leaf.set_dirty(true);
}
} else {
// remove node if empty
// remove link from parent
if (tnode.parent_id != BVHCommon::INVALID) {
// DANGER .. this can potentially end up with root node with 1 child ...
// we don't want this and must check for it
uint32_t parent_id = tnode.parent_id;
node_remove_child(parent_id, owner_node_id, p_tree_id);
refit_upward(parent_id);
// put the node on the free list to recycle
node_free_node_and_leaf(owner_node_id);
}
// else if no parent, it is the root node. Do not delete
}
ref.tnode_id = BVHCommon::INVALID;
ref.item_id = BVHCommon::INVALID; // unset
}
// returns true if needs refit of PARENT tree only, the node itself AABB is calculated
// within this routine
bool _node_add_item(uint32_t p_node_id, uint32_t p_ref_id, const BVHABB_CLASS &p_aabb) {
ItemRef &ref = _refs[p_ref_id];
ref.tnode_id = p_node_id;
TNode &node = _nodes[p_node_id];
BVH_ASSERT(node.is_leaf());
TLeaf &leaf = _node_get_leaf(node);
// optimization - we only need to do a refit
// if the added item is changing the AABB of the node.
// in most cases it won't.
bool needs_refit = true;
// expand bound now
BVHABB_CLASS expanded = p_aabb;
expanded.expand(_node_expansion);
// the bound will only be valid if there is an item in there already
if (leaf.num_items) {
if (node.aabb.is_other_within(expanded)) {
// no change to node AABBs
needs_refit = false;
} else {
node.aabb.merge(expanded);
}
} else {
// bound of the node = the new aabb
node.aabb = expanded;
}
ref.item_id = leaf.request_item();
BVH_ASSERT(ref.item_id != BVHCommon::INVALID);
// set the aabb of the new item
leaf.get_aabb(ref.item_id) = p_aabb;
// back reference on the item back to the item reference
leaf.get_item_ref_id(ref.item_id) = p_ref_id;
return needs_refit;
}
uint32_t _node_create_another_child(uint32_t p_node_id, const BVHABB_CLASS &p_aabb) {
uint32_t child_node_id;
TNode *child_node = _nodes.request(child_node_id);
child_node->clear();
// may not be necessary
child_node->aabb = p_aabb;
node_add_child(p_node_id, child_node_id);
return child_node_id;
}
#include "bvh_cull.inc"
#include "bvh_debug.inc"
#include "bvh_integrity.inc"
#include "bvh_logic.inc"
#include "bvh_misc.inc"
#include "bvh_public.inc"
#include "bvh_refit.inc"
#include "bvh_split.inc"
};
#undef VERBOSE_PRINT

532
core/math/color.cpp Normal file
View File

@@ -0,0 +1,532 @@
/**************************************************************************/
/* color.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "color.h"
#include "color_names.inc"
#include "core/math/math_funcs.h"
#include "core/string/ustring.h"
#include "core/templates/hash_map.h"
#include "thirdparty/misc/ok_color.h"
uint32_t Color::to_argb32() const {
uint32_t c = (uint8_t)Math::round(a * 255.0f);
c <<= 8;
c |= (uint8_t)Math::round(r * 255.0f);
c <<= 8;
c |= (uint8_t)Math::round(g * 255.0f);
c <<= 8;
c |= (uint8_t)Math::round(b * 255.0f);
return c;
}
uint32_t Color::to_abgr32() const {
uint32_t c = (uint8_t)Math::round(a * 255.0f);
c <<= 8;
c |= (uint8_t)Math::round(b * 255.0f);
c <<= 8;
c |= (uint8_t)Math::round(g * 255.0f);
c <<= 8;
c |= (uint8_t)Math::round(r * 255.0f);
return c;
}
uint32_t Color::to_rgba32() const {
uint32_t c = (uint8_t)Math::round(r * 255.0f);
c <<= 8;
c |= (uint8_t)Math::round(g * 255.0f);
c <<= 8;
c |= (uint8_t)Math::round(b * 255.0f);
c <<= 8;
c |= (uint8_t)Math::round(a * 255.0f);
return c;
}
uint64_t Color::to_abgr64() const {
uint64_t c = (uint16_t)Math::round(a * 65535.0f);
c <<= 16;
c |= (uint16_t)Math::round(b * 65535.0f);
c <<= 16;
c |= (uint16_t)Math::round(g * 65535.0f);
c <<= 16;
c |= (uint16_t)Math::round(r * 65535.0f);
return c;
}
uint64_t Color::to_argb64() const {
uint64_t c = (uint16_t)Math::round(a * 65535.0f);
c <<= 16;
c |= (uint16_t)Math::round(r * 65535.0f);
c <<= 16;
c |= (uint16_t)Math::round(g * 65535.0f);
c <<= 16;
c |= (uint16_t)Math::round(b * 65535.0f);
return c;
}
uint64_t Color::to_rgba64() const {
uint64_t c = (uint16_t)Math::round(r * 65535.0f);
c <<= 16;
c |= (uint16_t)Math::round(g * 65535.0f);
c <<= 16;
c |= (uint16_t)Math::round(b * 65535.0f);
c <<= 16;
c |= (uint16_t)Math::round(a * 65535.0f);
return c;
}
void _append_hex(float p_val, char32_t *string) {
int v = Math::round(p_val * 255.0f);
v = CLAMP(v, 0, 255);
string[0] = hex_char_table_lower[(v >> 4) & 0xF];
string[1] = hex_char_table_lower[v & 0xF];
}
String Color::to_html(bool p_alpha) const {
String txt;
txt.resize_uninitialized(p_alpha ? 9 : 7);
char32_t *ptr = txt.ptrw();
_append_hex(r, ptr + 0);
_append_hex(g, ptr + 2);
_append_hex(b, ptr + 4);
if (p_alpha) {
_append_hex(a, ptr + 6);
}
ptr[txt.size() - 1] = '\0';
return txt;
}
float Color::get_h() const {
float min = MIN(r, g);
min = MIN(min, b);
float max = MAX(r, g);
max = MAX(max, b);
float delta = max - min;
if (delta == 0.0f) {
return 0.0f;
}
float h;
if (r == max) {
h = (g - b) / delta; // between yellow & magenta
} else if (g == max) {
h = 2 + (b - r) / delta; // between cyan & yellow
} else {
h = 4 + (r - g) / delta; // between magenta & cyan
}
h /= 6.0f;
if (h < 0.0f) {
h += 1.0f;
}
return h;
}
float Color::get_s() const {
float min = MIN(r, g);
min = MIN(min, b);
float max = MAX(r, g);
max = MAX(max, b);
float delta = max - min;
return (max != 0.0f) ? (delta / max) : 0.0f;
}
float Color::get_v() const {
float max = MAX(r, g);
max = MAX(max, b);
return max;
}
void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
int i;
float f, p, q, t;
a = p_alpha;
if (p_s == 0.0f) {
// Achromatic (gray)
r = g = b = p_v;
return;
}
p_h *= 6.0f;
p_h = Math::fmod(p_h, 6);
i = Math::floor(p_h);
f = p_h - i;
p = p_v * (1.0f - p_s);
q = p_v * (1.0f - p_s * f);
t = p_v * (1.0f - p_s * (1.0f - f));
switch (i) {
case 0: // Red is the dominant color
r = p_v;
g = t;
b = p;
break;
case 1: // Green is the dominant color
r = q;
g = p_v;
b = p;
break;
case 2:
r = p;
g = p_v;
b = t;
break;
case 3: // Blue is the dominant color
r = p;
g = q;
b = p_v;
break;
case 4:
r = t;
g = p;
b = p_v;
break;
default: // (5) Red is the dominant color
r = p_v;
g = p;
b = q;
break;
}
}
void Color::set_ok_hsl(float p_h, float p_s, float p_l, float p_alpha) {
ok_color::HSL hsl;
hsl.h = p_h;
hsl.s = p_s;
hsl.l = p_l;
ok_color::RGB rgb = ok_color::okhsl_to_srgb(hsl);
Color c = Color(rgb.r, rgb.g, rgb.b, p_alpha).clamp();
r = c.r;
g = c.g;
b = c.b;
a = c.a;
}
void Color::set_ok_hsv(float p_h, float p_s, float p_v, float p_alpha) {
ok_color::HSV hsv;
hsv.h = p_h;
hsv.s = p_s;
hsv.v = p_v;
ok_color::RGB rgb = ok_color::okhsv_to_srgb(hsv);
Color c = Color(rgb.r, rgb.g, rgb.b, p_alpha).clamp();
r = c.r;
g = c.g;
b = c.b;
a = c.a;
}
bool Color::is_equal_approx(const Color &p_color) const {
return Math::is_equal_approx(r, p_color.r) && Math::is_equal_approx(g, p_color.g) && Math::is_equal_approx(b, p_color.b) && Math::is_equal_approx(a, p_color.a);
}
bool Color::is_same(const Color &p_color) const {
return Math::is_same(r, p_color.r) && Math::is_same(g, p_color.g) && Math::is_same(b, p_color.b) && Math::is_same(a, p_color.a);
}
Color Color::clamp(const Color &p_min, const Color &p_max) const {
return Color(
CLAMP(r, p_min.r, p_max.r),
CLAMP(g, p_min.g, p_max.g),
CLAMP(b, p_min.b, p_max.b),
CLAMP(a, p_min.a, p_max.a));
}
void Color::invert() {
r = 1.0f - r;
g = 1.0f - g;
b = 1.0f - b;
}
Color Color::hex(uint32_t p_hex) {
float a = (p_hex & 0xFF) / 255.0f;
p_hex >>= 8;
float b = (p_hex & 0xFF) / 255.0f;
p_hex >>= 8;
float g = (p_hex & 0xFF) / 255.0f;
p_hex >>= 8;
float r = (p_hex & 0xFF) / 255.0f;
return Color(r, g, b, a);
}
Color Color::hex64(uint64_t p_hex) {
float a = (p_hex & 0xFFFF) / 65535.0f;
p_hex >>= 16;
float b = (p_hex & 0xFFFF) / 65535.0f;
p_hex >>= 16;
float g = (p_hex & 0xFFFF) / 65535.0f;
p_hex >>= 16;
float r = (p_hex & 0xFFFF) / 65535.0f;
return Color(r, g, b, a);
}
static int _parse_col4(const String &p_str, int p_ofs) {
char character = p_str[p_ofs];
if (character >= '0' && character <= '9') {
return character - '0';
} else if (character >= 'a' && character <= 'f') {
return character + (10 - 'a');
} else if (character >= 'A' && character <= 'F') {
return character + (10 - 'A');
}
return -1;
}
static int _parse_col8(const String &p_str, int p_ofs) {
return _parse_col4(p_str, p_ofs) * 16 + _parse_col4(p_str, p_ofs + 1);
}
Color Color::inverted() const {
Color c = *this;
c.invert();
return c;
}
Color Color::html(const String &p_rgba) {
if (p_rgba.is_empty()) {
return Color();
}
const int current_pos = (p_rgba[0] == '#') ? 1 : 0;
const int num_of_digits = p_rgba.length() - current_pos;
float r, g, b, a = 1.0f;
if (num_of_digits == 3) {
// #rgb
r = _parse_col4(p_rgba, current_pos) / 15.0f;
g = _parse_col4(p_rgba, current_pos + 1) / 15.0f;
b = _parse_col4(p_rgba, current_pos + 2) / 15.0f;
} else if (num_of_digits == 4) {
r = _parse_col4(p_rgba, current_pos) / 15.0f;
g = _parse_col4(p_rgba, current_pos + 1) / 15.0f;
b = _parse_col4(p_rgba, current_pos + 2) / 15.0f;
a = _parse_col4(p_rgba, current_pos + 3) / 15.0f;
} else if (num_of_digits == 6) {
r = _parse_col8(p_rgba, current_pos) / 255.0f;
g = _parse_col8(p_rgba, current_pos + 2) / 255.0f;
b = _parse_col8(p_rgba, current_pos + 4) / 255.0f;
} else if (num_of_digits == 8) {
r = _parse_col8(p_rgba, current_pos) / 255.0f;
g = _parse_col8(p_rgba, current_pos + 2) / 255.0f;
b = _parse_col8(p_rgba, current_pos + 4) / 255.0f;
a = _parse_col8(p_rgba, current_pos + 6) / 255.0f;
} else {
ERR_FAIL_V_MSG(Color(), "Invalid color code: " + p_rgba + ".");
}
ERR_FAIL_COND_V_MSG(r < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
ERR_FAIL_COND_V_MSG(g < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
ERR_FAIL_COND_V_MSG(b < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
ERR_FAIL_COND_V_MSG(a < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
return Color(r, g, b, a);
}
bool Color::html_is_valid(const String &p_color) {
String color = p_color;
if (color.is_empty()) {
return false;
}
const int current_pos = (color[0] == '#') ? 1 : 0;
const int len = color.length();
const int num_of_digits = len - current_pos;
if (!(num_of_digits == 3 || num_of_digits == 4 || num_of_digits == 6 || num_of_digits == 8)) {
return false;
}
// Check if each hex digit is valid.
for (int i = current_pos; i < len; i++) {
if (!is_hex_digit(p_color[i])) {
return false;
}
}
return true;
}
Color Color::named(const String &p_name) {
int idx = find_named_color(p_name);
if (idx == -1) {
ERR_FAIL_V_MSG(Color(), "Invalid color name: " + p_name + ".");
}
return named_colors[idx].color;
}
Color Color::named(const String &p_name, const Color &p_default) {
int idx = find_named_color(p_name);
if (idx == -1) {
return p_default;
}
return named_colors[idx].color;
}
int Color::find_named_color(const String &p_name) {
String name = p_name;
// Normalize name.
name = name.remove_chars(" -_'.");
name = name.to_upper();
static HashMap<String, int> named_colors_hashmap;
if (unlikely(named_colors_hashmap.is_empty())) {
const int named_color_count = get_named_color_count();
for (int i = 0; i < named_color_count; i++) {
named_colors_hashmap[String(named_colors[i].name).remove_char('_')] = i;
}
}
const HashMap<String, int>::ConstIterator E = named_colors_hashmap.find(name);
if (E) {
return E->value;
}
return -1;
}
int Color::get_named_color_count() {
return std::size(named_colors);
}
String Color::get_named_color_name(int p_idx) {
ERR_FAIL_INDEX_V(p_idx, get_named_color_count(), "");
return named_colors[p_idx].name;
}
Color Color::get_named_color(int p_idx) {
ERR_FAIL_INDEX_V(p_idx, get_named_color_count(), Color());
return named_colors[p_idx].color;
}
// For a version that errors on invalid values instead of returning
// a default color, use the Color(String) constructor instead.
Color Color::from_string(const String &p_string, const Color &p_default) {
if (html_is_valid(p_string)) {
return html(p_string);
} else {
return named(p_string, p_default);
}
}
Color Color::from_hsv(float p_h, float p_s, float p_v, float p_alpha) {
Color c;
c.set_hsv(p_h, p_s, p_v, p_alpha);
return c;
}
Color Color::from_rgbe9995(uint32_t p_rgbe) {
float r = p_rgbe & 0x1ff;
float g = (p_rgbe >> 9) & 0x1ff;
float b = (p_rgbe >> 18) & 0x1ff;
float e = (p_rgbe >> 27);
float m = Math::pow(2.0f, e - 15.0f - 9.0f);
float rd = r * m;
float gd = g * m;
float bd = b * m;
return Color(rd, gd, bd, 1.0f);
}
Color Color::from_rgba8(int64_t p_r8, int64_t p_g8, int64_t p_b8, int64_t p_a8) {
return Color(p_r8 / 255.0f, p_g8 / 255.0f, p_b8 / 255.0f, p_a8 / 255.0f);
}
Color::operator String() const {
return "(" + String::num(r, 4) + ", " + String::num(g, 4) + ", " + String::num(b, 4) + ", " + String::num(a, 4) + ")";
}
Color Color::from_ok_hsl(float p_h, float p_s, float p_l, float p_alpha) {
Color c;
c.set_ok_hsl(p_h, p_s, p_l, p_alpha);
return c;
}
Color Color::from_ok_hsv(float p_h, float p_s, float p_l, float p_alpha) {
Color c;
c.set_ok_hsv(p_h, p_s, p_l, p_alpha);
return c;
}
float Color::get_ok_hsl_h() const {
ok_color::RGB rgb;
rgb.r = r;
rgb.g = g;
rgb.b = b;
ok_color::HSL ok_hsl = ok_color::srgb_to_okhsl(rgb);
if (Math::is_nan(ok_hsl.h)) {
return 0.0f;
}
return CLAMP(ok_hsl.h, 0.0f, 1.0f);
}
float Color::get_ok_hsl_s() const {
ok_color::RGB rgb;
rgb.r = r;
rgb.g = g;
rgb.b = b;
ok_color::HSL ok_hsl = ok_color::srgb_to_okhsl(rgb);
if (Math::is_nan(ok_hsl.s)) {
return 0.0f;
}
return CLAMP(ok_hsl.s, 0.0f, 1.0f);
}
float Color::get_ok_hsl_l() const {
ok_color::RGB rgb;
rgb.r = r;
rgb.g = g;
rgb.b = b;
ok_color::HSL ok_hsl = ok_color::srgb_to_okhsl(rgb);
if (Math::is_nan(ok_hsl.l)) {
return 0.0f;
}
return CLAMP(ok_hsl.l, 0.0f, 1.0f);
}

396
core/math/color.h Normal file
View File

@@ -0,0 +1,396 @@
/**************************************************************************/
/* color.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/math_funcs.h"
class String;
struct [[nodiscard]] Color {
union {
// NOLINTBEGIN(modernize-use-default-member-init)
struct {
float r;
float g;
float b;
float a;
};
float components[4] = { 0, 0, 0, 1.0 };
// NOLINTEND(modernize-use-default-member-init)
};
uint32_t to_rgba32() const;
uint32_t to_argb32() const;
uint32_t to_abgr32() const;
uint64_t to_rgba64() const;
uint64_t to_argb64() const;
uint64_t to_abgr64() const;
String to_html(bool p_alpha = true) const;
float get_h() const;
float get_s() const;
float get_v() const;
void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
float get_ok_hsl_h() const;
float get_ok_hsl_s() const;
float get_ok_hsl_l() const;
void set_ok_hsl(float p_h, float p_s, float p_l, float p_alpha = 1.0f);
void set_ok_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
_FORCE_INLINE_ float &operator[](int p_idx) {
return components[p_idx];
}
_FORCE_INLINE_ const float &operator[](int p_idx) const {
return components[p_idx];
}
constexpr bool operator==(const Color &p_color) const {
return (r == p_color.r && g == p_color.g && b == p_color.b && a == p_color.a);
}
constexpr bool operator!=(const Color &p_color) const {
return (r != p_color.r || g != p_color.g || b != p_color.b || a != p_color.a);
}
constexpr Color operator+(const Color &p_color) const;
constexpr void operator+=(const Color &p_color);
constexpr Color operator-() const;
constexpr Color operator-(const Color &p_color) const;
constexpr void operator-=(const Color &p_color);
constexpr Color operator*(const Color &p_color) const;
constexpr Color operator*(float p_scalar) const;
constexpr void operator*=(const Color &p_color);
constexpr void operator*=(float p_scalar);
constexpr Color operator/(const Color &p_color) const;
constexpr Color operator/(float p_scalar) const;
constexpr void operator/=(const Color &p_color);
constexpr void operator/=(float p_scalar);
bool is_equal_approx(const Color &p_color) const;
bool is_same(const Color &p_color) const;
Color clamp(const Color &p_min = Color(0, 0, 0, 0), const Color &p_max = Color(1, 1, 1, 1)) const;
void invert();
Color inverted() const;
_FORCE_INLINE_ float get_luminance() const {
return 0.2126f * r + 0.7152f * g + 0.0722f * b;
}
_FORCE_INLINE_ Color lerp(const Color &p_to, float p_weight) const {
Color res = *this;
res.r = Math::lerp(res.r, p_to.r, p_weight);
res.g = Math::lerp(res.g, p_to.g, p_weight);
res.b = Math::lerp(res.b, p_to.b, p_weight);
res.a = Math::lerp(res.a, p_to.a, p_weight);
return res;
}
_FORCE_INLINE_ Color darkened(float p_amount) const {
Color res = *this;
res.r = res.r * (1.0f - p_amount);
res.g = res.g * (1.0f - p_amount);
res.b = res.b * (1.0f - p_amount);
return res;
}
_FORCE_INLINE_ Color lightened(float p_amount) const {
Color res = *this;
res.r = res.r + (1.0f - res.r) * p_amount;
res.g = res.g + (1.0f - res.g) * p_amount;
res.b = res.b + (1.0f - res.b) * p_amount;
return res;
}
_FORCE_INLINE_ uint32_t to_rgbe9995() const {
// https://github.com/microsoft/DirectX-Graphics-Samples/blob/v10.0.19041.0/MiniEngine/Core/Color.cpp
static const float kMaxVal = float(0x1FF << 7);
static const float kMinVal = float(1.f / (1 << 16));
// Clamp RGB to [0, 1.FF*2^16]
const float _r = CLAMP(r, 0.0f, kMaxVal);
const float _g = CLAMP(g, 0.0f, kMaxVal);
const float _b = CLAMP(b, 0.0f, kMaxVal);
// Compute the maximum channel, no less than 1.0*2^-15
const float MaxChannel = MAX(MAX(_r, _g), MAX(_b, kMinVal));
// Take the exponent of the maximum channel (rounding up the 9th bit) and
// add 15 to it. When added to the channels, it causes the implicit '1.0'
// bit and the first 8 mantissa bits to be shifted down to the low 9 bits
// of the mantissa, rounding the truncated bits.
union {
float f;
uint32_t i;
} R, G, B, E;
E.f = MaxChannel;
E.i += 0x07804000; // Add 15 to the exponent and 0x4000 to the mantissa
E.i &= 0x7F800000; // Zero the mantissa
// This shifts the 9-bit values we need into the lowest bits, rounding as
// needed. Note that if the channel has a smaller exponent than the max
// channel, it will shift even more. This is intentional.
R.f = _r + E.f;
G.f = _g + E.f;
B.f = _b + E.f;
// Convert the Bias to the correct exponent in the upper 5 bits.
E.i <<= 4;
E.i += 0x10000000;
// Combine the fields. RGB floats have unwanted data in the upper 9
// bits. Only red needs to mask them off because green and blue shift
// it out to the left.
return E.i | (B.i << 18U) | (G.i << 9U) | (R.i & 511U);
}
_FORCE_INLINE_ Color blend(const Color &p_over) const {
Color res;
float sa = 1.0f - p_over.a;
res.a = a * sa + p_over.a;
if (res.a == 0) {
return Color(0, 0, 0, 0);
} else {
res.r = (r * a * sa + p_over.r * p_over.a) / res.a;
res.g = (g * a * sa + p_over.g * p_over.a) / res.a;
res.b = (b * a * sa + p_over.b * p_over.a) / res.a;
}
return res;
}
_FORCE_INLINE_ Color srgb_to_linear() const {
return Color(
r < 0.04045f ? r * (1.0f / 12.92f) : Math::pow(float((r + 0.055) * (1.0 / (1.0 + 0.055))), 2.4f),
g < 0.04045f ? g * (1.0f / 12.92f) : Math::pow(float((g + 0.055) * (1.0 / (1.0 + 0.055))), 2.4f),
b < 0.04045f ? b * (1.0f / 12.92f) : Math::pow(float((b + 0.055) * (1.0 / (1.0 + 0.055))), 2.4f),
a);
}
_FORCE_INLINE_ Color linear_to_srgb() const {
return Color(
r < 0.0031308f ? 12.92f * r : (1.0 + 0.055) * Math::pow(r, 1.0f / 2.4f) - 0.055,
g < 0.0031308f ? 12.92f * g : (1.0 + 0.055) * Math::pow(g, 1.0f / 2.4f) - 0.055,
b < 0.0031308f ? 12.92f * b : (1.0 + 0.055) * Math::pow(b, 1.0f / 2.4f) - 0.055, a);
}
static Color hex(uint32_t p_hex);
static Color hex64(uint64_t p_hex);
static Color html(const String &p_rgba);
static bool html_is_valid(const String &p_color);
static Color named(const String &p_name);
static Color named(const String &p_name, const Color &p_default);
static int find_named_color(const String &p_name);
static int get_named_color_count();
static String get_named_color_name(int p_idx);
static Color get_named_color(int p_idx);
static Color from_string(const String &p_string, const Color &p_default);
static Color from_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
static Color from_ok_hsl(float p_h, float p_s, float p_l, float p_alpha = 1.0f);
static Color from_ok_hsv(float p_h, float p_s, float p_l, float p_alpha = 1.0f);
static Color from_rgbe9995(uint32_t p_rgbe);
static Color from_rgba8(int64_t p_r8, int64_t p_g8, int64_t p_b8, int64_t p_a8 = 255);
constexpr bool operator<(const Color &p_color) const; // Used in set keys.
explicit operator String() const;
// For the binder.
_FORCE_INLINE_ void set_r8(int32_t r8) { r = (CLAMP(r8, 0, 255) / 255.0f); }
_FORCE_INLINE_ int32_t get_r8() const { return int32_t(CLAMP(Math::round(r * 255.0f), 0.0f, 255.0f)); }
_FORCE_INLINE_ void set_g8(int32_t g8) { g = (CLAMP(g8, 0, 255) / 255.0f); }
_FORCE_INLINE_ int32_t get_g8() const { return int32_t(CLAMP(Math::round(g * 255.0f), 0.0f, 255.0f)); }
_FORCE_INLINE_ void set_b8(int32_t b8) { b = (CLAMP(b8, 0, 255) / 255.0f); }
_FORCE_INLINE_ int32_t get_b8() const { return int32_t(CLAMP(Math::round(b * 255.0f), 0.0f, 255.0f)); }
_FORCE_INLINE_ void set_a8(int32_t a8) { a = (CLAMP(a8, 0, 255) / 255.0f); }
_FORCE_INLINE_ int32_t get_a8() const { return int32_t(CLAMP(Math::round(a * 255.0f), 0.0f, 255.0f)); }
_FORCE_INLINE_ void set_h(float p_h) { set_hsv(p_h, get_s(), get_v(), a); }
_FORCE_INLINE_ void set_s(float p_s) { set_hsv(get_h(), p_s, get_v(), a); }
_FORCE_INLINE_ void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v, a); }
_FORCE_INLINE_ void set_ok_hsl_h(float p_h) { set_ok_hsl(p_h, get_ok_hsl_s(), get_ok_hsl_l(), a); }
_FORCE_INLINE_ void set_ok_hsl_s(float p_s) { set_ok_hsl(get_ok_hsl_h(), p_s, get_ok_hsl_l(), a); }
_FORCE_INLINE_ void set_ok_hsl_l(float p_l) { set_ok_hsl(get_ok_hsl_h(), get_ok_hsl_s(), p_l, a); }
constexpr Color() :
r(0), g(0), b(0), a(1) {}
/**
* RGBA construct parameters.
* Alpha is not optional as otherwise we can't bind the RGB version for scripting.
*/
constexpr Color(float p_r, float p_g, float p_b, float p_a) :
r(p_r), g(p_g), b(p_b), a(p_a) {}
/**
* RGB construct parameters.
*/
constexpr Color(float p_r, float p_g, float p_b) :
r(p_r), g(p_g), b(p_b), a(1) {}
/**
* Construct a Color from another Color, but with the specified alpha value.
*/
constexpr Color(const Color &p_c, float p_a) :
r(p_c.r), g(p_c.g), b(p_c.b), a(p_a) {}
// NOLINTBEGIN(cppcoreguidelines-pro-type-member-init)
Color(const String &p_code) {
if (html_is_valid(p_code)) {
*this = html(p_code);
} else {
*this = named(p_code);
}
}
Color(const String &p_code, float p_a) {
*this = Color(p_code);
a = p_a;
}
// NOLINTEND(cppcoreguidelines-pro-type-member-init)
};
constexpr Color Color::operator+(const Color &p_color) const {
return Color(
r + p_color.r,
g + p_color.g,
b + p_color.b,
a + p_color.a);
}
constexpr void Color::operator+=(const Color &p_color) {
r = r + p_color.r;
g = g + p_color.g;
b = b + p_color.b;
a = a + p_color.a;
}
constexpr Color Color::operator-(const Color &p_color) const {
return Color(
r - p_color.r,
g - p_color.g,
b - p_color.b,
a - p_color.a);
}
constexpr void Color::operator-=(const Color &p_color) {
r = r - p_color.r;
g = g - p_color.g;
b = b - p_color.b;
a = a - p_color.a;
}
constexpr Color Color::operator*(const Color &p_color) const {
return Color(
r * p_color.r,
g * p_color.g,
b * p_color.b,
a * p_color.a);
}
constexpr Color Color::operator*(float p_scalar) const {
return Color(
r * p_scalar,
g * p_scalar,
b * p_scalar,
a * p_scalar);
}
constexpr void Color::operator*=(const Color &p_color) {
r = r * p_color.r;
g = g * p_color.g;
b = b * p_color.b;
a = a * p_color.a;
}
constexpr void Color::operator*=(float p_scalar) {
r = r * p_scalar;
g = g * p_scalar;
b = b * p_scalar;
a = a * p_scalar;
}
constexpr Color Color::operator/(const Color &p_color) const {
return Color(
r / p_color.r,
g / p_color.g,
b / p_color.b,
a / p_color.a);
}
constexpr Color Color::operator/(float p_scalar) const {
return Color(
r / p_scalar,
g / p_scalar,
b / p_scalar,
a / p_scalar);
}
constexpr void Color::operator/=(const Color &p_color) {
r = r / p_color.r;
g = g / p_color.g;
b = b / p_color.b;
a = a / p_color.a;
}
constexpr void Color::operator/=(float p_scalar) {
r = r / p_scalar;
g = g / p_scalar;
b = b / p_scalar;
a = a / p_scalar;
}
constexpr Color Color::operator-() const {
return Color(
1.0f - r,
1.0f - g,
1.0f - b,
1.0f - a);
}
constexpr bool Color::operator<(const Color &p_color) const {
if (r == p_color.r) {
if (g == p_color.g) {
if (b == p_color.b) {
return (a < p_color.a);
} else {
return (b < p_color.b);
}
} else {
return g < p_color.g;
}
} else {
return r < p_color.r;
}
}
constexpr Color operator*(float p_scalar, const Color &p_color) {
return p_color * p_scalar;
}

196
core/math/color_names.inc Normal file
View File

@@ -0,0 +1,196 @@
/**************************************************************************/
/* color_names.inc */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
// Names from https://en.wikipedia.org/wiki/X11_color_names
// So this in a way that does not require memory allocation
// the old way leaked memory
// this is not used as often as for more performance to make sense
#include "core/math/color.h"
struct NamedColor {
const char *name;
Color color;
};
// NOTE: This data is duplicated in the file:
// modules/mono/glue/GodotSharp/GodotSharp/Core/Colors.cs
static NamedColor named_colors[] = {
{ "ALICE_BLUE", Color::hex(0xF0F8FFFF) },
{ "ANTIQUE_WHITE", Color::hex(0xFAEBD7FF) },
{ "AQUA", Color::hex(0x00FFFFFF) },
{ "AQUAMARINE", Color::hex(0x7FFFD4FF) },
{ "AZURE", Color::hex(0xF0FFFFFF) },
{ "BEIGE", Color::hex(0xF5F5DCFF) },
{ "BISQUE", Color::hex(0xFFE4C4FF) },
{ "BLACK", Color::hex(0x000000FF) },
{ "BLANCHED_ALMOND", Color::hex(0xFFEBCDFF) },
{ "BLUE", Color::hex(0x0000FFFF) },
{ "BLUE_VIOLET", Color::hex(0x8A2BE2FF) },
{ "BROWN", Color::hex(0xA52A2AFF) },
{ "BURLYWOOD", Color::hex(0xDEB887FF) },
{ "CADET_BLUE", Color::hex(0x5F9EA0FF) },
{ "CHARTREUSE", Color::hex(0x7FFF00FF) },
{ "CHOCOLATE", Color::hex(0xD2691EFF) },
{ "CORAL", Color::hex(0xFF7F50FF) },
{ "CORNFLOWER_BLUE", Color::hex(0x6495EDFF) },
{ "CORNSILK", Color::hex(0xFFF8DCFF) },
{ "CRIMSON", Color::hex(0xDC143CFF) },
{ "CYAN", Color::hex(0x00FFFFFF) },
{ "DARK_BLUE", Color::hex(0x00008BFF) },
{ "DARK_CYAN", Color::hex(0x008B8BFF) },
{ "DARK_GOLDENROD", Color::hex(0xB8860BFF) },
{ "DARK_GRAY", Color::hex(0xA9A9A9FF) },
{ "DARK_GREEN", Color::hex(0x006400FF) },
{ "DARK_KHAKI", Color::hex(0xBDB76BFF) },
{ "DARK_MAGENTA", Color::hex(0x8B008BFF) },
{ "DARK_OLIVE_GREEN", Color::hex(0x556B2FFF) },
{ "DARK_ORANGE", Color::hex(0xFF8C00FF) },
{ "DARK_ORCHID", Color::hex(0x9932CCFF) },
{ "DARK_RED", Color::hex(0x8B0000FF) },
{ "DARK_SALMON", Color::hex(0xE9967AFF) },
{ "DARK_SEA_GREEN", Color::hex(0x8FBC8FFF) },
{ "DARK_SLATE_BLUE", Color::hex(0x483D8BFF) },
{ "DARK_SLATE_GRAY", Color::hex(0x2F4F4FFF) },
{ "DARK_TURQUOISE", Color::hex(0x00CED1FF) },
{ "DARK_VIOLET", Color::hex(0x9400D3FF) },
{ "DEEP_PINK", Color::hex(0xFF1493FF) },
{ "DEEP_SKY_BLUE", Color::hex(0x00BFFFFF) },
{ "DIM_GRAY", Color::hex(0x696969FF) },
{ "DODGER_BLUE", Color::hex(0x1E90FFFF) },
{ "FIREBRICK", Color::hex(0xB22222FF) },
{ "FLORAL_WHITE", Color::hex(0xFFFAF0FF) },
{ "FOREST_GREEN", Color::hex(0x228B22FF) },
{ "FUCHSIA", Color::hex(0xFF00FFFF) },
{ "GAINSBORO", Color::hex(0xDCDCDCFF) },
{ "GHOST_WHITE", Color::hex(0xF8F8FFFF) },
{ "GOLD", Color::hex(0xFFD700FF) },
{ "GOLDENROD", Color::hex(0xDAA520FF) },
{ "GRAY", Color::hex(0xBEBEBEFF) },
{ "GREEN", Color::hex(0x00FF00FF) },
{ "GREEN_YELLOW", Color::hex(0xADFF2FFF) },
{ "HONEYDEW", Color::hex(0xF0FFF0FF) },
{ "HOT_PINK", Color::hex(0xFF69B4FF) },
{ "INDIAN_RED", Color::hex(0xCD5C5CFF) },
{ "INDIGO", Color::hex(0x4B0082FF) },
{ "IVORY", Color::hex(0xFFFFF0FF) },
{ "KHAKI", Color::hex(0xF0E68CFF) },
{ "LAVENDER", Color::hex(0xE6E6FAFF) },
{ "LAVENDER_BLUSH", Color::hex(0xFFF0F5FF) },
{ "LAWN_GREEN", Color::hex(0x7CFC00FF) },
{ "LEMON_CHIFFON", Color::hex(0xFFFACDFF) },
{ "LIGHT_BLUE", Color::hex(0xADD8E6FF) },
{ "LIGHT_CORAL", Color::hex(0xF08080FF) },
{ "LIGHT_CYAN", Color::hex(0xE0FFFFFF) },
{ "LIGHT_GOLDENROD", Color::hex(0xFAFAD2FF) },
{ "LIGHT_GRAY", Color::hex(0xD3D3D3FF) },
{ "LIGHT_GREEN", Color::hex(0x90EE90FF) },
{ "LIGHT_PINK", Color::hex(0xFFB6C1FF) },
{ "LIGHT_SALMON", Color::hex(0xFFA07AFF) },
{ "LIGHT_SEA_GREEN", Color::hex(0x20B2AAFF) },
{ "LIGHT_SKY_BLUE", Color::hex(0x87CEFAFF) },
{ "LIGHT_SLATE_GRAY", Color::hex(0x778899FF) },
{ "LIGHT_STEEL_BLUE", Color::hex(0xB0C4DEFF) },
{ "LIGHT_YELLOW", Color::hex(0xFFFFE0FF) },
{ "LIME", Color::hex(0x00FF00FF) },
{ "LIME_GREEN", Color::hex(0x32CD32FF) },
{ "LINEN", Color::hex(0xFAF0E6FF) },
{ "MAGENTA", Color::hex(0xFF00FFFF) },
{ "MAROON", Color::hex(0xB03060FF) },
{ "MEDIUM_AQUAMARINE", Color::hex(0x66CDAAFF) },
{ "MEDIUM_BLUE", Color::hex(0x0000CDFF) },
{ "MEDIUM_ORCHID", Color::hex(0xBA55D3FF) },
{ "MEDIUM_PURPLE", Color::hex(0x9370DBFF) },
{ "MEDIUM_SEA_GREEN", Color::hex(0x3CB371FF) },
{ "MEDIUM_SLATE_BLUE", Color::hex(0x7B68EEFF) },
{ "MEDIUM_SPRING_GREEN", Color::hex(0x00FA9AFF) },
{ "MEDIUM_TURQUOISE", Color::hex(0x48D1CCFF) },
{ "MEDIUM_VIOLET_RED", Color::hex(0xC71585FF) },
{ "MIDNIGHT_BLUE", Color::hex(0x191970FF) },
{ "MINT_CREAM", Color::hex(0xF5FFFAFF) },
{ "MISTY_ROSE", Color::hex(0xFFE4E1FF) },
{ "MOCCASIN", Color::hex(0xFFE4B5FF) },
{ "NAVAJO_WHITE", Color::hex(0xFFDEADFF) },
{ "NAVY_BLUE", Color::hex(0x000080FF) },
{ "OLD_LACE", Color::hex(0xFDF5E6FF) },
{ "OLIVE", Color::hex(0x808000FF) },
{ "OLIVE_DRAB", Color::hex(0x6B8E23FF) },
{ "ORANGE", Color::hex(0xFFA500FF) },
{ "ORANGE_RED", Color::hex(0xFF4500FF) },
{ "ORCHID", Color::hex(0xDA70D6FF) },
{ "PALE_GOLDENROD", Color::hex(0xEEE8AAFF) },
{ "PALE_GREEN", Color::hex(0x98FB98FF) },
{ "PALE_TURQUOISE", Color::hex(0xAFEEEEFF) },
{ "PALE_VIOLET_RED", Color::hex(0xDB7093FF) },
{ "PAPAYA_WHIP", Color::hex(0xFFEFD5FF) },
{ "PEACH_PUFF", Color::hex(0xFFDAB9FF) },
{ "PERU", Color::hex(0xCD853FFF) },
{ "PINK", Color::hex(0xFFC0CBFF) },
{ "PLUM", Color::hex(0xDDA0DDFF) },
{ "POWDER_BLUE", Color::hex(0xB0E0E6FF) },
{ "PURPLE", Color::hex(0xA020F0FF) },
{ "REBECCA_PURPLE", Color::hex(0x663399FF) },
{ "RED", Color::hex(0xFF0000FF) },
{ "ROSY_BROWN", Color::hex(0xBC8F8FFF) },
{ "ROYAL_BLUE", Color::hex(0x4169E1FF) },
{ "SADDLE_BROWN", Color::hex(0x8B4513FF) },
{ "SALMON", Color::hex(0xFA8072FF) },
{ "SANDY_BROWN", Color::hex(0xF4A460FF) },
{ "SEA_GREEN", Color::hex(0x2E8B57FF) },
{ "SEASHELL", Color::hex(0xFFF5EEFF) },
{ "SIENNA", Color::hex(0xA0522DFF) },
{ "SILVER", Color::hex(0xC0C0C0FF) },
{ "SKY_BLUE", Color::hex(0x87CEEBFF) },
{ "SLATE_BLUE", Color::hex(0x6A5ACDFF) },
{ "SLATE_GRAY", Color::hex(0x708090FF) },
{ "SNOW", Color::hex(0xFFFAFAFF) },
{ "SPRING_GREEN", Color::hex(0x00FF7FFF) },
{ "STEEL_BLUE", Color::hex(0x4682B4FF) },
{ "TAN", Color::hex(0xD2B48CFF) },
{ "TEAL", Color::hex(0x008080FF) },
{ "THISTLE", Color::hex(0xD8BFD8FF) },
{ "TOMATO", Color::hex(0xFF6347FF) },
{ "TRANSPARENT", Color::hex(0xFFFFFF00) },
{ "TURQUOISE", Color::hex(0x40E0D0FF) },
{ "VIOLET", Color::hex(0xEE82EEFF) },
{ "WEB_GRAY", Color::hex(0x808080FF) },
{ "WEB_GREEN", Color::hex(0x008000FF) },
{ "WEB_MAROON", Color::hex(0x800000FF) },
{ "WEB_PURPLE", Color::hex(0x800080FF) },
{ "WHEAT", Color::hex(0xF5DEB3FF) },
{ "WHITE", Color::hex(0xFFFFFFFF) },
{ "WHITE_SMOKE", Color::hex(0xF5F5F5FF) },
{ "YELLOW", Color::hex(0xFFFF00FF) },
{ "YELLOW_GREEN", Color::hex(0x9ACD32FF) },
};

2338
core/math/convex_hull.cpp Normal file

File diff suppressed because it is too large Load Diff

113
core/math/convex_hull.h Normal file
View File

@@ -0,0 +1,113 @@
/**************************************************************************/
/* convex_hull.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
/*
Copyright (c) 2011 Ole Kniemeyer, MAXON, www.maxon.net
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include "core/math/geometry_3d.h"
#include "core/math/vector3.h"
#include "core/templates/local_vector.h"
#include "core/templates/vector.h"
/// Convex hull implementation based on Preparata and Hong
/// See https://code.google.com/archive/p/bullet/issues/275
/// Ole Kniemeyer, MAXON Computer GmbH
class ConvexHullComputer {
public:
class Edge {
private:
int32_t next = 0;
int32_t reverse = 0;
int32_t target_vertex = 0;
friend class ConvexHullComputer;
public:
int32_t get_next_relative() const {
return next;
}
int32_t get_source_vertex() const {
return (this + reverse)->target_vertex;
}
int32_t get_target_vertex() const {
return target_vertex;
}
const Edge *get_next_edge_of_vertex() const // clockwise list of all edges of a vertex
{
return this + next;
}
const Edge *get_next_edge_of_face() const // counter-clockwise list of all edges of a face
{
return (this + reverse)->get_next_edge_of_vertex();
}
const Edge *get_reverse_edge() const {
return this + reverse;
}
};
// Vertices of the output hull
LocalVector<Vector3> vertices;
// Edges of the output hull
LocalVector<Edge> edges;
// Faces of the convex hull. Each entry is an index into the "edges" array pointing to an edge of the face. Faces are planar n-gons
LocalVector<int32_t> faces;
/*
Compute convex hull of "count" vertices stored in "coords".
If "shrink" is positive, the convex hull is shrunken by that amount (each face is moved by "shrink" length units
towards the center along its normal).
If "shrinkClamp" is positive, "shrink" is clamped to not exceed "shrinkClamp * innerRadius", where "innerRadius"
is the minimum distance of a face to the center of the convex hull.
The returned value is the amount by which the hull has been shrunken. If it is negative, the amount was so large
that the resulting convex hull is empty.
The output convex hull can be found in the member variables "vertices", "edges", "faces".
*/
real_t compute(const Vector3 *p_coords, int32_t p_count, real_t p_shrink, real_t p_shrink_clamp);
static Error convex_hull(const Vector<Vector3> &p_points, Geometry3D::MeshData &r_mesh);
};

157
core/math/delaunay_2d.h Normal file
View File

@@ -0,0 +1,157 @@
/**************************************************************************/
/* delaunay_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/rect2.h"
#include "core/templates/vector.h"
class Delaunay2D {
public:
struct Triangle {
int points[3];
Vector2 circum_center;
real_t circum_radius_squared;
Triangle() {}
Triangle(int p_a, int p_b, int p_c) {
points[0] = p_a;
points[1] = p_b;
points[2] = p_c;
}
};
struct Edge {
int points[2];
bool bad = false;
Edge() {}
Edge(int p_a, int p_b) {
// Store indices in a sorted manner to avoid having to check both orientations later.
if (p_a > p_b) {
points[0] = p_b;
points[1] = p_a;
} else {
points[0] = p_a;
points[1] = p_b;
}
}
};
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.
Vector2 a = p_vertices[p_b] - p_vertices[p_a];
Vector2 b = p_vertices[p_c] - p_vertices[p_a];
Vector2 O = (b * a.length_squared() - a * b.length_squared()).orthogonal() / (a.cross(b) * 2.0f);
triangle.circum_radius_squared = O.length_squared();
triangle.circum_center = O + p_vertices[p_a];
return triangle;
}
static Vector<Triangle> triangulate(const Vector<Vector2> &p_points) {
Vector<Vector2> points = p_points;
Vector<Triangle> triangles;
int point_count = p_points.size();
if (point_count <= 2) {
return triangles;
}
// Get a bounding rectangle.
Rect2 rect = Rect2(p_points[0], Size2());
for (int i = 1; i < point_count; i++) {
rect.expand_to(p_points[i]);
}
real_t delta_max = MAX(rect.size.width, rect.size.height);
Vector2 center = rect.get_center();
// Construct a bounding triangle around the rectangle.
points.push_back(Vector2(center.x - delta_max * 16, center.y - delta_max));
points.push_back(Vector2(center.x, center.y + delta_max * 16));
points.push_back(Vector2(center.x + delta_max * 16, center.y - delta_max));
Triangle bounding_triangle = create_triangle(points, point_count + 0, point_count + 1, point_count + 2);
triangles.push_back(bounding_triangle);
for (int i = 0; i < point_count; i++) {
Vector<Edge> polygon;
// Save the edges of the triangles whose circumcircles contain the i-th vertex. Delete the triangles themselves.
for (int j = triangles.size() - 1; j >= 0; j--) {
if (points[i].distance_squared_to(triangles[j].circum_center) < triangles[j].circum_radius_squared) {
polygon.push_back(Edge(triangles[j].points[0], triangles[j].points[1]));
polygon.push_back(Edge(triangles[j].points[1], triangles[j].points[2]));
polygon.push_back(Edge(triangles[j].points[2], triangles[j].points[0]));
triangles.remove_at(j);
}
}
// Create a triangle for every unique edge.
for (int j = 0; j < polygon.size(); j++) {
if (polygon[j].bad) {
continue;
}
for (int k = j + 1; k < polygon.size(); k++) {
// Compare the edges.
if (polygon[k].points[0] == polygon[j].points[0] && polygon[k].points[1] == polygon[j].points[1]) {
polygon.write[j].bad = true;
polygon.write[k].bad = true;
break; // Since no more than two triangles can share an edge, no more than two edges can share vertices.
}
}
// Create triangles out of good edges.
if (!polygon[j].bad) {
triangles.push_back(create_triangle(points, polygon[j].points[0], polygon[j].points[1], i));
}
}
}
// Filter out the triangles containing vertices of the bounding triangle.
int preserved_count = 0;
Triangle *triangles_ptrw = triangles.ptrw();
for (int i = 0; i < triangles.size(); i++) {
if (!(triangles[i].points[0] >= point_count || triangles[i].points[1] >= point_count || triangles[i].points[2] >= point_count)) {
triangles_ptrw[preserved_count] = triangles[i];
preserved_count++;
}
}
triangles.resize(preserved_count);
return triangles;
}
};

389
core/math/delaunay_3d.h Normal file
View File

@@ -0,0 +1,389 @@
/**************************************************************************/
/* delaunay_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/aabb.h"
#include "core/math/projection.h"
#include "core/math/vector3.h"
#include "core/templates/a_hash_map.h"
#include "core/templates/list.h"
#include "core/templates/local_vector.h"
#include "core/templates/vector.h"
#include "thirdparty/misc/r128.h"
class Delaunay3D {
struct Simplex;
enum {
ACCEL_GRID_SIZE = 16,
QUANTIZATION_MAX = 1 << 16 // A power of two smaller than the 23 bit significand of a float.
};
struct GridPos {
Vector3i pos;
List<Simplex *>::Element *E = nullptr;
};
struct Simplex {
uint32_t points[4];
R128 circum_center_x;
R128 circum_center_y;
R128 circum_center_z;
R128 circum_r2;
LocalVector<GridPos> grid_positions;
List<Simplex *>::Element *SE = nullptr;
_FORCE_INLINE_ Simplex() {}
_FORCE_INLINE_ Simplex(uint32_t p_a, uint32_t p_b, uint32_t p_c, uint32_t p_d) {
points[0] = p_a;
points[1] = p_b;
points[2] = p_c;
points[3] = p_d;
}
};
struct Triangle {
uint32_t triangle[3];
bool bad = false;
_FORCE_INLINE_ bool operator==(const Triangle &p_triangle) const {
return triangle[0] == p_triangle.triangle[0] && triangle[1] == p_triangle.triangle[1] && triangle[2] == p_triangle.triangle[2];
}
_FORCE_INLINE_ Triangle() {}
_FORCE_INLINE_ Triangle(uint32_t p_a, uint32_t p_b, uint32_t p_c) {
if (p_a > p_b) {
SWAP(p_a, p_b);
}
if (p_b > p_c) {
SWAP(p_b, p_c);
}
if (p_a > p_b) {
SWAP(p_a, p_b);
}
triangle[0] = p_a;
triangle[1] = p_b;
triangle[2] = p_c;
}
};
struct TriangleHasher {
_FORCE_INLINE_ static uint32_t hash(const Triangle &p_triangle) {
uint32_t h = hash_djb2_one_32(p_triangle.triangle[0]);
h = hash_djb2_one_32(p_triangle.triangle[1], h);
return hash_fmix32(hash_djb2_one_32(p_triangle.triangle[2], h));
}
};
_FORCE_INLINE_ static void circum_sphere_compute(const Vector3 *p_points, Simplex *p_simplex) {
// The only part in the algorithm where there may be precision errors is this one,
// so ensure that we do it with the maximum precision possible.
R128 v0_x = p_points[p_simplex->points[0]].x;
R128 v0_y = p_points[p_simplex->points[0]].y;
R128 v0_z = p_points[p_simplex->points[0]].z;
R128 v1_x = p_points[p_simplex->points[1]].x;
R128 v1_y = p_points[p_simplex->points[1]].y;
R128 v1_z = p_points[p_simplex->points[1]].z;
R128 v2_x = p_points[p_simplex->points[2]].x;
R128 v2_y = p_points[p_simplex->points[2]].y;
R128 v2_z = p_points[p_simplex->points[2]].z;
R128 v3_x = p_points[p_simplex->points[3]].x;
R128 v3_y = p_points[p_simplex->points[3]].y;
R128 v3_z = p_points[p_simplex->points[3]].z;
// Create the rows of our "unrolled" 3x3 matrix.
R128 row1_x = v1_x - v0_x;
R128 row1_y = v1_y - v0_y;
R128 row1_z = v1_z - v0_z;
R128 row2_x = v2_x - v0_x;
R128 row2_y = v2_y - v0_y;
R128 row2_z = v2_z - v0_z;
R128 row3_x = v3_x - v0_x;
R128 row3_y = v3_y - v0_y;
R128 row3_z = v3_z - v0_z;
R128 sq_length1 = row1_x * row1_x + row1_y * row1_y + row1_z * row1_z;
R128 sq_length2 = row2_x * row2_x + row2_y * row2_y + row2_z * row2_z;
R128 sq_length3 = row3_x * row3_x + row3_y * row3_y + row3_z * row3_z;
// Compute the determinant of said matrix.
R128 determinant = row1_x * (row2_y * row3_z - row3_y * row2_z) - row2_x * (row1_y * row3_z - row3_y * row1_z) + row3_x * (row1_y * row2_z - row2_y * row1_z);
// Compute the volume of the tetrahedron, and precompute a scalar quantity for reuse in the formula.
R128 volume = determinant / R128(6.f);
R128 i12volume = R128(1.f) / (volume * R128(12.f));
R128 center_x = v0_x + i12volume * ((row2_y * row3_z - row3_y * row2_z) * sq_length1 - (row1_y * row3_z - row3_y * row1_z) * sq_length2 + (row1_y * row2_z - row2_y * row1_z) * sq_length3);
R128 center_y = v0_y + i12volume * (-(row2_x * row3_z - row3_x * row2_z) * sq_length1 + (row1_x * row3_z - row3_x * row1_z) * sq_length2 - (row1_x * row2_z - row2_x * row1_z) * sq_length3);
R128 center_z = v0_z + i12volume * ((row2_x * row3_y - row3_x * row2_y) * sq_length1 - (row1_x * row3_y - row3_x * row1_y) * sq_length2 + (row1_x * row2_y - row2_x * row1_y) * sq_length3);
// Once we know the center, the radius is clearly the distance to any vertex.
R128 rel1_x = center_x - v0_x;
R128 rel1_y = center_y - v0_y;
R128 rel1_z = center_z - v0_z;
R128 radius1 = rel1_x * rel1_x + rel1_y * rel1_y + rel1_z * rel1_z;
p_simplex->circum_center_x = center_x;
p_simplex->circum_center_y = center_y;
p_simplex->circum_center_z = center_z;
p_simplex->circum_r2 = radius1;
}
_FORCE_INLINE_ static bool simplex_contains(const Vector3 *p_points, const Simplex &p_simplex, uint32_t p_vertex) {
R128 v_x = p_points[p_vertex].x;
R128 v_y = p_points[p_vertex].y;
R128 v_z = p_points[p_vertex].z;
R128 rel2_x = p_simplex.circum_center_x - v_x;
R128 rel2_y = p_simplex.circum_center_y - v_y;
R128 rel2_z = p_simplex.circum_center_z - v_z;
R128 radius2 = rel2_x * rel2_x + rel2_y * rel2_y + rel2_z * rel2_z;
return radius2 < (p_simplex.circum_r2 - R128(0.0000000001));
// When this tolerance is too big, it can result in overlapping simplices.
// When it's too small, large amounts of planar simplices are created.
}
static bool simplex_is_coplanar(const Vector3 *p_points, const Simplex &p_simplex) {
// Checking every possible distance like this is overkill, but only checking
// one is not enough. If the simplex is almost planar then the vectors p1-p2
// and p1-p3 can be practically collinear, which makes Plane unreliable.
for (uint32_t i = 0; i < 4; i++) {
Plane p(p_points[p_simplex.points[i]], p_points[p_simplex.points[(i + 1) % 4]], p_points[p_simplex.points[(i + 2) % 4]]);
// This tolerance should not be smaller than the one used with
// Plane::has_point() when creating the LightmapGI probe BSP tree.
if (Math::abs(p.distance_to(p_points[p_simplex.points[(i + 3) % 4]])) < 0.001) {
return true;
}
}
return false;
}
public:
struct OutputSimplex {
uint32_t points[4];
};
static Vector<OutputSimplex> tetrahedralize(const Vector<Vector3> &p_points) {
uint32_t point_count = p_points.size();
Vector3 *points = (Vector3 *)memalloc(sizeof(Vector3) * (point_count + 4));
const Vector3 *src_points = p_points.ptr();
Vector3 proportions;
{
AABB rect;
for (uint32_t i = 0; i < point_count; i++) {
Vector3 point = src_points[i];
if (i == 0) {
rect.position = point;
} else {
rect.expand_to(point);
}
}
real_t longest_axis = rect.size[rect.get_longest_axis_index()];
proportions = Vector3(longest_axis, longest_axis, longest_axis) / rect.size;
for (uint32_t i = 0; i < point_count; i++) {
// Scale points to the unit cube to better utilize R128 precision
// and quantize to stabilize triangulation over a wide range of
// distances.
points[i] = Vector3(Vector3i((src_points[i] - rect.position) / longest_axis * QUANTIZATION_MAX)) / QUANTIZATION_MAX;
}
const real_t delta_max = Math::sqrt(2.0) * 100.0;
Vector3 center = Vector3(0.5, 0.5, 0.5);
// The larger the root simplex is, the more likely it is that the
// triangulation is convex. If it's not absolutely huge, there can
// be missing simplices that are not created for the outermost faces
// of the point cloud if the point density is very low there.
points[point_count + 0] = center + Vector3(0, 1, 0) * delta_max;
points[point_count + 1] = center + Vector3(0, -1, 1) * delta_max;
points[point_count + 2] = center + Vector3(1, -1, -1) * delta_max;
points[point_count + 3] = center + Vector3(-1, -1, -1) * delta_max;
}
List<Simplex *> acceleration_grid[ACCEL_GRID_SIZE][ACCEL_GRID_SIZE][ACCEL_GRID_SIZE];
List<Simplex *> simplex_list;
{
//create root simplex
Simplex *root = memnew(Simplex(point_count + 0, point_count + 1, point_count + 2, point_count + 3));
root->SE = simplex_list.push_back(root);
for (uint32_t i = 0; i < ACCEL_GRID_SIZE; i++) {
for (uint32_t j = 0; j < ACCEL_GRID_SIZE; j++) {
for (uint32_t k = 0; k < ACCEL_GRID_SIZE; k++) {
GridPos gp;
gp.E = acceleration_grid[i][j][k].push_back(root);
gp.pos = Vector3i(i, j, k);
root->grid_positions.push_back(gp);
}
}
}
circum_sphere_compute(points, root);
}
AHashMap<Triangle, uint32_t, TriangleHasher> triangles_inserted;
LocalVector<Triangle> triangles;
for (uint32_t i = 0; i < point_count; i++) {
bool unique = true;
for (uint32_t j = i + 1; j < point_count; j++) {
if (points[i] == points[j]) {
unique = false;
break;
}
}
if (!unique) {
continue;
}
Vector3i grid_pos = Vector3i(points[i] * proportions * ACCEL_GRID_SIZE);
grid_pos = grid_pos.clampi(0, ACCEL_GRID_SIZE - 1);
for (List<Simplex *>::Element *E = acceleration_grid[grid_pos.x][grid_pos.y][grid_pos.z].front(); E;) {
List<Simplex *>::Element *N = E->next(); //may be deleted
Simplex *simplex = E->get();
if (simplex_contains(points, *simplex, i)) {
static const uint32_t triangle_order[4][3] = {
{ 0, 1, 2 },
{ 0, 1, 3 },
{ 0, 2, 3 },
{ 1, 2, 3 },
};
for (uint32_t k = 0; k < 4; k++) {
Triangle t = Triangle(simplex->points[triangle_order[k][0]], simplex->points[triangle_order[k][1]], simplex->points[triangle_order[k][2]]);
uint32_t *p = triangles_inserted.getptr(t);
if (p) {
// This Delaunay implementation uses the Bowyer-Watson algorithm.
// The rule is that you don't reuse any triangles that were
// shared by any of the retriangulated simplices.
triangles[*p].bad = true;
} else {
triangles_inserted.insert(t, triangles.size());
triangles.push_back(t);
}
}
simplex_list.erase(simplex->SE);
for (const GridPos &gp : simplex->grid_positions) {
Vector3i p = gp.pos;
acceleration_grid[p.x][p.y][p.z].erase(gp.E);
}
memdelete(simplex);
}
E = N;
}
for (const Triangle &triangle : triangles) {
if (triangle.bad) {
continue;
}
Simplex *new_simplex = memnew(Simplex(triangle.triangle[0], triangle.triangle[1], triangle.triangle[2], i));
circum_sphere_compute(points, new_simplex);
new_simplex->SE = simplex_list.push_back(new_simplex);
{
Vector3 center;
center.x = double(new_simplex->circum_center_x);
center.y = double(new_simplex->circum_center_y);
center.z = double(new_simplex->circum_center_z);
const real_t radius2 = Math::sqrt(double(new_simplex->circum_r2)) + 0.0001;
Vector3 extents = Vector3(radius2, radius2, radius2);
Vector3i from = Vector3i((center - extents) * proportions * ACCEL_GRID_SIZE);
Vector3i to = Vector3i((center + extents) * proportions * ACCEL_GRID_SIZE);
from = from.clampi(0, ACCEL_GRID_SIZE - 1);
to = to.clampi(0, ACCEL_GRID_SIZE - 1);
for (int32_t x = from.x; x <= to.x; x++) {
for (int32_t y = from.y; y <= to.y; y++) {
for (int32_t z = from.z; z <= to.z; z++) {
GridPos gp;
gp.pos = Vector3(x, y, z);
gp.E = acceleration_grid[x][y][z].push_back(new_simplex);
new_simplex->grid_positions.push_back(gp);
}
}
}
}
}
triangles.clear();
triangles_inserted.clear();
}
//print_line("end with simplices: " + itos(simplex_list.size()));
Vector<OutputSimplex> ret_simplices;
ret_simplices.resize(simplex_list.size());
OutputSimplex *ret_simplicesw = ret_simplices.ptrw();
uint32_t simplices_written = 0;
for (Simplex *simplex : simplex_list) {
bool invalid = false;
for (int j = 0; j < 4; j++) {
if (simplex->points[j] >= point_count) {
invalid = true;
break;
}
}
if (invalid || simplex_is_coplanar(src_points, *simplex)) {
memdelete(simplex);
continue;
}
ret_simplicesw[simplices_written].points[0] = simplex->points[0];
ret_simplicesw[simplices_written].points[1] = simplex->points[1];
ret_simplicesw[simplices_written].points[2] = simplex->points[2];
ret_simplicesw[simplices_written].points[3] = simplex->points[3];
simplices_written++;
memdelete(simplex);
}
ret_simplices.resize(simplices_written);
memfree(points);
return ret_simplices;
}
};

147
core/math/disjoint_set.h Normal file
View File

@@ -0,0 +1,147 @@
/**************************************************************************/
/* disjoint_set.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/templates/hash_map.h"
#include "core/templates/vector.h"
/* This DisjointSet class uses Find with path compression and Union by rank */
template <typename T, typename H = HashMapHasherDefault, typename C = HashMapComparatorDefault<T>, typename AL = DefaultAllocator>
class DisjointSet {
struct Element {
T object;
Element *parent = nullptr;
int rank = 0;
};
typedef HashMap<T, Element *, H, C> MapT;
MapT elements;
Element *get_parent(Element *element);
_FORCE_INLINE_ Element *insert_or_get(T object);
public:
~DisjointSet();
_FORCE_INLINE_ void insert(T object) { (void)insert_or_get(object); }
void create_union(T a, T b);
void get_representatives(Vector<T> &out_roots);
void get_members(Vector<T> &out_members, T representative);
};
/* FUNCTIONS */
template <typename T, typename H, typename C, typename AL>
DisjointSet<T, H, C, AL>::~DisjointSet() {
for (KeyValue<T, Element *> &E : elements) {
memdelete_allocator<Element, AL>(E.value);
}
}
template <typename T, typename H, typename C, typename AL>
typename DisjointSet<T, H, C, AL>::Element *DisjointSet<T, H, C, AL>::get_parent(Element *element) {
if (element->parent != element) {
element->parent = get_parent(element->parent);
}
return element->parent;
}
template <typename T, typename H, typename C, typename AL>
typename DisjointSet<T, H, C, AL>::Element *DisjointSet<T, H, C, AL>::insert_or_get(T object) {
typename MapT::Iterator itr = elements.find(object);
if (itr != nullptr) {
return itr->value;
}
Element *new_element = memnew_allocator(Element, AL);
new_element->object = object;
new_element->parent = new_element;
elements.insert(object, new_element);
return new_element;
}
template <typename T, typename H, typename C, typename AL>
void DisjointSet<T, H, C, AL>::create_union(T a, T b) {
Element *x = insert_or_get(a);
Element *y = insert_or_get(b);
Element *x_root = get_parent(x);
Element *y_root = get_parent(y);
// Already in the same set
if (x_root == y_root) {
return;
}
// Not in the same set, merge
if (x_root->rank < y_root->rank) {
SWAP(x_root, y_root);
}
// Merge y_root into x_root
y_root->parent = x_root;
if (x_root->rank == y_root->rank) {
++x_root->rank;
}
}
template <typename T, typename H, typename C, typename AL>
void DisjointSet<T, H, C, AL>::get_representatives(Vector<T> &out_representatives) {
for (KeyValue<T, Element *> &E : elements) {
Element *element = E.value;
if (element->parent == element) {
out_representatives.push_back(element->object);
}
}
}
template <typename T, typename H, typename C, typename AL>
void DisjointSet<T, H, C, AL>::get_members(Vector<T> &out_members, T representative) {
typename MapT::Iterator rep_itr = elements.find(representative);
ERR_FAIL_NULL(rep_itr);
Element *rep_element = rep_itr->value;
ERR_FAIL_COND(rep_element->parent != rep_element);
for (KeyValue<T, Element *> &E : elements) {
Element *parent = get_parent(E.value);
if (parent == rep_element) {
out_members.push_back(E.key);
}
}
}

439
core/math/dynamic_bvh.cpp Normal file
View File

@@ -0,0 +1,439 @@
/**************************************************************************/
/* dynamic_bvh.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "dynamic_bvh.h"
void DynamicBVH::_delete_node(Node *p_node) {
node_allocator.free(p_node);
}
void DynamicBVH::_recurse_delete_node(Node *p_node) {
if (!p_node->is_leaf()) {
_recurse_delete_node(p_node->children[0]);
_recurse_delete_node(p_node->children[1]);
}
if (p_node == bvh_root) {
bvh_root = nullptr;
}
_delete_node(p_node);
}
DynamicBVH::Node *DynamicBVH::_create_node(Node *p_parent, void *p_data) {
Node *node = node_allocator.alloc();
node->parent = p_parent;
node->data = p_data;
return (node);
}
DynamicBVH::Node *DynamicBVH::_create_node_with_volume(Node *p_parent, const Volume &p_volume, void *p_data) {
Node *node = _create_node(p_parent, p_data);
node->volume = p_volume;
return node;
}
void DynamicBVH::_insert_leaf(Node *p_root, Node *p_leaf) {
if (!bvh_root) {
bvh_root = p_leaf;
p_leaf->parent = nullptr;
} else {
if (!p_root->is_leaf()) {
do {
p_root = p_root->children[p_leaf->volume.select_by_proximity(
p_root->children[0]->volume,
p_root->children[1]->volume)];
} while (!p_root->is_leaf());
}
Node *prev = p_root->parent;
Node *node = _create_node_with_volume(prev, p_leaf->volume.merge(p_root->volume), nullptr);
if (prev) {
prev->children[p_root->get_index_in_parent()] = node;
node->children[0] = p_root;
p_root->parent = node;
node->children[1] = p_leaf;
p_leaf->parent = node;
do {
if (!prev->volume.contains(node->volume)) {
prev->volume = prev->children[0]->volume.merge(prev->children[1]->volume);
} else {
break;
}
node = prev;
} while (nullptr != (prev = node->parent));
} else {
node->children[0] = p_root;
p_root->parent = node;
node->children[1] = p_leaf;
p_leaf->parent = node;
bvh_root = node;
}
}
}
DynamicBVH::Node *DynamicBVH::_remove_leaf(Node *leaf) {
if (leaf == bvh_root) {
bvh_root = nullptr;
return (nullptr);
} else {
Node *parent = leaf->parent;
Node *prev = parent->parent;
Node *sibling = parent->children[1 - leaf->get_index_in_parent()];
if (prev) {
prev->children[parent->get_index_in_parent()] = sibling;
sibling->parent = prev;
_delete_node(parent);
while (prev) {
const Volume pb = prev->volume;
prev->volume = prev->children[0]->volume.merge(prev->children[1]->volume);
if (pb.is_not_equal_to(prev->volume)) {
prev = prev->parent;
} else {
break;
}
}
return (prev ? prev : bvh_root);
} else {
bvh_root = sibling;
sibling->parent = nullptr;
_delete_node(parent);
return (bvh_root);
}
}
}
void DynamicBVH::_fetch_leaves(Node *p_root, LocalVector<Node *> &r_leaves, int p_depth) {
if (p_root->is_internal() && p_depth) {
_fetch_leaves(p_root->children[0], r_leaves, p_depth - 1);
_fetch_leaves(p_root->children[1], r_leaves, p_depth - 1);
_delete_node(p_root);
} else {
r_leaves.push_back(p_root);
}
}
// Partitions leaves such that leaves[0, n) are on the
// left of axis, and leaves[n, count) are on the right
// of axis. returns N.
int DynamicBVH::_split(Node **leaves, int p_count, const Vector3 &p_org, const Vector3 &p_axis) {
int begin = 0;
int end = p_count;
for (;;) {
while (begin != end && leaves[begin]->is_left_of_axis(p_org, p_axis)) {
++begin;
}
if (begin == end) {
break;
}
while (begin != end && !leaves[end - 1]->is_left_of_axis(p_org, p_axis)) {
--end;
}
if (begin == end) {
break;
}
// swap out of place nodes
--end;
Node *temp = leaves[begin];
leaves[begin] = leaves[end];
leaves[end] = temp;
++begin;
}
return begin;
}
DynamicBVH::Volume DynamicBVH::_bounds(Node **leaves, int p_count) {
Volume volume = leaves[0]->volume;
for (int i = 1, ni = p_count; i < ni; ++i) {
volume = volume.merge(leaves[i]->volume);
}
return (volume);
}
void DynamicBVH::_bottom_up(Node **leaves, int p_count) {
while (p_count > 1) {
real_t minsize = Math::INF;
int minidx[2] = { -1, -1 };
for (int i = 0; i < p_count; ++i) {
for (int j = i + 1; j < p_count; ++j) {
const real_t sz = leaves[i]->volume.merge(leaves[j]->volume).get_size();
if (sz < minsize) {
minsize = sz;
minidx[0] = i;
minidx[1] = j;
}
}
}
Node *n[] = { leaves[minidx[0]], leaves[minidx[1]] };
Node *p = _create_node_with_volume(nullptr, n[0]->volume.merge(n[1]->volume), nullptr);
p->children[0] = n[0];
p->children[1] = n[1];
n[0]->parent = p;
n[1]->parent = p;
leaves[minidx[0]] = p;
leaves[minidx[1]] = leaves[p_count - 1];
--p_count;
}
}
DynamicBVH::Node *DynamicBVH::_top_down(Node **leaves, int p_count, int p_bu_threshold) {
static const Vector3 axis[] = { Vector3(1, 0, 0), Vector3(0, 1, 0), Vector3(0, 0, 1) };
ERR_FAIL_COND_V(p_bu_threshold <= 1, nullptr);
if (p_count > 1) {
if (p_count > p_bu_threshold) {
const Volume vol = _bounds(leaves, p_count);
const Vector3 org = vol.get_center();
int partition;
int bestaxis = -1;
int bestmidp = p_count;
int splitcount[3][2] = { { 0, 0 }, { 0, 0 }, { 0, 0 } };
int i;
for (i = 0; i < p_count; ++i) {
const Vector3 x = leaves[i]->volume.get_center() - org;
for (int j = 0; j < 3; ++j) {
++splitcount[j][x.dot(axis[j]) > 0 ? 1 : 0];
}
}
for (i = 0; i < 3; ++i) {
if ((splitcount[i][0] > 0) && (splitcount[i][1] > 0)) {
const int midp = (int)Math::abs(real_t(splitcount[i][0] - splitcount[i][1]));
if (midp < bestmidp) {
bestaxis = i;
bestmidp = midp;
}
}
}
if (bestaxis >= 0) {
partition = _split(leaves, p_count, org, axis[bestaxis]);
ERR_FAIL_COND_V(partition == 0 || partition == p_count, nullptr);
} else {
partition = p_count / 2 + 1;
}
Node *node = _create_node_with_volume(nullptr, vol, nullptr);
node->children[0] = _top_down(&leaves[0], partition, p_bu_threshold);
node->children[1] = _top_down(&leaves[partition], p_count - partition, p_bu_threshold);
node->children[0]->parent = node;
node->children[1]->parent = node;
return (node);
} else {
_bottom_up(leaves, p_count);
return (leaves[0]);
}
}
return (leaves[0]);
}
DynamicBVH::Node *DynamicBVH::_node_sort(Node *n, Node *&r) {
Node *p = n->parent;
ERR_FAIL_COND_V(!n->is_internal(), nullptr);
if (p > n) {
const int i = n->get_index_in_parent();
const int j = 1 - i;
Node *s = p->children[j];
Node *q = p->parent;
ERR_FAIL_COND_V(n != p->children[i], nullptr);
if (q) {
q->children[p->get_index_in_parent()] = n;
} else {
r = n;
}
s->parent = n;
p->parent = n;
n->parent = q;
p->children[0] = n->children[0];
p->children[1] = n->children[1];
n->children[0]->parent = p;
n->children[1]->parent = p;
n->children[i] = p;
n->children[j] = s;
SWAP(p->volume, n->volume);
return (p);
}
return (n);
}
void DynamicBVH::clear() {
if (bvh_root) {
_recurse_delete_node(bvh_root);
}
lkhd = -1;
opath = 0;
}
void DynamicBVH::optimize_bottom_up() {
if (bvh_root) {
LocalVector<Node *> leaves;
_fetch_leaves(bvh_root, leaves);
_bottom_up(&leaves[0], leaves.size());
bvh_root = leaves[0];
}
}
void DynamicBVH::optimize_top_down(int bu_threshold) {
if (bvh_root) {
LocalVector<Node *> leaves;
_fetch_leaves(bvh_root, leaves);
bvh_root = _top_down(&leaves[0], leaves.size(), bu_threshold);
}
}
void DynamicBVH::optimize_incremental(int passes) {
if (passes < 0) {
passes = total_leaves;
}
if (passes > 0) {
do {
if (!bvh_root) {
break;
}
Node *node = bvh_root;
unsigned bit = 0;
while (node->is_internal()) {
node = _node_sort(node, bvh_root)->children[(opath >> bit) & 1];
bit = (bit + 1) & (sizeof(unsigned) * 8 - 1);
}
_update(node);
++opath;
} while (--passes);
}
}
DynamicBVH::ID DynamicBVH::insert(const AABB &p_box, void *p_userdata) {
Volume volume;
volume.min = p_box.position;
volume.max = p_box.position + p_box.size;
Node *leaf = _create_node_with_volume(nullptr, volume, p_userdata);
_insert_leaf(bvh_root, leaf);
++total_leaves;
ID id;
id.node = leaf;
return id;
}
void DynamicBVH::_update(Node *leaf, int lookahead) {
Node *root = _remove_leaf(leaf);
if (root) {
if (lookahead >= 0) {
for (int i = 0; (i < lookahead) && root->parent; ++i) {
root = root->parent;
}
} else {
root = bvh_root;
}
}
_insert_leaf(root, leaf);
}
bool DynamicBVH::update(const ID &p_id, const AABB &p_box) {
ERR_FAIL_COND_V(!p_id.is_valid(), false);
Node *leaf = p_id.node;
Volume volume;
volume.min = p_box.position;
volume.max = p_box.position + p_box.size;
if (leaf->volume.min.is_equal_approx(volume.min) && leaf->volume.max.is_equal_approx(volume.max)) {
// noop
return false;
}
Node *base = _remove_leaf(leaf);
if (base) {
if (lkhd >= 0) {
for (int i = 0; (i < lkhd) && base->parent; ++i) {
base = base->parent;
}
} else {
base = bvh_root;
}
}
leaf->volume = volume;
_insert_leaf(base, leaf);
return true;
}
void DynamicBVH::remove(const ID &p_id) {
ERR_FAIL_COND(!p_id.is_valid());
Node *leaf = p_id.node;
_remove_leaf(leaf);
_delete_node(leaf);
--total_leaves;
}
void DynamicBVH::_extract_leaves(Node *p_node, List<ID> *r_elements) {
if (p_node->is_internal()) {
_extract_leaves(p_node->children[0], r_elements);
_extract_leaves(p_node->children[1], r_elements);
} else {
ID id;
id.node = p_node;
r_elements->push_back(id);
}
}
void DynamicBVH::set_index(uint32_t p_index) {
ERR_FAIL_COND(bvh_root != nullptr);
index = p_index;
}
uint32_t DynamicBVH::get_index() const {
return index;
}
void DynamicBVH::get_elements(List<ID> *r_elements) {
if (bvh_root) {
_extract_leaves(bvh_root, r_elements);
}
}
int DynamicBVH::get_leaf_count() const {
return total_leaves;
}
int DynamicBVH::get_max_depth() const {
if (bvh_root) {
int depth = 1;
int max_depth = 0;
bvh_root->get_max_depth(depth, max_depth);
return max_depth;
} else {
return 0;
}
}
DynamicBVH::~DynamicBVH() {
clear();
}

475
core/math/dynamic_bvh.h Normal file
View File

@@ -0,0 +1,475 @@
/**************************************************************************/
/* dynamic_bvh.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/aabb.h"
#include "core/templates/list.h"
#include "core/templates/local_vector.h"
#include "core/templates/paged_allocator.h"
#include "core/typedefs.h"
// Based on bullet Dbvh
/*
Bullet Continuous Collision Detection and Physics Library
Copyright (c) 2003-2013 Erwin Coumans http://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it freely,
subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
///DynamicBVH implementation by Nathanael Presson
// The DynamicBVH class implements a fast dynamic bounding volume tree based on axis aligned bounding boxes (aabb tree).
class DynamicBVH {
struct Node;
public:
struct ID {
Node *node = nullptr;
public:
_FORCE_INLINE_ bool is_valid() const { return node != nullptr; }
};
private:
struct Volume {
Vector3 min, max;
_FORCE_INLINE_ Vector3 get_center() const { return ((min + max) / 2); }
_FORCE_INLINE_ Vector3 get_length() const { return (max - min); }
_FORCE_INLINE_ bool contains(const Volume &a) const {
return ((min.x <= a.min.x) &&
(min.y <= a.min.y) &&
(min.z <= a.min.z) &&
(max.x >= a.max.x) &&
(max.y >= a.max.y) &&
(max.z >= a.max.z));
}
_FORCE_INLINE_ Volume merge(const Volume &b) const {
Volume r;
for (int i = 0; i < 3; ++i) {
if (min[i] < b.min[i]) {
r.min[i] = min[i];
} else {
r.min[i] = b.min[i];
}
if (max[i] > b.max[i]) {
r.max[i] = max[i];
} else {
r.max[i] = b.max[i];
}
}
return r;
}
_FORCE_INLINE_ real_t get_size() const {
const Vector3 edges = get_length();
return (edges.x * edges.y * edges.z +
edges.x + edges.y + edges.z);
}
_FORCE_INLINE_ bool is_not_equal_to(const Volume &b) const {
return ((min.x != b.min.x) ||
(min.y != b.min.y) ||
(min.z != b.min.z) ||
(max.x != b.max.x) ||
(max.y != b.max.y) ||
(max.z != b.max.z));
}
_FORCE_INLINE_ real_t get_proximity_to(const Volume &b) const {
const Vector3 d = (min + max) - (b.min + b.max);
return (Math::abs(d.x) + Math::abs(d.y) + Math::abs(d.z));
}
_FORCE_INLINE_ int select_by_proximity(const Volume &a, const Volume &b) const {
return (get_proximity_to(a) < get_proximity_to(b) ? 0 : 1);
}
//
_FORCE_INLINE_ bool intersects(const Volume &b) const {
return ((min.x <= b.max.x) &&
(max.x >= b.min.x) &&
(min.y <= b.max.y) &&
(max.y >= b.min.y) &&
(min.z <= b.max.z) &&
(max.z >= b.min.z));
}
_FORCE_INLINE_ bool intersects_convex(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
Vector3 half_extents = (max - min) * 0.5;
Vector3 ofs = min + half_extents;
for (int i = 0; i < p_plane_count; i++) {
const Plane &p = p_planes[i];
Vector3 point(
(p.normal.x > 0) ? -half_extents.x : half_extents.x,
(p.normal.y > 0) ? -half_extents.y : half_extents.y,
(p.normal.z > 0) ? -half_extents.z : half_extents.z);
point += ofs;
if (p.is_point_over(point)) {
return false;
}
}
// Make sure all points in the shape aren't fully separated from the AABB on
// each axis.
int bad_point_counts_positive[3] = { 0 };
int bad_point_counts_negative[3] = { 0 };
for (int k = 0; k < 3; k++) {
for (int i = 0; i < p_point_count; i++) {
if (p_points[i].coord[k] > ofs.coord[k] + half_extents.coord[k]) {
bad_point_counts_positive[k]++;
}
if (p_points[i].coord[k] < ofs.coord[k] - half_extents.coord[k]) {
bad_point_counts_negative[k]++;
}
}
if (bad_point_counts_negative[k] == p_point_count) {
return false;
}
if (bad_point_counts_positive[k] == p_point_count) {
return false;
}
}
return true;
}
};
struct Node {
Volume volume;
Node *parent = nullptr;
union {
Node *children[2];
void *data;
};
_FORCE_INLINE_ bool is_leaf() const { return children[1] == nullptr; }
_FORCE_INLINE_ bool is_internal() const { return (!is_leaf()); }
_FORCE_INLINE_ int get_index_in_parent() const {
ERR_FAIL_NULL_V(parent, 0);
return (parent->children[1] == this) ? 1 : 0;
}
void get_max_depth(int depth, int &maxdepth) {
if (is_internal()) {
children[0]->get_max_depth(depth + 1, maxdepth);
children[1]->get_max_depth(depth + 1, maxdepth);
} else {
maxdepth = MAX(maxdepth, depth);
}
}
//
int count_leaves() const {
if (is_internal()) {
return children[0]->count_leaves() + children[1]->count_leaves();
} else {
return (1);
}
}
bool is_left_of_axis(const Vector3 &org, const Vector3 &axis) const {
return axis.dot(volume.get_center() - org) <= 0;
}
Node() {
children[0] = nullptr;
children[1] = nullptr;
}
};
PagedAllocator<Node> node_allocator;
// Fields
Node *bvh_root = nullptr;
int lkhd = -1;
int total_leaves = 0;
uint32_t opath = 0;
uint32_t index = 0;
enum {
ALLOCA_STACK_SIZE = 128
};
_FORCE_INLINE_ void _delete_node(Node *p_node);
void _recurse_delete_node(Node *p_node);
_FORCE_INLINE_ Node *_create_node(Node *p_parent, void *p_data);
_FORCE_INLINE_ DynamicBVH::Node *_create_node_with_volume(Node *p_parent, const Volume &p_volume, void *p_data);
_FORCE_INLINE_ void _insert_leaf(Node *p_root, Node *p_leaf);
_FORCE_INLINE_ Node *_remove_leaf(Node *leaf);
void _fetch_leaves(Node *p_root, LocalVector<Node *> &r_leaves, int p_depth = -1);
static int _split(Node **leaves, int p_count, const Vector3 &p_org, const Vector3 &p_axis);
static Volume _bounds(Node **leaves, int p_count);
void _bottom_up(Node **leaves, int p_count);
Node *_top_down(Node **leaves, int p_count, int p_bu_threshold);
Node *_node_sort(Node *n, Node *&r);
_FORCE_INLINE_ void _update(Node *leaf, int lookahead = -1);
void _extract_leaves(Node *p_node, List<ID> *r_elements);
_FORCE_INLINE_ bool _ray_aabb(const Vector3 &rayFrom, const Vector3 &rayInvDirection, const unsigned int raySign[3], const Vector3 bounds[2], real_t &tmin, real_t lambda_min, real_t lambda_max) {
real_t tmax, tymin, tymax, tzmin, tzmax;
tmin = (bounds[raySign[0]].x - rayFrom.x) * rayInvDirection.x;
tmax = (bounds[1 - raySign[0]].x - rayFrom.x) * rayInvDirection.x;
tymin = (bounds[raySign[1]].y - rayFrom.y) * rayInvDirection.y;
tymax = (bounds[1 - raySign[1]].y - rayFrom.y) * rayInvDirection.y;
if ((tmin > tymax) || (tymin > tmax)) {
return false;
}
if (tymin > tmin) {
tmin = tymin;
}
if (tymax < tmax) {
tmax = tymax;
}
tzmin = (bounds[raySign[2]].z - rayFrom.z) * rayInvDirection.z;
tzmax = (bounds[1 - raySign[2]].z - rayFrom.z) * rayInvDirection.z;
if ((tmin > tzmax) || (tzmin > tmax)) {
return false;
}
if (tzmin > tmin) {
tmin = tzmin;
}
if (tzmax < tmax) {
tmax = tzmax;
}
return ((tmin < lambda_max) && (tmax > lambda_min));
}
public:
// Methods
void clear();
bool is_empty() const { return (nullptr == bvh_root); }
void optimize_bottom_up();
void optimize_top_down(int bu_threshold = 128);
void optimize_incremental(int passes);
ID insert(const AABB &p_box, void *p_userdata);
bool update(const ID &p_id, const AABB &p_box);
void remove(const ID &p_id);
void get_elements(List<ID> *r_elements);
int get_leaf_count() const;
int get_max_depth() const;
/* Discouraged, but works as a reference on how it must be used */
struct DefaultQueryResult {
virtual bool operator()(void *p_data) = 0; //return true whether you want to continue the query
virtual ~DefaultQueryResult() {}
};
template <typename QueryResult>
_FORCE_INLINE_ void aabb_query(const AABB &p_aabb, QueryResult &r_result);
template <typename QueryResult>
_FORCE_INLINE_ void convex_query(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, QueryResult &r_result);
template <typename QueryResult>
_FORCE_INLINE_ void ray_query(const Vector3 &p_from, const Vector3 &p_to, QueryResult &r_result);
void set_index(uint32_t p_index);
uint32_t get_index() const;
~DynamicBVH();
};
template <typename QueryResult>
void DynamicBVH::aabb_query(const AABB &p_box, QueryResult &r_result) {
if (!bvh_root) {
return;
}
Volume volume;
volume.min = p_box.position;
volume.max = p_box.position + p_box.size;
const Node **alloca_stack = (const Node **)alloca(ALLOCA_STACK_SIZE * sizeof(const Node *));
const Node **stack = alloca_stack;
stack[0] = bvh_root;
int32_t depth = 1;
int32_t threshold = ALLOCA_STACK_SIZE - 2;
LocalVector<const Node *> aux_stack; //only used in rare occasions when you run out of alloca memory because tree is too unbalanced. Should correct itself over time.
do {
depth--;
const Node *n = stack[depth];
if (n->volume.intersects(volume)) {
if (n->is_internal()) {
if (depth > threshold) {
if (aux_stack.is_empty()) {
aux_stack.resize(ALLOCA_STACK_SIZE * 2);
memcpy(aux_stack.ptr(), alloca_stack, ALLOCA_STACK_SIZE * sizeof(const Node *));
alloca_stack = nullptr;
} else {
aux_stack.resize(aux_stack.size() * 2);
}
stack = aux_stack.ptr();
threshold = aux_stack.size() - 2;
}
stack[depth++] = n->children[0];
stack[depth++] = n->children[1];
} else {
if (r_result(n->data)) {
return;
}
}
}
} while (depth > 0);
}
template <typename QueryResult>
void DynamicBVH::convex_query(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, QueryResult &r_result) {
if (!bvh_root) {
return;
}
//generate a volume anyway to improve pre-testing
Volume volume;
for (int i = 0; i < p_point_count; i++) {
if (i == 0) {
volume.min = p_points[0];
volume.max = p_points[0];
} else {
volume.min = volume.min.min(p_points[i]);
volume.max = volume.max.max(p_points[i]);
}
}
const Node **alloca_stack = (const Node **)alloca(ALLOCA_STACK_SIZE * sizeof(const Node *));
const Node **stack = alloca_stack;
stack[0] = bvh_root;
int32_t depth = 1;
int32_t threshold = ALLOCA_STACK_SIZE - 2;
LocalVector<const Node *> aux_stack; //only used in rare occasions when you run out of alloca memory because tree is too unbalanced. Should correct itself over time.
do {
depth--;
const Node *n = stack[depth];
if (n->volume.intersects(volume) && n->volume.intersects_convex(p_planes, p_plane_count, p_points, p_point_count)) {
if (n->is_internal()) {
if (depth > threshold) {
if (aux_stack.is_empty()) {
aux_stack.resize(ALLOCA_STACK_SIZE * 2);
memcpy(aux_stack.ptr(), alloca_stack, ALLOCA_STACK_SIZE * sizeof(const Node *));
alloca_stack = nullptr;
} else {
aux_stack.resize(aux_stack.size() * 2);
}
stack = aux_stack.ptr();
threshold = aux_stack.size() - 2;
}
stack[depth++] = n->children[0];
stack[depth++] = n->children[1];
} else {
if (r_result(n->data)) {
return;
}
}
}
} while (depth > 0);
}
template <typename QueryResult>
void DynamicBVH::ray_query(const Vector3 &p_from, const Vector3 &p_to, QueryResult &r_result) {
if (!bvh_root) {
return;
}
Vector3 ray_dir = (p_to - p_from);
ray_dir.normalize();
///what about division by zero? --> just set rayDirection[i] to INF/B3_LARGE_FLOAT
Vector3 inv_dir;
inv_dir[0] = ray_dir[0] == real_t(0.0) ? real_t(1e20) : real_t(1.0) / ray_dir[0];
inv_dir[1] = ray_dir[1] == real_t(0.0) ? real_t(1e20) : real_t(1.0) / ray_dir[1];
inv_dir[2] = ray_dir[2] == real_t(0.0) ? real_t(1e20) : real_t(1.0) / ray_dir[2];
unsigned int signs[3] = { inv_dir[0] < 0.0, inv_dir[1] < 0.0, inv_dir[2] < 0.0 };
real_t lambda_max = ray_dir.dot(p_to - p_from);
Vector3 bounds[2];
const Node **alloca_stack = (const Node **)alloca(ALLOCA_STACK_SIZE * sizeof(const Node *));
const Node **stack = alloca_stack;
stack[0] = bvh_root;
int32_t depth = 1;
int32_t threshold = ALLOCA_STACK_SIZE - 2;
LocalVector<const Node *> aux_stack; //only used in rare occasions when you run out of alloca memory because tree is too unbalanced. Should correct itself over time.
do {
depth--;
const Node *node = stack[depth];
bounds[0] = node->volume.min;
bounds[1] = node->volume.max;
real_t tmin = 1.f, lambda_min = 0.f;
unsigned int result1 = false;
result1 = _ray_aabb(p_from, inv_dir, signs, bounds, tmin, lambda_min, lambda_max);
if (result1) {
if (node->is_internal()) {
if (depth > threshold) {
if (aux_stack.is_empty()) {
aux_stack.resize(ALLOCA_STACK_SIZE * 2);
memcpy(aux_stack.ptr(), alloca_stack, ALLOCA_STACK_SIZE * sizeof(const Node *));
alloca_stack = nullptr;
} else {
aux_stack.resize(aux_stack.size() * 2);
}
stack = aux_stack.ptr();
threshold = aux_stack.size() - 2;
}
stack[depth++] = node->children[0];
stack[depth++] = node->children[1];
} else {
if (r_result(node->data)) {
return;
}
}
}
} while (depth > 0);
}

1529
core/math/expression.cpp Normal file

File diff suppressed because it is too large Load Diff

272
core/math/expression.h Normal file
View File

@@ -0,0 +1,272 @@
/**************************************************************************/
/* expression.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/object/ref_counted.h"
class Expression : public RefCounted {
GDCLASS(Expression, RefCounted);
private:
struct Input {
Variant::Type type = Variant::NIL;
String name;
Input() {}
};
Vector<Input> inputs;
Variant::Type output_type = Variant::NIL;
String expression;
bool sequenced = false;
int str_ofs = 0;
bool expression_dirty = false;
bool _compile_expression();
enum TokenType {
TK_CURLY_BRACKET_OPEN,
TK_CURLY_BRACKET_CLOSE,
TK_BRACKET_OPEN,
TK_BRACKET_CLOSE,
TK_PARENTHESIS_OPEN,
TK_PARENTHESIS_CLOSE,
TK_IDENTIFIER,
TK_BUILTIN_FUNC,
TK_SELF,
TK_CONSTANT,
TK_BASIC_TYPE,
TK_COLON,
TK_COMMA,
TK_PERIOD,
TK_OP_IN,
TK_OP_EQUAL,
TK_OP_NOT_EQUAL,
TK_OP_LESS,
TK_OP_LESS_EQUAL,
TK_OP_GREATER,
TK_OP_GREATER_EQUAL,
TK_OP_AND,
TK_OP_OR,
TK_OP_NOT,
TK_OP_ADD,
TK_OP_SUB,
TK_OP_MUL,
TK_OP_DIV,
TK_OP_MOD,
TK_OP_POW,
TK_OP_SHIFT_LEFT,
TK_OP_SHIFT_RIGHT,
TK_OP_BIT_AND,
TK_OP_BIT_OR,
TK_OP_BIT_XOR,
TK_OP_BIT_INVERT,
TK_INPUT,
TK_EOF,
TK_ERROR,
TK_MAX
};
static const char *token_name[TK_MAX];
struct Token {
TokenType type;
Variant value;
};
void _set_error(const String &p_err) {
if (error_set) {
return;
}
error_str = p_err;
error_set = true;
}
Error _get_token(Token &r_token);
String error_str;
bool error_set = true;
struct ENode {
enum Type {
TYPE_INPUT,
TYPE_CONSTANT,
TYPE_SELF,
TYPE_OPERATOR,
TYPE_INDEX,
TYPE_NAMED_INDEX,
TYPE_ARRAY,
TYPE_DICTIONARY,
TYPE_CONSTRUCTOR,
TYPE_BUILTIN_FUNC,
TYPE_CALL
};
ENode *next = nullptr;
Type type = TYPE_INPUT;
ENode() {}
virtual ~ENode() {
if (next) {
memdelete(next);
}
}
};
struct ExpressionNode {
bool is_op = false;
union {
Variant::Operator op;
ENode *node = nullptr;
};
};
ENode *_parse_expression();
struct InputNode : public ENode {
int index = 0;
InputNode() {
type = TYPE_INPUT;
}
};
struct ConstantNode : public ENode {
Variant value = Variant::NIL;
ConstantNode() {
type = TYPE_CONSTANT;
}
};
struct OperatorNode : public ENode {
Variant::Operator op = Variant::Operator::OP_ADD;
ENode *nodes[2] = { nullptr, nullptr };
OperatorNode() {
type = TYPE_OPERATOR;
}
};
struct SelfNode : public ENode {
SelfNode() {
type = TYPE_SELF;
}
};
struct IndexNode : public ENode {
ENode *base = nullptr;
ENode *index = nullptr;
IndexNode() {
type = TYPE_INDEX;
}
};
struct NamedIndexNode : public ENode {
ENode *base = nullptr;
StringName name;
NamedIndexNode() {
type = TYPE_NAMED_INDEX;
}
};
struct ConstructorNode : public ENode {
Variant::Type data_type = Variant::Type::NIL;
Vector<ENode *> arguments;
ConstructorNode() {
type = TYPE_CONSTRUCTOR;
}
};
struct CallNode : public ENode {
ENode *base = nullptr;
StringName method;
Vector<ENode *> arguments;
CallNode() {
type = TYPE_CALL;
}
};
struct ArrayNode : public ENode {
Vector<ENode *> array;
ArrayNode() {
type = TYPE_ARRAY;
}
};
struct DictionaryNode : public ENode {
Vector<ENode *> dict;
DictionaryNode() {
type = TYPE_DICTIONARY;
}
};
struct BuiltinFuncNode : public ENode {
StringName func;
Vector<ENode *> arguments;
BuiltinFuncNode() {
type = TYPE_BUILTIN_FUNC;
}
};
template <typename T>
T *alloc_node() {
T *node = memnew(T);
node->next = nodes;
nodes = node;
return node;
}
ENode *root = nullptr;
ENode *nodes = nullptr;
Vector<String> input_names;
bool execution_error = false;
bool _execute(const Array &p_inputs, Object *p_instance, Expression::ENode *p_node, Variant &r_ret, bool p_const_calls_only, String &r_error_str);
protected:
static void _bind_methods();
public:
Error parse(const String &p_expression, const Vector<String> &p_input_names = Vector<String>());
Variant execute(const Array &p_inputs = Array(), Object *p_base = nullptr, bool p_show_error = true, bool p_const_calls_only = false);
bool has_execute_failed() const;
String get_error_text() const;
Expression() {}
~Expression();
};

351
core/math/face3.cpp Normal file
View File

@@ -0,0 +1,351 @@
/**************************************************************************/
/* face3.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "face3.h"
#include "core/math/geometry_3d.h"
int Face3::split_by_plane(const Plane &p_plane, Face3 p_res[3], bool p_is_point_over[3]) const {
ERR_FAIL_COND_V(is_degenerate(), 0);
Vector3 above[4];
int above_count = 0;
Vector3 below[4];
int below_count = 0;
for (int i = 0; i < 3; i++) {
if (p_plane.has_point(vertex[i], (real_t)CMP_EPSILON)) { // point is in plane
ERR_FAIL_COND_V(above_count >= 4, 0);
above[above_count++] = vertex[i];
ERR_FAIL_COND_V(below_count >= 4, 0);
below[below_count++] = vertex[i];
} else {
if (p_plane.is_point_over(vertex[i])) {
//Point is over
ERR_FAIL_COND_V(above_count >= 4, 0);
above[above_count++] = vertex[i];
} else {
//Point is under
ERR_FAIL_COND_V(below_count >= 4, 0);
below[below_count++] = vertex[i];
}
/* Check for Intersection between this and the next vertex*/
Vector3 inters;
if (!p_plane.intersects_segment(vertex[i], vertex[(i + 1) % 3], &inters)) {
continue;
}
/* Intersection goes to both */
ERR_FAIL_COND_V(above_count >= 4, 0);
above[above_count++] = inters;
ERR_FAIL_COND_V(below_count >= 4, 0);
below[below_count++] = inters;
}
}
int polygons_created = 0;
ERR_FAIL_COND_V(above_count >= 4 && below_count >= 4, 0); //bug in the algo
if (above_count >= 3) {
p_res[polygons_created] = Face3(above[0], above[1], above[2]);
p_is_point_over[polygons_created] = true;
polygons_created++;
if (above_count == 4) {
p_res[polygons_created] = Face3(above[2], above[3], above[0]);
p_is_point_over[polygons_created] = true;
polygons_created++;
}
}
if (below_count >= 3) {
p_res[polygons_created] = Face3(below[0], below[1], below[2]);
p_is_point_over[polygons_created] = false;
polygons_created++;
if (below_count == 4) {
p_res[polygons_created] = Face3(below[2], below[3], below[0]);
p_is_point_over[polygons_created] = false;
polygons_created++;
}
}
return polygons_created;
}
bool Face3::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const {
return Geometry3D::ray_intersects_triangle(p_from, p_dir, vertex[0], vertex[1], vertex[2], p_intersection);
}
bool Face3::intersects_segment(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const {
return Geometry3D::segment_intersects_triangle(p_from, p_dir, vertex[0], vertex[1], vertex[2], p_intersection);
}
bool Face3::is_degenerate() const {
Vector3 normal = vec3_cross(vertex[0] - vertex[1], vertex[0] - vertex[2]);
return (normal.length_squared() < (real_t)CMP_EPSILON2);
}
Vector3 Face3::get_random_point_inside() const {
real_t a = Math::random(0.0, 1.0);
real_t b = Math::random(0.0, 1.0);
if (a > b) {
SWAP(a, b);
}
return vertex[0] * a + vertex[1] * (b - a) + vertex[2] * (1.0f - b);
}
Plane Face3::get_plane(ClockDirection p_dir) const {
return Plane(vertex[0], vertex[1], vertex[2], p_dir);
}
real_t Face3::get_area() const {
return vec3_cross(vertex[0] - vertex[1], vertex[0] - vertex[2]).length() * 0.5f;
}
bool Face3::intersects_aabb(const AABB &p_aabb) const {
/** TEST PLANE **/
if (!p_aabb.intersects_plane(get_plane())) {
return false;
}
#define TEST_AXIS(m_ax) \
/** TEST FACE AXIS */ \
{ \
real_t aabb_min = p_aabb.position.m_ax; \
real_t aabb_max = p_aabb.position.m_ax + p_aabb.size.m_ax; \
real_t tri_min = vertex[0].m_ax; \
real_t tri_max = vertex[0].m_ax; \
for (int i = 1; i < 3; i++) { \
if (vertex[i].m_ax > tri_max) \
tri_max = vertex[i].m_ax; \
if (vertex[i].m_ax < tri_min) \
tri_min = vertex[i].m_ax; \
} \
\
if (tri_max < aabb_min || aabb_max < tri_min) \
return false; \
}
TEST_AXIS(x);
TEST_AXIS(y);
TEST_AXIS(z);
/** TEST ALL EDGES **/
const Vector3 edge_norms[3] = {
vertex[0] - vertex[1],
vertex[1] - vertex[2],
vertex[2] - vertex[0],
};
for (int i = 0; i < 12; i++) {
Vector3 from, to;
p_aabb.get_edge(i, from, to);
Vector3 e1 = from - to;
for (int j = 0; j < 3; j++) {
Vector3 e2 = edge_norms[j];
Vector3 axis = vec3_cross(e1, e2);
if (axis.length_squared() < 0.0001f) {
continue; // coplanar
}
axis.normalize();
real_t minA, maxA, minB, maxB;
p_aabb.project_range_in_plane(Plane(axis), minA, maxA);
project_range(axis, Transform3D(), minB, maxB);
if (maxA < minB || maxB < minA) {
return false;
}
}
}
return true;
}
Face3::operator String() const {
return String() + String(vertex[0]) + ", " + String(vertex[1]) + ", " + String(vertex[2]);
}
void Face3::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
for (int i = 0; i < 3; i++) {
Vector3 v = p_transform.xform(vertex[i]);
real_t d = p_normal.dot(v);
if (i == 0 || d > r_max) {
r_max = d;
}
if (i == 0 || d < r_min) {
r_min = d;
}
}
}
void Face3::get_support(const Vector3 &p_normal, const Transform3D &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const {
constexpr double face_support_threshold = 0.98;
constexpr double edge_support_threshold = 0.05;
if (p_max <= 0) {
return;
}
Vector3 n = p_transform.basis.xform_inv(p_normal);
/** TEST FACE AS SUPPORT **/
if (get_plane().normal.dot(n) > face_support_threshold) {
*p_count = MIN(3, p_max);
for (int i = 0; i < *p_count; i++) {
p_vertices[i] = p_transform.xform(vertex[i]);
}
return;
}
/** FIND SUPPORT VERTEX **/
int vert_support_idx = -1;
real_t support_max = 0;
for (int i = 0; i < 3; i++) {
real_t d = n.dot(vertex[i]);
if (i == 0 || d > support_max) {
support_max = d;
vert_support_idx = i;
}
}
/** TEST EDGES AS SUPPORT **/
for (int i = 0; i < 3; i++) {
if (i != vert_support_idx && i + 1 != vert_support_idx) {
continue;
}
// check if edge is valid as a support
real_t dot = (vertex[i] - vertex[(i + 1) % 3]).normalized().dot(n);
dot = Math::abs(dot);
if (dot < edge_support_threshold) {
*p_count = MIN(2, p_max);
for (int j = 0; j < *p_count; j++) {
p_vertices[j] = p_transform.xform(vertex[(j + i) % 3]);
}
return;
}
}
*p_count = 1;
p_vertices[0] = p_transform.xform(vertex[vert_support_idx]);
}
Vector3 Face3::get_closest_point_to(const Vector3 &p_point) const {
Vector3 edge0 = vertex[1] - vertex[0];
Vector3 edge1 = vertex[2] - vertex[0];
Vector3 v0 = vertex[0] - p_point;
real_t a = edge0.dot(edge0);
real_t b = edge0.dot(edge1);
real_t c = edge1.dot(edge1);
real_t d = edge0.dot(v0);
real_t e = edge1.dot(v0);
real_t det = a * c - b * b;
real_t s = b * e - c * d;
real_t t = b * d - a * e;
if (s + t < det) {
if (s < 0.f) {
if (t < 0.f) {
if (d < 0.f) {
s = CLAMP(-d / a, 0.f, 1.f);
t = 0.f;
} else {
s = 0.f;
t = CLAMP(-e / c, 0.f, 1.f);
}
} else {
s = 0.f;
t = CLAMP(-e / c, 0.f, 1.f);
}
} else if (t < 0.f) {
s = CLAMP(-d / a, 0.f, 1.f);
t = 0.f;
} else {
real_t invDet = 1.f / det;
s *= invDet;
t *= invDet;
}
} else {
if (s < 0.f) {
real_t tmp0 = b + d;
real_t tmp1 = c + e;
if (tmp1 > tmp0) {
real_t numer = tmp1 - tmp0;
real_t denom = a - 2 * b + c;
s = CLAMP(numer / denom, 0.f, 1.f);
t = 1 - s;
} else {
t = CLAMP(-e / c, 0.f, 1.f);
s = 0.f;
}
} else if (t < 0.f) {
if (a + d > b + e) {
real_t numer = c + e - b - d;
real_t denom = a - 2 * b + c;
s = CLAMP(numer / denom, 0.f, 1.f);
t = 1 - s;
} else {
s = CLAMP(-d / a, 0.f, 1.f);
t = 0.f;
}
} else {
real_t numer = c + e - b - d;
real_t denom = a - 2 * b + c;
s = CLAMP(numer / denom, 0.f, 1.f);
t = 1.f - s;
}
}
return vertex[0] + s * edge0 + t * edge1;
}

238
core/math/face3.h Normal file
View File

@@ -0,0 +1,238 @@
/**************************************************************************/
/* face3.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/aabb.h"
#include "core/math/plane.h"
#include "core/math/transform_3d.h"
#include "core/math/vector3.h"
struct [[nodiscard]] Face3 {
enum Side {
SIDE_OVER,
SIDE_UNDER,
SIDE_SPANNING,
SIDE_COPLANAR
};
Vector3 vertex[3];
/**
* @param p_plane plane used to split the face
* @param p_res array of at least 3 faces, amount used in function return
* @param p_is_point_over array of at least 3 booleans, determining which face is over the plane, amount used in function return
* @return amount of faces generated by the split, either 0 (means no split possible), 2 or 3
*/
int split_by_plane(const Plane &p_plane, Face3 *p_res, bool *p_is_point_over) const;
Plane get_plane(ClockDirection p_dir = CLOCKWISE) const;
Vector3 get_random_point_inside() const;
bool is_degenerate() const;
real_t get_area() const;
Vector3 get_closest_point_to(const Vector3 &p_point) const;
bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection = nullptr) const;
bool intersects_segment(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection = nullptr) const;
void get_support(const Vector3 &p_normal, const Transform3D &p_transform, Vector3 *p_vertices, int *p_count, int p_max) const;
void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
AABB get_aabb() const {
AABB aabb(vertex[0], Vector3());
aabb.expand_to(vertex[1]);
aabb.expand_to(vertex[2]);
return aabb;
}
bool intersects_aabb(const AABB &p_aabb) const;
_FORCE_INLINE_ bool intersects_aabb2(const AABB &p_aabb) const;
explicit operator String() const;
Face3() = default;
constexpr Face3(const Vector3 &p_v1, const Vector3 &p_v2, const Vector3 &p_v3) :
vertex{ p_v1, p_v2, p_v3 } {}
};
bool Face3::intersects_aabb2(const AABB &p_aabb) const {
Vector3 perp = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]);
Vector3 half_extents = p_aabb.size * 0.5f;
Vector3 ofs = p_aabb.position + half_extents;
Vector3 sup = Vector3(
(perp.x > 0) ? -half_extents.x : half_extents.x,
(perp.y > 0) ? -half_extents.y : half_extents.y,
(perp.z > 0) ? -half_extents.z : half_extents.z);
real_t d = perp.dot(vertex[0]);
real_t dist_a = perp.dot(ofs + sup) - d;
real_t dist_b = perp.dot(ofs - sup) - d;
if (dist_a * dist_b > 0) {
return false; //does not intersect the plane
}
#define TEST_AXIS(m_ax) \
{ \
real_t aabb_min = p_aabb.position.m_ax; \
real_t aabb_max = p_aabb.position.m_ax + p_aabb.size.m_ax; \
real_t tri_min, tri_max; \
for (int i = 0; i < 3; i++) { \
if (i == 0 || vertex[i].m_ax > tri_max) \
tri_max = vertex[i].m_ax; \
if (i == 0 || vertex[i].m_ax < tri_min) \
tri_min = vertex[i].m_ax; \
} \
\
if (tri_max < aabb_min || aabb_max < tri_min) \
return false; \
}
TEST_AXIS(x);
TEST_AXIS(y);
TEST_AXIS(z);
#undef TEST_AXIS
const Vector3 edge_norms[3] = {
vertex[0] - vertex[1],
vertex[1] - vertex[2],
vertex[2] - vertex[0],
};
for (int i = 0; i < 12; i++) {
Vector3 from, to;
switch (i) {
case 0: {
from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z);
to = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z);
} break;
case 1: {
from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z);
} break;
case 2: {
from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
} break;
case 3: {
from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z);
to = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
} break;
case 4: {
from = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
} break;
case 5: {
from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
} break;
case 6: {
from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
} break;
case 7: {
from = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
} break;
case 8: {
from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
} break;
case 9: {
from = Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z);
to = Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
} break;
case 10: {
from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z);
to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z);
} break;
case 11: {
from = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z);
to = Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z);
} break;
}
Vector3 e1 = from - to;
for (int j = 0; j < 3; j++) {
Vector3 e2 = edge_norms[j];
Vector3 axis = vec3_cross(e1, e2);
if (axis.length_squared() < 0.0001f) {
continue; // coplanar
}
//axis.normalize();
Vector3 sup2 = Vector3(
(axis.x > 0) ? -half_extents.x : half_extents.x,
(axis.y > 0) ? -half_extents.y : half_extents.y,
(axis.z > 0) ? -half_extents.z : half_extents.z);
real_t maxB = axis.dot(ofs + sup2);
real_t minB = axis.dot(ofs - sup2);
if (minB > maxB) {
SWAP(maxB, minB);
}
real_t minT = 1e20, maxT = -1e20;
for (int k = 0; k < 3; k++) {
real_t vert_d = axis.dot(vertex[k]);
if (vert_d > maxT) {
maxT = vert_d;
}
if (vert_d < minT) {
minT = vert_d;
}
}
if (maxB < minT || maxT < minB) {
return false;
}
}
}
return true;
}
template <>
struct is_zero_constructible<Face3> : std::true_type {};

398
core/math/geometry_2d.cpp Normal file
View File

@@ -0,0 +1,398 @@
/**************************************************************************/
/* geometry_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "geometry_2d.h"
#include "thirdparty/clipper2/include/clipper2/clipper.h"
#include "thirdparty/misc/polypartition.h"
#define STB_RECT_PACK_IMPLEMENTATION
#include "thirdparty/misc/stb_rect_pack.h"
const int clipper_precision = 5; // Based on CMP_EPSILON.
const double clipper_scale = Math::pow(10.0, clipper_precision);
void Geometry2D::merge_many_polygons(const Vector<Vector<Vector2>> &p_polygons, Vector<Vector<Vector2>> &r_out_polygons, Vector<Vector<Vector2>> &r_out_holes) {
using namespace Clipper2Lib;
PathsD subjects;
for (const Vector<Vector2> &polygon : p_polygons) {
PathD path(polygon.size());
for (int i = 0; i < polygon.size(); i++) {
const Vector2 &point = polygon[i];
path[i] = PointD(point.x, point.y);
}
subjects.push_back(path);
}
PathsD solution = Union(subjects, FillRule::NonZero);
solution = SimplifyPaths(solution, 0.01);
r_out_polygons.clear();
r_out_holes.clear();
for (PathsD::size_type i = 0; i < solution.size(); ++i) {
PathD &path = solution[i];
Vector<Point2> output_polygon;
output_polygon.resize(path.size());
for (PathsD::size_type j = 0; j < path.size(); ++j) {
output_polygon.set(j, Vector2(static_cast<real_t>(path[j].x), static_cast<real_t>(path[j].y)));
}
if (IsPositive(path)) {
r_out_polygons.push_back(output_polygon);
} else {
r_out_holes.push_back(output_polygon);
}
}
}
Vector<Vector<Vector2>> Geometry2D::decompose_many_polygons_in_convex(const Vector<Vector<Point2>> &p_polygons, const Vector<Vector<Point2>> &p_holes) {
Vector<Vector<Vector2>> decomp;
List<TPPLPoly> in_poly, out_poly;
for (const Vector<Vector2> &polygon : p_polygons) {
TPPLPoly inp;
inp.Init(polygon.size());
for (int i = 0; i < polygon.size(); i++) {
inp.GetPoint(i) = polygon[i];
}
inp.SetOrientation(TPPL_ORIENTATION_CCW);
in_poly.push_back(inp);
}
for (const Vector<Vector2> &polygon : p_holes) {
TPPLPoly inp;
inp.Init(polygon.size());
for (int i = 0; i < polygon.size(); i++) {
inp.GetPoint(i) = polygon[i];
}
inp.SetOrientation(TPPL_ORIENTATION_CW);
inp.SetHole(true);
in_poly.push_back(inp);
}
TPPLPartition tpart;
if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { // Failed.
ERR_PRINT("Convex decomposing failed!");
return decomp;
}
decomp.resize(out_poly.size());
int idx = 0;
for (TPPLPoly &tp : out_poly) {
decomp.write[idx].resize(tp.GetNumPoints());
for (int64_t i = 0; i < tp.GetNumPoints(); i++) {
decomp.write[idx].write[i] = tp.GetPoint(i);
}
idx++;
}
return decomp;
}
Vector<Vector<Vector2>> Geometry2D::decompose_polygon_in_convex(const Vector<Point2> &p_polygon) {
return Geometry2D::decompose_many_polygons_in_convex({ p_polygon }, {});
}
struct _AtlasWorkRect {
Size2i s;
Point2i p;
int idx = 0;
_FORCE_INLINE_ bool operator<(const _AtlasWorkRect &p_r) const { return s.width > p_r.s.width; }
};
struct _AtlasWorkRectResult {
Vector<_AtlasWorkRect> result;
int max_w = 0;
int max_h = 0;
};
void Geometry2D::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_result, Size2i &r_size) {
// Super simple, almost brute force scanline stacking fitter.
// It's pretty basic for now, but it tries to make sure that the aspect ratio of the
// resulting atlas is somehow square. This is necessary because video cards have limits
// on texture size (usually 2048 or 4096), so the squarer a texture, the more the chances
// that it will work in every hardware.
// For example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a
// 256x8192 atlas (won't work anywhere).
ERR_FAIL_COND(p_rects.is_empty());
for (int i = 0; i < p_rects.size(); i++) {
ERR_FAIL_COND(p_rects[i].width <= 0);
ERR_FAIL_COND(p_rects[i].height <= 0);
}
Vector<_AtlasWorkRect> wrects;
wrects.resize(p_rects.size());
for (int i = 0; i < p_rects.size(); i++) {
wrects.write[i].s = p_rects[i];
wrects.write[i].idx = i;
}
wrects.sort();
int widest = wrects[0].s.width;
Vector<_AtlasWorkRectResult> results;
for (int i = 0; i <= 12; i++) {
int w = 1 << i;
int max_h = 0;
int max_w = 0;
if (w < widest) {
continue;
}
Vector<int> hmax;
hmax.resize(w);
for (int j = 0; j < w; j++) {
hmax.write[j] = 0;
}
// Place them.
int ofs = 0;
int limit_h = 0;
for (int j = 0; j < wrects.size(); j++) {
if (ofs + wrects[j].s.width > w) {
ofs = 0;
}
int from_y = 0;
for (int k = 0; k < wrects[j].s.width; k++) {
if (hmax[ofs + k] > from_y) {
from_y = hmax[ofs + k];
}
}
wrects.write[j].p.x = ofs;
wrects.write[j].p.y = from_y;
int end_h = from_y + wrects[j].s.height;
int end_w = ofs + wrects[j].s.width;
if (ofs == 0) {
limit_h = end_h;
}
for (int k = 0; k < wrects[j].s.width; k++) {
hmax.write[ofs + k] = end_h;
}
if (end_h > max_h) {
max_h = end_h;
}
if (end_w > max_w) {
max_w = end_w;
}
if (ofs == 0 || end_h > limit_h) { // While h limit not reached, keep stacking.
ofs += wrects[j].s.width;
}
}
_AtlasWorkRectResult result;
result.result = wrects;
result.max_h = max_h;
result.max_w = max_w;
results.push_back(result);
}
// Find the result with the best aspect ratio.
int best = -1;
real_t best_aspect = 1e20;
for (int i = 0; i < results.size(); i++) {
real_t h = next_power_of_2((uint32_t)results[i].max_h);
real_t w = next_power_of_2((uint32_t)results[i].max_w);
real_t aspect = h > w ? h / w : w / h;
if (aspect < best_aspect) {
best = i;
best_aspect = aspect;
}
}
r_result.resize(p_rects.size());
for (int i = 0; i < p_rects.size(); i++) {
r_result.write[results[best].result[i].idx] = results[best].result[i].p;
}
r_size = Size2(results[best].max_w, results[best].max_h);
}
Vector<Vector<Point2>> Geometry2D::_polypaths_do_operation(PolyBooleanOperation p_op, const Vector<Point2> &p_polypath_a, const Vector<Point2> &p_polypath_b, bool is_a_open) {
using namespace Clipper2Lib;
ClipType op = ClipType::Union;
switch (p_op) {
case OPERATION_UNION:
op = ClipType::Union;
break;
case OPERATION_DIFFERENCE:
op = ClipType::Difference;
break;
case OPERATION_INTERSECTION:
op = ClipType::Intersection;
break;
case OPERATION_XOR:
op = ClipType::Xor;
break;
}
PathD path_a(p_polypath_a.size());
for (int i = 0; i != p_polypath_a.size(); ++i) {
path_a[i] = PointD(p_polypath_a[i].x, p_polypath_a[i].y);
}
PathD path_b(p_polypath_b.size());
for (int i = 0; i != p_polypath_b.size(); ++i) {
path_b[i] = PointD(p_polypath_b[i].x, p_polypath_b[i].y);
}
ClipperD clp(clipper_precision); // Scale points up internally to attain the desired precision.
clp.PreserveCollinear(false); // Remove redundant vertices.
if (is_a_open) {
clp.AddOpenSubject({ path_a });
} else {
clp.AddSubject({ path_a });
}
clp.AddClip({ path_b });
PathsD paths;
if (is_a_open) {
PolyTreeD tree; // Needed to populate polylines.
clp.Execute(op, FillRule::EvenOdd, tree, paths);
} else {
clp.Execute(op, FillRule::EvenOdd, paths); // Works on closed polygons only.
}
Vector<Vector<Point2>> polypaths;
for (PathsD::size_type i = 0; i < paths.size(); ++i) {
const PathD &path = paths[i];
Vector<Vector2> polypath;
for (PathsD::size_type j = 0; j < path.size(); ++j) {
polypath.push_back(Point2(static_cast<real_t>(path[j].x), static_cast<real_t>(path[j].y)));
}
polypaths.push_back(polypath);
}
return polypaths;
}
Vector<Vector<Point2>> Geometry2D::_polypath_offset(const Vector<Point2> &p_polypath, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type) {
using namespace Clipper2Lib;
JoinType jt = JoinType::Square;
switch (p_join_type) {
case JOIN_SQUARE:
jt = JoinType::Square;
break;
case JOIN_ROUND:
jt = JoinType::Round;
break;
case JOIN_MITER:
jt = JoinType::Miter;
break;
}
EndType et = EndType::Polygon;
switch (p_end_type) {
case END_POLYGON:
et = EndType::Polygon;
break;
case END_JOINED:
et = EndType::Joined;
break;
case END_BUTT:
et = EndType::Butt;
break;
case END_SQUARE:
et = EndType::Square;
break;
case END_ROUND:
et = EndType::Round;
break;
}
PathD polypath(p_polypath.size());
for (int i = 0; i != p_polypath.size(); ++i) {
polypath[i] = PointD(p_polypath[i].x, p_polypath[i].y);
}
// Inflate/deflate.
PathsD paths = InflatePaths({ polypath }, p_delta, jt, et, 2.0, clipper_precision, 0.25 * clipper_scale);
// Here the points are scaled up internally and
// the arc_tolerance is scaled accordingly
// to attain the desired precision.
Vector<Vector<Point2>> polypaths;
for (PathsD::size_type i = 0; i < paths.size(); ++i) {
const PathD &path = paths[i];
Vector<Vector2> polypath2;
for (PathsD::size_type j = 0; j < path.size(); ++j) {
polypath2.push_back(Point2(static_cast<real_t>(path[j].x), static_cast<real_t>(path[j].y)));
}
polypaths.push_back(polypath2);
}
return polypaths;
}
Vector<Vector3i> Geometry2D::partial_pack_rects(const Vector<Vector2i> &p_sizes, const Size2i &p_atlas_size) {
Vector<stbrp_node> nodes;
nodes.resize(p_atlas_size.width);
memset(nodes.ptrw(), 0, sizeof(stbrp_node) * nodes.size());
stbrp_context context;
stbrp_init_target(&context, p_atlas_size.width, p_atlas_size.height, nodes.ptrw(), p_atlas_size.width);
Vector<stbrp_rect> rects;
rects.resize(p_sizes.size());
for (int i = 0; i < p_sizes.size(); i++) {
rects.write[i].id = i;
rects.write[i].w = p_sizes[i].width;
rects.write[i].h = p_sizes[i].height;
rects.write[i].x = 0;
rects.write[i].y = 0;
rects.write[i].was_packed = 0;
}
stbrp_pack_rects(&context, rects.ptrw(), rects.size());
Vector<Vector3i> ret;
ret.resize(p_sizes.size());
for (int i = 0; i < p_sizes.size(); i++) {
ret.write[rects[i].id] = Vector3i(rects[i].x, rects[i].y, rects[i].was_packed != 0 ? 1 : 0);
}
return ret;
}

513
core/math/geometry_2d.h Normal file
View File

@@ -0,0 +1,513 @@
/**************************************************************************/
/* geometry_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/delaunay_2d.h"
#include "core/math/math_funcs.h"
#include "core/math/triangulate.h"
#include "core/math/vector2.h"
#include "core/math/vector2i.h"
#include "core/math/vector3.h"
#include "core/math/vector3i.h"
#include "core/templates/vector.h"
class Geometry2D {
public:
static real_t get_closest_points_between_segments(const Vector2 &p1, const Vector2 &q1, const Vector2 &p2, const Vector2 &q2, Vector2 &c1, Vector2 &c2) {
Vector2 d1 = q1 - p1; // Direction vector of segment S1.
Vector2 d2 = q2 - p2; // Direction vector of segment S2.
Vector2 r = p1 - p2;
real_t a = d1.dot(d1); // Squared length of segment S1, always nonnegative.
real_t e = d2.dot(d2); // Squared length of segment S2, always nonnegative.
real_t f = d2.dot(r);
real_t s, t;
// Check if either or both segments degenerate into points.
if (a <= (real_t)CMP_EPSILON && e <= (real_t)CMP_EPSILON) {
// Both segments degenerate into points.
c1 = p1;
c2 = p2;
return Math::sqrt((c1 - c2).dot(c1 - c2));
}
if (a <= (real_t)CMP_EPSILON) {
// First segment degenerates into a point.
s = 0.0;
t = f / e; // s = 0 => t = (b*s + f) / e = f / e
t = CLAMP(t, 0.0f, 1.0f);
} else {
real_t c = d1.dot(r);
if (e <= (real_t)CMP_EPSILON) {
// Second segment degenerates into a point.
t = 0.0;
s = CLAMP(-c / a, 0.0f, 1.0f); // t = 0 => s = (b*t - c) / a = -c / a
} else {
// The general nondegenerate case starts here.
real_t b = d1.dot(d2);
real_t denom = a * e - b * b; // Always nonnegative.
// If segments not parallel, compute closest point on L1 to L2 and
// clamp to segment S1. Else pick arbitrary s (here 0).
if (denom != 0.0f) {
s = CLAMP((b * f - c * e) / denom, 0.0f, 1.0f);
} else {
s = 0.0;
}
// Compute point on L2 closest to S1(s) using
// t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
t = (b * s + f) / e;
//If t in [0,1] done. Else clamp t, recompute s for the new value
// of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
// and clamp s to [0, 1].
if (t < 0.0f) {
t = 0.0;
s = CLAMP(-c / a, 0.0f, 1.0f);
} else if (t > 1.0f) {
t = 1.0;
s = CLAMP((b - c) / a, 0.0f, 1.0f);
}
}
}
c1 = p1 + d1 * s;
c2 = p2 + d2 * t;
return Math::sqrt((c1 - c2).dot(c1 - c2));
}
#ifndef DISABLE_DEPRECATED
static Vector2 get_closest_point_to_segment(const Vector2 &p_point, const Vector2 *p_segment) {
return get_closest_point_to_segment(p_point, p_segment[0], p_segment[1]);
}
#endif // DISABLE_DEPRECATED
static Vector2 get_closest_point_to_segment(const Vector2 &p_point, const Vector2 &p_segment_a, const Vector2 &p_segment_b) {
Vector2 p = p_point - p_segment_a;
Vector2 n = p_segment_b - p_segment_a;
real_t l2 = n.length_squared();
if (l2 < 1e-20f) {
return p_segment_a; // Both points are the same, just give any.
}
real_t d = n.dot(p) / l2;
if (d <= 0.0f) {
return p_segment_a; // Before first point.
} else if (d >= 1.0f) {
return p_segment_b; // After first point.
} else {
return p_segment_a + n * d; // Inside.
}
}
#ifndef DISABLE_DEPRECATED
static real_t get_distance_to_segment(const Vector2 &p_point, const Vector2 *p_segment) {
return get_distance_to_segment(p_point, p_segment[0], p_segment[1]);
}
#endif // DISABLE_DEPRECATED
static real_t get_distance_to_segment(const Vector2 &p_point, const Vector2 &p_segment_a, const Vector2 &p_segment_b) {
return p_point.distance_to(get_closest_point_to_segment(p_point, p_segment_a, p_segment_b));
}
static bool is_point_in_triangle(const Vector2 &s, const Vector2 &a, const Vector2 &b, const Vector2 &c) {
Vector2 an = a - s;
Vector2 bn = b - s;
Vector2 cn = c - s;
bool orientation = an.cross(bn) > 0;
if ((bn.cross(cn) > 0) != orientation) {
return false;
}
return (cn.cross(an) > 0) == orientation;
}
#ifndef DISABLE_DEPRECATED
static Vector2 get_closest_point_to_segment_uncapped(const Vector2 &p_point, const Vector2 *p_segment) {
return get_closest_point_to_segment_uncapped(p_point, p_segment[0], p_segment[1]);
}
#endif // DISABLE_DEPRECATED
static Vector2 get_closest_point_to_segment_uncapped(const Vector2 &p_point, const Vector2 &p_segment_a, const Vector2 &p_segment_b) {
Vector2 p = p_point - p_segment_a;
Vector2 n = p_segment_b - p_segment_a;
real_t l2 = n.length_squared();
if (l2 < 1e-20f) {
return p_segment_a; // Both points are the same, just give any.
}
real_t d = n.dot(p) / l2;
return p_segment_a + n * d; // Inside.
}
GODOT_MSVC_WARNING_PUSH_AND_IGNORE(4723) // Potential divide by 0. False positive (see: GH-44274).
static bool line_intersects_line(const Vector2 &p_from_a, const Vector2 &p_dir_a, const Vector2 &p_from_b, const Vector2 &p_dir_b, Vector2 &r_result) {
// See http://paulbourke.net/geometry/pointlineplane/
const real_t denom = p_dir_b.y * p_dir_a.x - p_dir_b.x * p_dir_a.y;
if (Math::is_zero_approx(denom)) { // Parallel?
return false;
}
const Vector2 v = p_from_a - p_from_b;
const real_t t = (p_dir_b.x * v.y - p_dir_b.y * v.x) / denom;
r_result = p_from_a + t * p_dir_a;
return true;
}
GODOT_MSVC_WARNING_POP
static bool segment_intersects_segment(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b, Vector2 *r_result) {
Vector2 B = p_to_a - p_from_a;
Vector2 C = p_from_b - p_from_a;
Vector2 D = p_to_b - p_from_a;
real_t ABlen = B.dot(B);
if (ABlen <= 0) {
return false;
}
Vector2 Bn = B / ABlen;
C = Vector2(C.x * Bn.x + C.y * Bn.y, C.y * Bn.x - C.x * Bn.y);
D = Vector2(D.x * Bn.x + D.y * Bn.y, D.y * Bn.x - D.x * Bn.y);
// Fail if C x B and D x B have the same sign (segments don't intersect).
if ((C.y < (real_t)-CMP_EPSILON && D.y < (real_t)-CMP_EPSILON) || (C.y > (real_t)CMP_EPSILON && D.y > (real_t)CMP_EPSILON)) {
return false;
}
// Fail if segments are parallel or colinear.
// (when A x B == zero, i.e (C - D) x B == zero, i.e C x B == D x B)
if (Math::is_equal_approx(C.y, D.y)) {
return false;
}
real_t ABpos = D.x + (C.x - D.x) * D.y / (D.y - C.y);
// Fail if segment C-D crosses line A-B outside of segment A-B.
if ((ABpos < 0) || (ABpos > 1)) {
return false;
}
// Apply the discovered position to line A-B in the original coordinate system.
if (r_result) {
*r_result = p_from_a + B * ABpos;
}
return true;
}
static inline bool is_point_in_circle(const Vector2 &p_point, const Vector2 &p_circle_pos, real_t p_circle_radius) {
return p_point.distance_squared_to(p_circle_pos) <= p_circle_radius * p_circle_radius;
}
static real_t segment_intersects_circle(const Vector2 &p_from, const Vector2 &p_to, const Vector2 &p_circle_pos, real_t p_circle_radius) {
Vector2 line_vec = p_to - p_from;
Vector2 vec_to_line = p_from - p_circle_pos;
// Create a quadratic formula of the form ax^2 + bx + c = 0
real_t a, b, c;
a = line_vec.dot(line_vec);
b = 2 * vec_to_line.dot(line_vec);
c = vec_to_line.dot(vec_to_line) - p_circle_radius * p_circle_radius;
// Solve for t.
real_t sqrtterm = b * b - 4 * a * c;
// If the term we intend to square root is less than 0 then the answer won't be real,
// so it definitely won't be t in the range 0 to 1.
if (sqrtterm < 0) {
return -1;
}
// If we can assume that the line segment starts outside the circle (e.g. for continuous time collision detection)
// then the following can be skipped and we can just return the equivalent of res1.
sqrtterm = Math::sqrt(sqrtterm);
real_t res1 = (-b - sqrtterm) / (2 * a);
real_t res2 = (-b + sqrtterm) / (2 * a);
if (res1 >= 0 && res1 <= 1) {
return res1;
}
if (res2 >= 0 && res2 <= 1) {
return res2;
}
return -1;
}
static bool segment_intersects_rect(const Vector2 &p_from, const Vector2 &p_to, const Rect2 &p_rect) {
if (p_rect.has_point(p_from) || p_rect.has_point(p_to)) {
return true;
}
const Vector2 rect_points[4] = {
p_rect.position,
p_rect.position + Vector2(p_rect.size.x, 0),
p_rect.position + p_rect.size,
p_rect.position + Vector2(0, p_rect.size.y)
};
// Check if any of the rect's edges intersect the segment.
for (int i = 0; i < 4; i++) {
if (segment_intersects_segment(p_from, p_to, rect_points[i], rect_points[(i + 1) % 4], nullptr)) {
return true;
}
}
return false;
}
enum PolyBooleanOperation {
OPERATION_UNION,
OPERATION_DIFFERENCE,
OPERATION_INTERSECTION,
OPERATION_XOR
};
enum PolyJoinType {
JOIN_SQUARE,
JOIN_ROUND,
JOIN_MITER
};
enum PolyEndType {
END_POLYGON,
END_JOINED,
END_BUTT,
END_SQUARE,
END_ROUND
};
static Vector<Vector<Point2>> merge_polygons(const Vector<Point2> &p_polygon_a, const Vector<Point2> &p_polygon_b) {
return _polypaths_do_operation(OPERATION_UNION, p_polygon_a, p_polygon_b);
}
static Vector<Vector<Point2>> clip_polygons(const Vector<Point2> &p_polygon_a, const Vector<Point2> &p_polygon_b) {
return _polypaths_do_operation(OPERATION_DIFFERENCE, p_polygon_a, p_polygon_b);
}
static Vector<Vector<Point2>> intersect_polygons(const Vector<Point2> &p_polygon_a, const Vector<Point2> &p_polygon_b) {
return _polypaths_do_operation(OPERATION_INTERSECTION, p_polygon_a, p_polygon_b);
}
static Vector<Vector<Point2>> exclude_polygons(const Vector<Point2> &p_polygon_a, const Vector<Point2> &p_polygon_b) {
return _polypaths_do_operation(OPERATION_XOR, p_polygon_a, p_polygon_b);
}
static Vector<Vector<Point2>> clip_polyline_with_polygon(const Vector<Vector2> &p_polyline, const Vector<Vector2> &p_polygon) {
return _polypaths_do_operation(OPERATION_DIFFERENCE, p_polyline, p_polygon, true);
}
static Vector<Vector<Point2>> intersect_polyline_with_polygon(const Vector<Vector2> &p_polyline, const Vector<Vector2> &p_polygon) {
return _polypaths_do_operation(OPERATION_INTERSECTION, p_polyline, p_polygon, true);
}
static Vector<Vector<Point2>> offset_polygon(const Vector<Vector2> &p_polygon, real_t p_delta, PolyJoinType p_join_type) {
return _polypath_offset(p_polygon, p_delta, p_join_type, END_POLYGON);
}
static Vector<Vector<Point2>> offset_polyline(const Vector<Vector2> &p_polygon, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type) {
ERR_FAIL_COND_V_MSG(p_end_type == END_POLYGON, Vector<Vector<Point2>>(), "Attempt to offset a polyline like a polygon (use offset_polygon instead).");
return _polypath_offset(p_polygon, p_delta, p_join_type, p_end_type);
}
static Vector<int> triangulate_delaunay(const Vector<Vector2> &p_points) {
Vector<Delaunay2D::Triangle> tr = Delaunay2D::triangulate(p_points);
Vector<int> triangles;
triangles.resize(3 * tr.size());
int *ptr = triangles.ptrw();
for (int i = 0; i < tr.size(); i++) {
*ptr++ = tr[i].points[0];
*ptr++ = tr[i].points[1];
*ptr++ = tr[i].points[2];
}
return triangles;
}
static Vector<int> triangulate_polygon(const Vector<Vector2> &p_polygon) {
Vector<int> triangles;
if (!Triangulate::triangulate(p_polygon, triangles)) {
return Vector<int>(); //fail
}
return triangles;
}
// Assumes cartesian coordinate system with +x to the right, +y up.
// If using screen coordinates (+x to the right, +y down) the result will need to be flipped.
static bool is_polygon_clockwise(const Vector<Vector2> &p_polygon) {
int c = p_polygon.size();
if (c < 3) {
return false;
}
const Vector2 *p = p_polygon.ptr();
real_t sum = 0;
for (int i = 0; i < c; i++) {
const Vector2 &v1 = p[i];
const Vector2 &v2 = p[(i + 1) % c];
sum += (v2.x - v1.x) * (v2.y + v1.y);
}
return sum > 0.0f;
}
// Alternate implementation that should be faster.
static bool is_point_in_polygon(const Vector2 &p_point, const Vector<Vector2> &p_polygon) {
int c = p_polygon.size();
if (c < 3) {
return false;
}
const Vector2 *p = p_polygon.ptr();
Vector2 further_away(-1e20, -1e20);
Vector2 further_away_opposite(1e20, 1e20);
for (int i = 0; i < c; i++) {
further_away = further_away.max(p[i]);
further_away_opposite = further_away_opposite.min(p[i]);
}
// Make point outside that won't intersect with points in segment from p_point.
further_away += (further_away - further_away_opposite) * Vector2(1.221313, 1.512312);
int intersections = 0;
for (int i = 0; i < c; i++) {
const Vector2 &v1 = p[i];
const Vector2 &v2 = p[(i + 1) % c];
Vector2 res;
if (segment_intersects_segment(v1, v2, p_point, further_away, &res)) {
intersections++;
if (res.is_equal_approx(p_point)) {
// Point is in one of the polygon edges.
return true;
}
}
}
return (intersections & 1);
}
static bool is_segment_intersecting_polygon(const Vector2 &p_from, const Vector2 &p_to, const Vector<Vector2> &p_polygon) {
int c = p_polygon.size();
const Vector2 *p = p_polygon.ptr();
for (int i = 0; i < c; i++) {
const Vector2 &v1 = p[i];
const Vector2 &v2 = p[(i + 1) % c];
if (segment_intersects_segment(p_from, p_to, v1, v2, nullptr)) {
return true;
}
}
return false;
}
static real_t vec2_cross(const Point2 &O, const Point2 &A, const Point2 &B) {
return (real_t)(A.x - O.x) * (B.y - O.y) - (real_t)(A.y - O.y) * (B.x - O.x);
}
// Returns a list of points on the convex hull in counter-clockwise order.
// Note: the last point in the returned list is the same as the first one.
static Vector<Point2> convex_hull(Vector<Point2> P) {
int n = P.size(), k = 0;
Vector<Point2> H;
H.resize(2 * n);
// Sort points lexicographically.
P.sort();
// Build lower hull.
for (int i = 0; i < n; ++i) {
while (k >= 2 && vec2_cross(H[k - 2], H[k - 1], P[i]) <= 0) {
k--;
}
H.write[k++] = P[i];
}
// Build upper hull.
for (int i = n - 2, t = k + 1; i >= 0; i--) {
while (k >= t && vec2_cross(H[k - 2], H[k - 1], P[i]) <= 0) {
k--;
}
H.write[k++] = P[i];
}
H.resize(k);
return H;
}
static Vector<Point2i> bresenham_line(const Point2i &p_from, const Point2i &p_to) {
Vector<Point2i> points;
Vector2i delta = (p_to - p_from).abs() * 2;
Vector2i step = (p_to - p_from).sign();
Vector2i current = p_from;
if (delta.x > delta.y) {
int err = delta.x / 2;
for (; current.x != p_to.x; current.x += step.x) {
points.push_back(current);
err -= delta.y;
if (err < 0) {
current.y += step.y;
err += delta.x;
}
}
} else {
int err = delta.y / 2;
for (; current.y != p_to.y; current.y += step.y) {
points.push_back(current);
err -= delta.x;
if (err < 0) {
current.x += step.x;
err += delta.y;
}
}
}
points.push_back(current);
return points;
}
static void merge_many_polygons(const Vector<Vector<Point2>> &p_polygons, Vector<Vector<Vector2>> &r_out_polygons, Vector<Vector<Vector2>> &r_out_holes);
static Vector<Vector<Vector2>> decompose_many_polygons_in_convex(const Vector<Vector<Point2>> &p_polygons, const Vector<Vector<Point2>> &p_holes);
static Vector<Vector<Vector2>> decompose_polygon_in_convex(const Vector<Point2> &p_polygon);
static void make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_result, Size2i &r_size);
static Vector<Vector3i> partial_pack_rects(const Vector<Vector2i> &p_sizes, const Size2i &p_atlas_size);
private:
static Vector<Vector<Point2>> _polypaths_do_operation(PolyBooleanOperation p_op, const Vector<Point2> &p_polypath_a, const Vector<Point2> &p_polypath_b, bool is_a_open = false);
static Vector<Vector<Point2>> _polypath_offset(const Vector<Point2> &p_polypath, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type);
};

987
core/math/geometry_3d.cpp Normal file
View File

@@ -0,0 +1,987 @@
/**************************************************************************/
/* geometry_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "geometry_3d.h"
#include "core/templates/hash_map.h"
void Geometry3D::get_closest_points_between_segments(const Vector3 &p_p0, const Vector3 &p_p1, const Vector3 &p_q0, const Vector3 &p_q1, Vector3 &r_ps, Vector3 &r_qt) {
// Based on David Eberly's Computation of Distance Between Line Segments algorithm.
Vector3 p = p_p1 - p_p0;
Vector3 q = p_q1 - p_q0;
Vector3 r = p_p0 - p_q0;
real_t a = p.dot(p);
real_t b = p.dot(q);
real_t c = q.dot(q);
real_t d = p.dot(r);
real_t e = q.dot(r);
real_t s = 0.0f;
real_t t = 0.0f;
real_t det = a * c - b * b;
if (det > CMP_EPSILON) {
// Non-parallel segments
real_t bte = b * e;
real_t ctd = c * d;
if (bte <= ctd) {
// s <= 0.0f
if (e <= 0.0f) {
// t <= 0.0f
s = (-d >= a ? 1 : (-d > 0.0f ? -d / a : 0.0f));
t = 0.0f;
} else if (e < c) {
// 0.0f < t < 1
s = 0.0f;
t = e / c;
} else {
// t >= 1
s = (b - d >= a ? 1 : (b - d > 0.0f ? (b - d) / a : 0.0f));
t = 1;
}
} else {
// s > 0.0f
s = bte - ctd;
if (s >= det) {
// s >= 1
if (b + e <= 0.0f) {
// t <= 0.0f
s = (-d <= 0.0f ? 0.0f : (-d < a ? -d / a : 1));
t = 0.0f;
} else if (b + e < c) {
// 0.0f < t < 1
s = 1;
t = (b + e) / c;
} else {
// t >= 1
s = (b - d <= 0.0f ? 0.0f : (b - d < a ? (b - d) / a : 1));
t = 1;
}
} else {
// 0.0f < s < 1
real_t ate = a * e;
real_t btd = b * d;
if (ate <= btd) {
// t <= 0.0f
s = (-d <= 0.0f ? 0.0f : (-d >= a ? 1 : -d / a));
t = 0.0f;
} else {
// t > 0.0f
t = ate - btd;
if (t >= det) {
// t >= 1
s = (b - d <= 0.0f ? 0.0f : (b - d >= a ? 1 : (b - d) / a));
t = 1;
} else {
// 0.0f < t < 1
s /= det;
t /= det;
}
}
}
}
} else {
// Parallel segments
if (e <= 0.0f) {
s = (-d <= 0.0f ? 0.0f : (-d >= a ? 1 : -d / a));
t = 0.0f;
} else if (e >= c) {
s = (b - d <= 0.0f ? 0.0f : (b - d >= a ? 1 : (b - d) / a));
t = 1;
} else {
s = 0.0f;
t = e / c;
}
}
r_ps = (1 - s) * p_p0 + s * p_p1;
r_qt = (1 - t) * p_q0 + t * p_q1;
}
real_t Geometry3D::get_closest_distance_between_segments(const Vector3 &p_p0, const Vector3 &p_p1, const Vector3 &p_q0, const Vector3 &p_q1) {
Vector3 ps;
Vector3 qt;
get_closest_points_between_segments(p_p0, p_p1, p_q0, p_q1, ps, qt);
Vector3 st = qt - ps;
return st.length();
}
void Geometry3D::MeshData::optimize_vertices() {
HashMap<int, int> vtx_remap;
for (MeshData::Face &face : faces) {
for (int &index : face.indices) {
if (!vtx_remap.has(index)) {
int ni = vtx_remap.size();
vtx_remap[index] = ni;
}
index = vtx_remap[index];
}
}
for (MeshData::Edge &edge : edges) {
int a = edge.vertex_a;
int b = edge.vertex_b;
if (!vtx_remap.has(a)) {
int ni = vtx_remap.size();
vtx_remap[a] = ni;
}
if (!vtx_remap.has(b)) {
int ni = vtx_remap.size();
vtx_remap[b] = ni;
}
edge.vertex_a = vtx_remap[a];
edge.vertex_b = vtx_remap[b];
}
LocalVector<Vector3> new_vertices;
new_vertices.resize(vtx_remap.size());
for (uint32_t i = 0; i < vertices.size(); i++) {
if (vtx_remap.has(i)) {
new_vertices[vtx_remap[i]] = vertices[i];
}
}
vertices = new_vertices;
}
struct _FaceClassify {
struct _Link {
int face = -1;
int edge = -1;
void clear() {
face = -1;
edge = -1;
}
_Link() {}
};
bool valid = false;
int group = -1;
_Link links[3];
Face3 face;
_FaceClassify() {}
};
/*** GEOMETRY WRAPPER ***/
enum _CellFlags {
_CELL_SOLID = 1,
_CELL_EXTERIOR = 2,
_CELL_STEP_MASK = 0x1C,
_CELL_STEP_NONE = 0 << 2,
_CELL_STEP_Y_POS = 1 << 2,
_CELL_STEP_Y_NEG = 2 << 2,
_CELL_STEP_X_POS = 3 << 2,
_CELL_STEP_X_NEG = 4 << 2,
_CELL_STEP_Z_POS = 5 << 2,
_CELL_STEP_Z_NEG = 6 << 2,
_CELL_STEP_DONE = 7 << 2,
_CELL_PREV_MASK = 0xE0,
_CELL_PREV_NONE = 0 << 5,
_CELL_PREV_Y_POS = 1 << 5,
_CELL_PREV_Y_NEG = 2 << 5,
_CELL_PREV_X_POS = 3 << 5,
_CELL_PREV_X_NEG = 4 << 5,
_CELL_PREV_Z_POS = 5 << 5,
_CELL_PREV_Z_NEG = 6 << 5,
_CELL_PREV_FIRST = 7 << 5,
};
static inline void _plot_face(uint8_t ***p_cell_status, int x, int y, int z, int len_x, int len_y, int len_z, const Vector3 &voxelsize, const Face3 &p_face) {
AABB aabb(Vector3(x, y, z), Vector3(len_x, len_y, len_z));
aabb.position = aabb.position * voxelsize;
aabb.size = aabb.size * voxelsize;
if (!p_face.intersects_aabb(aabb)) {
return;
}
if (len_x == 1 && len_y == 1 && len_z == 1) {
p_cell_status[x][y][z] = _CELL_SOLID;
return;
}
int div_x = len_x > 1 ? 2 : 1;
int div_y = len_y > 1 ? 2 : 1;
int div_z = len_z > 1 ? 2 : 1;
#define SPLIT_DIV(m_i, m_div, m_v, m_len_v, m_new_v, m_new_len_v) \
if (m_div == 1) { \
m_new_v = m_v; \
m_new_len_v = 1; \
} else if (m_i == 0) { \
m_new_v = m_v; \
m_new_len_v = m_len_v / 2; \
} else { \
m_new_v = m_v + m_len_v / 2; \
m_new_len_v = m_len_v - m_len_v / 2; \
}
int new_x;
int new_len_x;
int new_y;
int new_len_y;
int new_z;
int new_len_z;
for (int i = 0; i < div_x; i++) {
SPLIT_DIV(i, div_x, x, len_x, new_x, new_len_x);
for (int j = 0; j < div_y; j++) {
SPLIT_DIV(j, div_y, y, len_y, new_y, new_len_y);
for (int k = 0; k < div_z; k++) {
SPLIT_DIV(k, div_z, z, len_z, new_z, new_len_z);
_plot_face(p_cell_status, new_x, new_y, new_z, new_len_x, new_len_y, new_len_z, voxelsize, p_face);
}
}
}
#undef SPLIT_DIV
}
static inline void _mark_outside(uint8_t ***p_cell_status, int x, int y, int z, int len_x, int len_y, int len_z) {
if (p_cell_status[x][y][z] & 3) {
return; // Nothing to do, already used and/or visited.
}
p_cell_status[x][y][z] = _CELL_PREV_FIRST;
while (true) {
uint8_t &c = p_cell_status[x][y][z];
if ((c & _CELL_STEP_MASK) == _CELL_STEP_NONE) {
// Haven't been in here, mark as outside.
p_cell_status[x][y][z] |= _CELL_EXTERIOR;
}
if ((c & _CELL_STEP_MASK) != _CELL_STEP_DONE) {
// If not done, increase step.
c += 1 << 2;
}
if ((c & _CELL_STEP_MASK) == _CELL_STEP_DONE) {
// Go back.
switch (c & _CELL_PREV_MASK) {
case _CELL_PREV_FIRST: {
return;
} break;
case _CELL_PREV_Y_POS: {
y++;
ERR_FAIL_COND(y >= len_y);
} break;
case _CELL_PREV_Y_NEG: {
y--;
ERR_FAIL_COND(y < 0);
} break;
case _CELL_PREV_X_POS: {
x++;
ERR_FAIL_COND(x >= len_x);
} break;
case _CELL_PREV_X_NEG: {
x--;
ERR_FAIL_COND(x < 0);
} break;
case _CELL_PREV_Z_POS: {
z++;
ERR_FAIL_COND(z >= len_z);
} break;
case _CELL_PREV_Z_NEG: {
z--;
ERR_FAIL_COND(z < 0);
} break;
default: {
ERR_FAIL();
}
}
continue;
}
int next_x = x, next_y = y, next_z = z;
uint8_t prev = 0;
switch (c & _CELL_STEP_MASK) {
case _CELL_STEP_Y_POS: {
next_y++;
prev = _CELL_PREV_Y_NEG;
} break;
case _CELL_STEP_Y_NEG: {
next_y--;
prev = _CELL_PREV_Y_POS;
} break;
case _CELL_STEP_X_POS: {
next_x++;
prev = _CELL_PREV_X_NEG;
} break;
case _CELL_STEP_X_NEG: {
next_x--;
prev = _CELL_PREV_X_POS;
} break;
case _CELL_STEP_Z_POS: {
next_z++;
prev = _CELL_PREV_Z_NEG;
} break;
case _CELL_STEP_Z_NEG: {
next_z--;
prev = _CELL_PREV_Z_POS;
} break;
default:
ERR_FAIL();
}
if (next_x < 0 || next_x >= len_x) {
continue;
}
if (next_y < 0 || next_y >= len_y) {
continue;
}
if (next_z < 0 || next_z >= len_z) {
continue;
}
if (p_cell_status[next_x][next_y][next_z] & 3) {
continue;
}
x = next_x;
y = next_y;
z = next_z;
p_cell_status[x][y][z] |= prev;
}
}
static inline void _build_faces(uint8_t ***p_cell_status, int x, int y, int z, int len_x, int len_y, int len_z, Vector<Face3> &p_faces) {
ERR_FAIL_INDEX(x, len_x);
ERR_FAIL_INDEX(y, len_y);
ERR_FAIL_INDEX(z, len_z);
if (p_cell_status[x][y][z] & _CELL_EXTERIOR) {
return;
}
#define vert(m_idx) Vector3(((m_idx) & 4) >> 2, ((m_idx) & 2) >> 1, (m_idx) & 1)
static const uint8_t indices[6][4] = {
{ 7, 6, 4, 5 },
{ 7, 3, 2, 6 },
{ 7, 5, 1, 3 },
{ 0, 2, 3, 1 },
{ 0, 1, 5, 4 },
{ 0, 4, 6, 2 },
};
for (int i = 0; i < 6; i++) {
Vector3 face_points[4];
int disp_x = x + ((i % 3) == 0 ? ((i < 3) ? 1 : -1) : 0);
int disp_y = y + (((i - 1) % 3) == 0 ? ((i < 3) ? 1 : -1) : 0);
int disp_z = z + (((i - 2) % 3) == 0 ? ((i < 3) ? 1 : -1) : 0);
bool plot = false;
if (disp_x < 0 || disp_x >= len_x) {
plot = true;
}
if (disp_y < 0 || disp_y >= len_y) {
plot = true;
}
if (disp_z < 0 || disp_z >= len_z) {
plot = true;
}
if (!plot && (p_cell_status[disp_x][disp_y][disp_z] & _CELL_EXTERIOR)) {
plot = true;
}
if (!plot) {
continue;
}
for (int j = 0; j < 4; j++) {
face_points[j] = vert(indices[i][j]) + Vector3(x, y, z);
}
p_faces.push_back(
Face3(
face_points[0],
face_points[1],
face_points[2]));
p_faces.push_back(
Face3(
face_points[2],
face_points[3],
face_points[0]));
}
}
Vector<Face3> Geometry3D::wrap_geometry(const Vector<Face3> &p_array, real_t *p_error) {
int face_count = p_array.size();
const Face3 *faces = p_array.ptr();
constexpr double min_size = 1.0;
constexpr int max_length = 20;
AABB global_aabb;
for (int i = 0; i < face_count; i++) {
if (i == 0) {
global_aabb = faces[i].get_aabb();
} else {
global_aabb.merge_with(faces[i].get_aabb());
}
}
global_aabb.grow_by(0.01f); // Avoid numerical error.
// Determine amount of cells in grid axis.
int div_x, div_y, div_z;
if (global_aabb.size.x / min_size < max_length) {
div_x = (int)(global_aabb.size.x / min_size) + 1;
} else {
div_x = max_length;
}
if (global_aabb.size.y / min_size < max_length) {
div_y = (int)(global_aabb.size.y / min_size) + 1;
} else {
div_y = max_length;
}
if (global_aabb.size.z / min_size < max_length) {
div_z = (int)(global_aabb.size.z / min_size) + 1;
} else {
div_z = max_length;
}
Vector3 voxelsize = global_aabb.size;
voxelsize.x /= div_x;
voxelsize.y /= div_y;
voxelsize.z /= div_z;
// Create and initialize cells to zero.
uint8_t ***cell_status = memnew_arr(uint8_t **, div_x);
for (int i = 0; i < div_x; i++) {
cell_status[i] = memnew_arr(uint8_t *, div_y);
for (int j = 0; j < div_y; j++) {
cell_status[i][j] = memnew_arr(uint8_t, div_z);
for (int k = 0; k < div_z; k++) {
cell_status[i][j][k] = 0;
}
}
}
// Plot faces into cells.
for (int i = 0; i < face_count; i++) {
Face3 f = faces[i];
for (int j = 0; j < 3; j++) {
f.vertex[j] -= global_aabb.position;
}
_plot_face(cell_status, 0, 0, 0, div_x, div_y, div_z, voxelsize, f);
}
// Determine which cells connect to the outside by traversing the outside and recursively flood-fill marking.
for (int i = 0; i < div_x; i++) {
for (int j = 0; j < div_y; j++) {
_mark_outside(cell_status, i, j, 0, div_x, div_y, div_z);
_mark_outside(cell_status, i, j, div_z - 1, div_x, div_y, div_z);
}
}
for (int i = 0; i < div_z; i++) {
for (int j = 0; j < div_y; j++) {
_mark_outside(cell_status, 0, j, i, div_x, div_y, div_z);
_mark_outside(cell_status, div_x - 1, j, i, div_x, div_y, div_z);
}
}
for (int i = 0; i < div_x; i++) {
for (int j = 0; j < div_z; j++) {
_mark_outside(cell_status, i, 0, j, div_x, div_y, div_z);
_mark_outside(cell_status, i, div_y - 1, j, div_x, div_y, div_z);
}
}
// Build faces for the inside-outside cell divisors.
Vector<Face3> wrapped_faces;
for (int i = 0; i < div_x; i++) {
for (int j = 0; j < div_y; j++) {
for (int k = 0; k < div_z; k++) {
_build_faces(cell_status, i, j, k, div_x, div_y, div_z, wrapped_faces);
}
}
}
// Transform face vertices to global coords.
int wrapped_faces_count = wrapped_faces.size();
Face3 *wrapped_faces_ptr = wrapped_faces.ptrw();
for (int i = 0; i < wrapped_faces_count; i++) {
for (int j = 0; j < 3; j++) {
Vector3 &v = wrapped_faces_ptr[i].vertex[j];
v = v * voxelsize;
v += global_aabb.position;
}
}
// clean up grid
for (int i = 0; i < div_x; i++) {
for (int j = 0; j < div_y; j++) {
memdelete_arr(cell_status[i][j]);
}
memdelete_arr(cell_status[i]);
}
memdelete_arr(cell_status);
if (p_error) {
*p_error = voxelsize.length();
}
return wrapped_faces;
}
Geometry3D::MeshData Geometry3D::build_convex_mesh(const Vector<Plane> &p_planes) {
MeshData mesh;
#define SUBPLANE_SIZE 1024.0
real_t subplane_size = 1024.0; // Should compute this from the actual plane.
for (int i = 0; i < p_planes.size(); i++) {
Plane p = p_planes[i];
Vector3 ref = Vector3(0.0, 1.0, 0.0);
if (Math::abs(p.normal.dot(ref)) > 0.95f) {
ref = Vector3(0.0, 0.0, 1.0); // Change axis.
}
Vector3 right = p.normal.cross(ref).normalized();
Vector3 up = p.normal.cross(right).normalized();
Vector3 center = p.get_center();
// make a quad clockwise
LocalVector<Vector3> vertices = {
center - up * subplane_size + right * subplane_size,
center - up * subplane_size - right * subplane_size,
center + up * subplane_size - right * subplane_size,
center + up * subplane_size + right * subplane_size
};
for (int j = 0; j < p_planes.size(); j++) {
if (j == i) {
continue;
}
LocalVector<Vector3> new_vertices;
Plane clip = p_planes[j];
if (clip.normal.dot(p.normal) > 0.95f) {
continue;
}
if (vertices.size() < 3) {
break;
}
for (uint32_t k = 0; k < vertices.size(); k++) {
int k_n = (k + 1) % vertices.size();
Vector3 edge0_A = vertices[k];
Vector3 edge1_A = vertices[k_n];
real_t dist0 = clip.distance_to(edge0_A);
real_t dist1 = clip.distance_to(edge1_A);
if (dist0 <= 0) { // Behind plane.
new_vertices.push_back(vertices[k]);
}
// Check for different sides and non coplanar.
if ((dist0 * dist1) < 0) {
// Calculate intersection.
Vector3 rel = edge1_A - edge0_A;
real_t den = clip.normal.dot(rel);
if (Math::is_zero_approx(den)) {
continue; // Point too short.
}
real_t dist = -(clip.normal.dot(edge0_A) - clip.d) / den;
Vector3 inters = edge0_A + rel * dist;
new_vertices.push_back(inters);
}
}
vertices = new_vertices;
}
if (vertices.size() < 3) {
continue;
}
// Result is a clockwise face.
MeshData::Face face;
// Add face indices.
for (const Vector3 &vertex : vertices) {
int idx = -1;
for (uint32_t k = 0; k < mesh.vertices.size(); k++) {
if (mesh.vertices[k].distance_to(vertex) < 0.001f) {
idx = k;
break;
}
}
if (idx == -1) {
idx = mesh.vertices.size();
mesh.vertices.push_back(vertex);
}
face.indices.push_back(idx);
}
face.plane = p;
mesh.faces.push_back(face);
// Add edge.
for (uint32_t j = 0; j < face.indices.size(); j++) {
int a = face.indices[j];
int b = face.indices[(j + 1) % face.indices.size()];
bool found = false;
int found_idx = -1;
for (uint32_t k = 0; k < mesh.edges.size(); k++) {
if (mesh.edges[k].vertex_a == a && mesh.edges[k].vertex_b == b) {
found = true;
found_idx = k;
break;
}
if (mesh.edges[k].vertex_b == a && mesh.edges[k].vertex_a == b) {
found = true;
found_idx = k;
break;
}
}
if (found) {
mesh.edges[found_idx].face_b = j;
continue;
}
MeshData::Edge edge;
edge.vertex_a = a;
edge.vertex_b = b;
edge.face_a = j;
edge.face_b = -1;
mesh.edges.push_back(edge);
}
}
return mesh;
}
Vector<Plane> Geometry3D::build_box_planes(const Vector3 &p_extents) {
Vector<Plane> planes = {
Plane(Vector3(1, 0, 0), p_extents.x),
Plane(Vector3(-1, 0, 0), p_extents.x),
Plane(Vector3(0, 1, 0), p_extents.y),
Plane(Vector3(0, -1, 0), p_extents.y),
Plane(Vector3(0, 0, 1), p_extents.z),
Plane(Vector3(0, 0, -1), p_extents.z)
};
return planes;
}
Vector<Plane> Geometry3D::build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis) {
ERR_FAIL_INDEX_V(p_axis, 3, Vector<Plane>());
Vector<Plane> planes;
const double sides_step = Math::TAU / p_sides;
for (int i = 0; i < p_sides; i++) {
Vector3 normal;
normal[(p_axis + 1) % 3] = Math::cos(i * sides_step);
normal[(p_axis + 2) % 3] = Math::sin(i * sides_step);
planes.push_back(Plane(normal, p_radius));
}
Vector3 axis;
axis[p_axis] = 1.0;
planes.push_back(Plane(axis, p_height * 0.5f));
planes.push_back(Plane(-axis, p_height * 0.5f));
return planes;
}
Vector<Plane> Geometry3D::build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis) {
ERR_FAIL_INDEX_V(p_axis, 3, Vector<Plane>());
Vector<Plane> planes;
Vector3 axis;
axis[p_axis] = 1.0;
Vector3 axis_neg;
axis_neg[(p_axis + 1) % 3] = 1.0;
axis_neg[(p_axis + 2) % 3] = 1.0;
axis_neg[p_axis] = -1.0;
const double lon_step = Math::TAU / p_lons;
for (int i = 0; i < p_lons; i++) {
Vector3 normal;
normal[(p_axis + 1) % 3] = Math::cos(i * lon_step);
normal[(p_axis + 2) % 3] = Math::sin(i * lon_step);
planes.push_back(Plane(normal, p_radius));
for (int j = 1; j <= p_lats; j++) {
Vector3 plane_normal = normal.lerp(axis, j / (real_t)p_lats).normalized();
planes.push_back(Plane(plane_normal, p_radius));
planes.push_back(Plane(plane_normal * axis_neg, p_radius));
}
}
return planes;
}
Vector<Plane> Geometry3D::build_capsule_planes(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis) {
ERR_FAIL_INDEX_V(p_axis, 3, Vector<Plane>());
Vector<Plane> planes;
Vector3 axis;
axis[p_axis] = 1.0;
Vector3 axis_neg;
axis_neg[(p_axis + 1) % 3] = 1.0;
axis_neg[(p_axis + 2) % 3] = 1.0;
axis_neg[p_axis] = -1.0;
const double sides_step = Math::TAU / p_sides;
for (int i = 0; i < p_sides; i++) {
Vector3 normal;
normal[(p_axis + 1) % 3] = Math::cos(i * sides_step);
normal[(p_axis + 2) % 3] = Math::sin(i * sides_step);
planes.push_back(Plane(normal, p_radius));
for (int j = 1; j <= p_lats; j++) {
Vector3 plane_normal = normal.lerp(axis, j / (real_t)p_lats).normalized();
Vector3 position = axis * p_height * 0.5f + plane_normal * p_radius;
planes.push_back(Plane(plane_normal, position));
planes.push_back(Plane(plane_normal * axis_neg, position * axis_neg));
}
}
return planes;
}
Vector<Vector3> Geometry3D::compute_convex_mesh_points(const Plane *p_planes, int p_plane_count) {
Vector<Vector3> points;
// Iterate through every unique combination of any three planes.
for (int i = p_plane_count - 1; i >= 0; i--) {
for (int j = i - 1; j >= 0; j--) {
for (int k = j - 1; k >= 0; k--) {
// Find the point where these planes all cross over (if they
// do at all).
Vector3 convex_shape_point;
if (p_planes[i].intersect_3(p_planes[j], p_planes[k], &convex_shape_point)) {
// See if any *other* plane excludes this point because it's
// on the wrong side.
bool excluded = false;
for (int n = 0; n < p_plane_count; n++) {
if (n != i && n != j && n != k) {
real_t dp = p_planes[n].normal.dot(convex_shape_point);
if (dp - p_planes[n].d > (real_t)CMP_EPSILON) {
excluded = true;
break;
}
}
}
// Only add the point if it passed all tests.
if (!excluded) {
points.push_back(convex_shape_point);
}
}
}
}
}
return points;
}
#define square(m_s) ((m_s) * (m_s))
#define BIG_VAL 1e20
/* dt of 1d function using squared distance */
static void edt(float *f, int stride, int n) {
float *d = (float *)alloca(sizeof(float) * n + sizeof(int) * n + sizeof(float) * (n + 1));
int *v = reinterpret_cast<int *>(&(d[n]));
float *z = reinterpret_cast<float *>(&v[n]);
int k = 0;
v[0] = 0;
z[0] = -BIG_VAL;
z[1] = +BIG_VAL;
for (int q = 1; q <= n - 1; q++) {
float s = ((f[q * stride] + square(q)) - (f[v[k] * stride] + square(v[k]))) / (2 * q - 2 * v[k]);
while (s <= z[k]) {
k--;
s = ((f[q * stride] + square(q)) - (f[v[k] * stride] + square(v[k]))) / (2 * q - 2 * v[k]);
}
k++;
v[k] = q;
z[k] = s;
z[k + 1] = +BIG_VAL;
}
k = 0;
for (int q = 0; q <= n - 1; q++) {
while (z[k + 1] < q) {
k++;
}
d[q] = square(q - v[k]) + f[v[k] * stride];
}
for (int i = 0; i < n; i++) {
f[i * stride] = d[i];
}
}
#undef square
Vector<uint32_t> Geometry3D::generate_edf(const Vector<bool> &p_voxels, const Vector3i &p_size, bool p_negative) {
uint32_t float_count = p_size.x * p_size.y * p_size.z;
ERR_FAIL_COND_V((uint32_t)p_voxels.size() != float_count, Vector<uint32_t>());
float *work_memory = memnew_arr(float, float_count);
for (uint32_t i = 0; i < float_count; i++) {
work_memory[i] = BIG_VAL;
}
uint32_t y_mult = p_size.x;
uint32_t z_mult = y_mult * p_size.y;
//plot solid cells
{
const bool *voxr = p_voxels.ptr();
for (uint32_t i = 0; i < float_count; i++) {
bool plot = voxr[i];
if (p_negative) {
plot = !plot;
}
if (plot) {
work_memory[i] = 0;
}
}
}
//process in each direction
//xy->z
for (int i = 0; i < p_size.x; i++) {
for (int j = 0; j < p_size.y; j++) {
edt(&work_memory[i + j * y_mult], z_mult, p_size.z);
}
}
//xz->y
for (int i = 0; i < p_size.x; i++) {
for (int j = 0; j < p_size.z; j++) {
edt(&work_memory[i + j * z_mult], y_mult, p_size.y);
}
}
//yz->x
for (int i = 0; i < p_size.y; i++) {
for (int j = 0; j < p_size.z; j++) {
edt(&work_memory[i * y_mult + j * z_mult], 1, p_size.x);
}
}
Vector<uint32_t> ret;
ret.resize(float_count);
{
uint32_t *w = ret.ptrw();
for (uint32_t i = 0; i < float_count; i++) {
w[i] = uint32_t(Math::sqrt(work_memory[i]));
}
}
memdelete_arr(work_memory);
return ret;
}
#undef BIG_VAL
Vector<int8_t> Geometry3D::generate_sdf8(const Vector<uint32_t> &p_positive, const Vector<uint32_t> &p_negative) {
ERR_FAIL_COND_V(p_positive.size() != p_negative.size(), Vector<int8_t>());
Vector<int8_t> sdf8;
int s = p_positive.size();
sdf8.resize(s);
const uint32_t *rpos = p_positive.ptr();
const uint32_t *rneg = p_negative.ptr();
int8_t *wsdf = sdf8.ptrw();
for (int i = 0; i < s; i++) {
int32_t diff = int32_t(rpos[i]) - int32_t(rneg[i]);
wsdf[i] = CLAMP(diff, -128, 127);
}
return sdf8;
}

858
core/math/geometry_3d.h Normal file
View File

@@ -0,0 +1,858 @@
/**************************************************************************/
/* geometry_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/delaunay_3d.h"
#include "core/math/face3.h"
#include "core/templates/local_vector.h"
#include "core/templates/vector.h"
class Geometry3D {
public:
static void get_closest_points_between_segments(const Vector3 &p_p0, const Vector3 &p_p1, const Vector3 &p_q0, const Vector3 &p_q1, Vector3 &r_ps, Vector3 &r_qt);
static real_t get_closest_distance_between_segments(const Vector3 &p_p0, const Vector3 &p_p1, const Vector3 &p_q0, const Vector3 &p_q1);
static inline bool ray_intersects_triangle(const Vector3 &p_from, const Vector3 &p_dir, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2, Vector3 *r_res = nullptr) {
Vector3 e1 = p_v1 - p_v0;
Vector3 e2 = p_v2 - p_v0;
Vector3 h = p_dir.cross(e2);
real_t a = e1.dot(h);
if (Math::is_zero_approx(a)) { // Parallel test.
return false;
}
real_t f = 1.0f / a;
Vector3 s = p_from - p_v0;
real_t u = f * s.dot(h);
if ((u < 0.0f) || (u > 1.0f)) {
return false;
}
Vector3 q = s.cross(e1);
real_t v = f * p_dir.dot(q);
if ((v < 0.0f) || (u + v > 1.0f)) {
return false;
}
// At this stage we can compute t to find out where
// the intersection point is on the line.
real_t t = f * e2.dot(q);
if (t > 0.00001f) { // ray intersection
if (r_res) {
*r_res = p_from + p_dir * t;
}
return true;
} else { // This means that there is a line intersection but not a ray intersection.
return false;
}
}
static inline bool segment_intersects_triangle(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_v0, const Vector3 &p_v1, const Vector3 &p_v2, Vector3 *r_res = nullptr) {
Vector3 rel = p_to - p_from;
Vector3 e1 = p_v1 - p_v0;
Vector3 e2 = p_v2 - p_v0;
Vector3 h = rel.cross(e2);
real_t a = e1.dot(h);
if (Math::is_zero_approx(a)) { // Parallel test.
return false;
}
real_t f = 1.0f / a;
Vector3 s = p_from - p_v0;
real_t u = f * s.dot(h);
if ((u < 0.0f) || (u > 1.0f)) {
return false;
}
Vector3 q = s.cross(e1);
real_t v = f * rel.dot(q);
if ((v < 0.0f) || (u + v > 1.0f)) {
return false;
}
// At this stage we can compute t to find out where
// the intersection point is on the line.
real_t t = f * e2.dot(q);
if (t > (real_t)CMP_EPSILON && t <= 1.0f) { // Ray intersection.
if (r_res) {
*r_res = p_from + rel * t;
}
return true;
} else { // This means that there is a line intersection but not a ray intersection.
return false;
}
}
static inline bool segment_intersects_sphere(const Vector3 &p_from, const Vector3 &p_to, const Vector3 &p_sphere_pos, real_t p_sphere_radius, Vector3 *r_res = nullptr, Vector3 *r_norm = nullptr) {
Vector3 sphere_pos = p_sphere_pos - p_from;
Vector3 rel = (p_to - p_from);
real_t rel_l = rel.length();
if (rel_l < (real_t)CMP_EPSILON) {
return false; // Both points are the same.
}
Vector3 normal = rel / rel_l;
real_t sphere_d = normal.dot(sphere_pos);
real_t ray_distance = sphere_pos.distance_to(normal * sphere_d);
if (ray_distance >= p_sphere_radius) {
return false;
}
real_t inters_d2 = p_sphere_radius * p_sphere_radius - ray_distance * ray_distance;
real_t inters_d = sphere_d;
if (inters_d2 >= (real_t)CMP_EPSILON) {
inters_d -= Math::sqrt(inters_d2);
}
// Check in segment.
if (inters_d < 0 || inters_d > rel_l) {
return false;
}
Vector3 result = p_from + normal * inters_d;
if (r_res) {
*r_res = result;
}
if (r_norm) {
*r_norm = (result - p_sphere_pos).normalized();
}
return true;
}
static inline bool segment_intersects_cylinder(const Vector3 &p_from, const Vector3 &p_to, real_t p_height, real_t p_radius, Vector3 *r_res = nullptr, Vector3 *r_norm = nullptr, int p_cylinder_axis = 2) {
Vector3 rel = (p_to - p_from);
real_t rel_l = rel.length();
if (rel_l < (real_t)CMP_EPSILON) {
return false; // Both points are the same.
}
ERR_FAIL_COND_V(p_cylinder_axis < 0, false);
ERR_FAIL_COND_V(p_cylinder_axis > 2, false);
Vector3 cylinder_axis;
cylinder_axis[p_cylinder_axis] = 1.0f;
// First check if they are parallel.
Vector3 normal = (rel / rel_l);
Vector3 crs = normal.cross(cylinder_axis);
real_t crs_l = crs.length();
Vector3 axis_dir;
if (crs_l < (real_t)CMP_EPSILON) {
Vector3 side_axis;
side_axis[(p_cylinder_axis + 1) % 3] = 1.0f; // Any side axis OK.
axis_dir = side_axis;
} else {
axis_dir = crs / crs_l;
}
real_t dist = axis_dir.dot(p_from);
if (dist >= p_radius) {
return false; // Too far away.
}
// Convert to 2D.
real_t w2 = p_radius * p_radius - dist * dist;
if (w2 < (real_t)CMP_EPSILON) {
return false; // Avoid numerical error.
}
Size2 size(Math::sqrt(w2), p_height * 0.5f);
Vector3 side_dir = axis_dir.cross(cylinder_axis).normalized();
Vector2 from2D(side_dir.dot(p_from), p_from[p_cylinder_axis]);
Vector2 to2D(side_dir.dot(p_to), p_to[p_cylinder_axis]);
real_t min = 0, max = 1;
int axis = -1;
for (int i = 0; i < 2; i++) {
real_t seg_from = from2D[i];
real_t seg_to = to2D[i];
real_t box_begin = -size[i];
real_t box_end = size[i];
real_t cmin, cmax;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin) {
return false;
}
real_t length = seg_to - seg_from;
cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
} else {
if (seg_to > box_end || seg_from < box_begin) {
return false;
}
real_t length = seg_to - seg_from;
cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
}
if (cmin > min) {
min = cmin;
axis = i;
}
if (cmax < max) {
max = cmax;
}
if (max < min) {
return false;
}
}
// Convert to 3D again.
Vector3 result = p_from + (rel * min);
Vector3 res_normal = result;
if (axis == 0) {
res_normal[p_cylinder_axis] = 0;
} else {
int axis_side = (p_cylinder_axis + 1) % 3;
res_normal[axis_side] = 0;
axis_side = (axis_side + 1) % 3;
res_normal[axis_side] = 0;
}
res_normal.normalize();
if (r_res) {
*r_res = result;
}
if (r_norm) {
*r_norm = res_normal;
}
return true;
}
static bool segment_intersects_convex(const Vector3 &p_from, const Vector3 &p_to, const Plane *p_planes, int p_plane_count, Vector3 *r_res, Vector3 *r_norm) {
real_t min = -1e20, max = 1e20;
Vector3 rel = p_to - p_from;
real_t rel_l = rel.length();
if (rel_l < (real_t)CMP_EPSILON) {
return false;
}
Vector3 dir = rel / rel_l;
int min_index = -1;
for (int i = 0; i < p_plane_count; i++) {
const Plane &p = p_planes[i];
real_t den = p.normal.dot(dir);
if (Math::abs(den) <= (real_t)CMP_EPSILON) {
continue; // Ignore parallel plane.
}
real_t dist = -p.distance_to(p_from) / den;
if (den > 0) {
// Backwards facing plane.
if (dist < max) {
max = dist;
}
} else {
// Front facing plane.
if (dist > min) {
min = dist;
min_index = i;
}
}
}
if (max <= min || min < 0 || min > rel_l || min_index == -1) { // Exit conditions.
return false; // No intersection.
}
if (r_res) {
*r_res = p_from + dir * min;
}
if (r_norm) {
*r_norm = p_planes[min_index].normal;
}
return true;
}
#ifndef DISABLE_DEPRECATED
static Vector3 get_closest_point_to_segment(const Vector3 &p_point, const Vector3 *p_segment) {
return get_closest_point_to_segment(p_point, p_segment[0], p_segment[1]);
}
#endif // DISABLE_DEPRECATED
static Vector3 get_closest_point_to_segment(const Vector3 &p_point, const Vector3 &p_segment_a, const Vector3 &p_segment_b) {
Vector3 p = p_point - p_segment_a;
Vector3 n = p_segment_b - p_segment_a;
real_t l2 = n.length_squared();
if (l2 < 1e-20f) {
return p_segment_a; // Both points are the same, just give any.
}
real_t d = n.dot(p) / l2;
if (d <= 0.0f) {
return p_segment_a; // Before first point.
} else if (d >= 1.0f) {
return p_segment_b; // After first point.
} else {
return p_segment_a + n * d; // Inside.
}
}
#ifndef DISABLE_DEPRECATED
static Vector3 get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 *p_segment) {
return get_closest_point_to_segment_uncapped(p_point, p_segment[0], p_segment[1]);
}
#endif // DISABLE_DEPRECATED
static Vector3 get_closest_point_to_segment_uncapped(const Vector3 &p_point, const Vector3 &p_segment_a, const Vector3 &p_segment_b) {
Vector3 p = p_point - p_segment_a;
Vector3 n = p_segment_b - p_segment_a;
real_t l2 = n.length_squared();
if (l2 < 1e-20f) {
return p_segment_a; // Both points are the same, just give any.
}
real_t d = n.dot(p) / l2;
return p_segment_a + n * d; // Inside.
}
static inline bool point_in_projected_triangle(const Vector3 &p_point, const Vector3 &p_v1, const Vector3 &p_v2, const Vector3 &p_v3) {
Vector3 face_n = (p_v1 - p_v3).cross(p_v1 - p_v2);
Vector3 n1 = (p_point - p_v3).cross(p_point - p_v2);
if (face_n.dot(n1) < 0) {
return false;
}
Vector3 n2 = (p_v1 - p_v3).cross(p_v1 - p_point);
if (face_n.dot(n2) < 0) {
return false;
}
Vector3 n3 = (p_v1 - p_point).cross(p_v1 - p_v2);
if (face_n.dot(n3) < 0) {
return false;
}
return true;
}
#ifndef DISABLE_DEPRECATED
static inline bool triangle_sphere_intersection_test(const Vector3 *p_triangle, const Vector3 &p_normal, const Vector3 &p_sphere_pos, real_t p_sphere_radius, Vector3 &r_triangle_contact, Vector3 &r_sphere_contact) {
return triangle_sphere_intersection_test(p_triangle[0], p_triangle[1], p_triangle[2], p_normal, p_sphere_pos, p_sphere_radius, r_triangle_contact, r_sphere_contact);
}
#endif // DISABLE_DEPRECATED
static inline bool triangle_sphere_intersection_test(const Vector3 &p_triangle_a, const Vector3 &p_triangle_b, const Vector3 &p_triangle_c, const Vector3 &p_normal, const Vector3 &p_sphere_pos, real_t p_sphere_radius, Vector3 &r_triangle_contact, Vector3 &r_sphere_contact) {
real_t d = p_normal.dot(p_sphere_pos) - p_normal.dot(p_triangle_a);
if (d > p_sphere_radius || d < -p_sphere_radius) {
// Not touching the plane of the face, return.
return false;
}
Vector3 contact = p_sphere_pos - (p_normal * d);
/** 2nd) TEST INSIDE TRIANGLE **/
if (Geometry3D::point_in_projected_triangle(contact, p_triangle_a, p_triangle_b, p_triangle_c)) {
r_triangle_contact = contact;
r_sphere_contact = p_sphere_pos - p_normal * p_sphere_radius;
//printf("solved inside triangle\n");
return true;
}
/** 3rd TEST INSIDE EDGE CYLINDERS **/
const Vector3 verts[4] = { p_triangle_a, p_triangle_b, p_triangle_c, p_triangle_a }; // for() friendly
for (int i = 0; i < 3; i++) {
// Check edge cylinder.
Vector3 n1 = verts[i] - verts[i + 1];
Vector3 n2 = p_sphere_pos - verts[i + 1];
///@TODO Maybe discard by range here to make the algorithm quicker.
// Check point within cylinder radius.
Vector3 axis = n1.cross(n2).cross(n1);
axis.normalize();
real_t ad = axis.dot(n2);
if (Math::abs(ad) > p_sphere_radius) {
// No chance with this edge, too far away.
continue;
}
// Check point within edge capsule cylinder.
/** 4th TEST INSIDE EDGE POINTS **/
real_t sphere_at = n1.dot(n2);
if (sphere_at >= 0 && sphere_at < n1.dot(n1)) {
r_triangle_contact = p_sphere_pos - axis * (axis.dot(n2));
r_sphere_contact = p_sphere_pos - axis * p_sphere_radius;
// Point inside here.
return true;
}
real_t r2 = p_sphere_radius * p_sphere_radius;
if (n2.length_squared() < r2) {
Vector3 n = (p_sphere_pos - verts[i + 1]).normalized();
r_triangle_contact = verts[i + 1];
r_sphere_contact = p_sphere_pos - n * p_sphere_radius;
return true;
}
if (n2.distance_squared_to(n1) < r2) {
Vector3 n = (p_sphere_pos - verts[i]).normalized();
r_triangle_contact = verts[i];
r_sphere_contact = p_sphere_pos - n * p_sphere_radius;
return true;
}
break; // It's pointless to continue at this point, so save some CPU cycles.
}
return false;
}
static inline Vector<Vector3> clip_polygon(const Vector<Vector3> &polygon, const Plane &p_plane) {
enum LocationCache {
LOC_INSIDE = 1,
LOC_BOUNDARY = 0,
LOC_OUTSIDE = -1
};
if (polygon.is_empty()) {
return polygon;
}
int *location_cache = (int *)alloca(sizeof(int) * polygon.size());
int inside_count = 0;
int outside_count = 0;
for (int a = 0; a < polygon.size(); a++) {
real_t dist = p_plane.distance_to(polygon[a]);
if (dist < (real_t)-CMP_POINT_IN_PLANE_EPSILON) {
location_cache[a] = LOC_INSIDE;
inside_count++;
} else {
if (dist > (real_t)CMP_POINT_IN_PLANE_EPSILON) {
location_cache[a] = LOC_OUTSIDE;
outside_count++;
} else {
location_cache[a] = LOC_BOUNDARY;
}
}
}
if (outside_count == 0) {
return polygon; // No changes.
} else if (inside_count == 0) {
return Vector<Vector3>(); // Empty.
}
long previous = polygon.size() - 1;
Vector<Vector3> clipped;
for (int index = 0; index < polygon.size(); index++) {
int loc = location_cache[index];
if (loc == LOC_OUTSIDE) {
if (location_cache[previous] == LOC_INSIDE) {
const Vector3 &v1 = polygon[previous];
const Vector3 &v2 = polygon[index];
Vector3 segment = v1 - v2;
real_t den = p_plane.normal.dot(segment);
real_t dist = p_plane.distance_to(v1) / den;
dist = -dist;
clipped.push_back(v1 + segment * dist);
}
} else {
const Vector3 &v1 = polygon[index];
if ((loc == LOC_INSIDE) && (location_cache[previous] == LOC_OUTSIDE)) {
const Vector3 &v2 = polygon[previous];
Vector3 segment = v1 - v2;
real_t den = p_plane.normal.dot(segment);
real_t dist = p_plane.distance_to(v1) / den;
dist = -dist;
clipped.push_back(v1 + segment * dist);
}
clipped.push_back(v1);
}
previous = index;
}
return clipped;
}
static Vector<int32_t> tetrahedralize_delaunay(const Vector<Vector3> &p_points) {
Vector<Delaunay3D::OutputSimplex> tetr = Delaunay3D::tetrahedralize(p_points);
Vector<int32_t> tetrahedrons;
tetrahedrons.resize(4 * tetr.size());
int32_t *ptr = tetrahedrons.ptrw();
for (int i = 0; i < tetr.size(); i++) {
*ptr++ = tetr[i].points[0];
*ptr++ = tetr[i].points[1];
*ptr++ = tetr[i].points[2];
*ptr++ = tetr[i].points[3];
}
return tetrahedrons;
}
// Create a "wrap" that encloses the given geometry.
static Vector<Face3> wrap_geometry(const Vector<Face3> &p_array, real_t *p_error = nullptr);
struct MeshData {
struct Face {
Plane plane;
LocalVector<int> indices;
};
LocalVector<Face> faces;
struct Edge {
int vertex_a, vertex_b;
int face_a, face_b;
};
LocalVector<Edge> edges;
LocalVector<Vector3> vertices;
void optimize_vertices();
};
static MeshData build_convex_mesh(const Vector<Plane> &p_planes);
static Vector<Plane> build_sphere_planes(real_t p_radius, int p_lats, int p_lons, Vector3::Axis p_axis = Vector3::AXIS_Z);
static Vector<Plane> build_box_planes(const Vector3 &p_extents);
static Vector<Plane> build_cylinder_planes(real_t p_radius, real_t p_height, int p_sides, Vector3::Axis p_axis = Vector3::AXIS_Z);
static Vector<Plane> build_capsule_planes(real_t p_radius, real_t p_height, int p_sides, int p_lats, Vector3::Axis p_axis = Vector3::AXIS_Z);
static Vector<Vector3> compute_convex_mesh_points(const Plane *p_planes, int p_plane_count);
#define FINDMINMAX(x0, x1, x2, min, max) \
min = max = x0; \
if (x1 < min) { \
min = x1; \
} \
if (x1 > max) { \
max = x1; \
} \
if (x2 < min) { \
min = x2; \
} \
if (x2 > max) { \
max = x2; \
}
_FORCE_INLINE_ static bool planeBoxOverlap(Vector3 normal, real_t d, Vector3 maxbox) {
int q;
Vector3 vmin, vmax;
for (q = 0; q <= 2; q++) {
if (normal[q] > 0.0f) {
vmin[q] = -maxbox[q];
vmax[q] = maxbox[q];
} else {
vmin[q] = maxbox[q];
vmax[q] = -maxbox[q];
}
}
if (normal.dot(vmin) + d > 0.0f) {
return false;
}
if (normal.dot(vmax) + d >= 0.0f) {
return true;
}
return false;
}
/*======================== X-tests ========================*/
#define AXISTEST_X01(a, b, fa, fb) \
p0 = a * v0.y - b * v0.z; \
p2 = a * v2.y - b * v2.z; \
if (p0 < p2) { \
min = p0; \
max = p2; \
} else { \
min = p2; \
max = p0; \
} \
rad = fa * boxhalfsize.y + fb * boxhalfsize.z; \
if (min > rad || max < -rad) { \
return false; \
}
#define AXISTEST_X2(a, b, fa, fb) \
p0 = a * v0.y - b * v0.z; \
p1 = a * v1.y - b * v1.z; \
if (p0 < p1) { \
min = p0; \
max = p1; \
} else { \
min = p1; \
max = p0; \
} \
rad = fa * boxhalfsize.y + fb * boxhalfsize.z; \
if (min > rad || max < -rad) { \
return false; \
}
/*======================== Y-tests ========================*/
#define AXISTEST_Y02(a, b, fa, fb) \
p0 = -a * v0.x + b * v0.z; \
p2 = -a * v2.x + b * v2.z; \
if (p0 < p2) { \
min = p0; \
max = p2; \
} else { \
min = p2; \
max = p0; \
} \
rad = fa * boxhalfsize.x + fb * boxhalfsize.z; \
if (min > rad || max < -rad) { \
return false; \
}
#define AXISTEST_Y1(a, b, fa, fb) \
p0 = -a * v0.x + b * v0.z; \
p1 = -a * v1.x + b * v1.z; \
if (p0 < p1) { \
min = p0; \
max = p1; \
} else { \
min = p1; \
max = p0; \
} \
rad = fa * boxhalfsize.x + fb * boxhalfsize.z; \
if (min > rad || max < -rad) { \
return false; \
}
/*======================== Z-tests ========================*/
#define AXISTEST_Z12(a, b, fa, fb) \
p1 = a * v1.x - b * v1.y; \
p2 = a * v2.x - b * v2.y; \
if (p2 < p1) { \
min = p2; \
max = p1; \
} else { \
min = p1; \
max = p2; \
} \
rad = fa * boxhalfsize.x + fb * boxhalfsize.y; \
if (min > rad || max < -rad) { \
return false; \
}
#define AXISTEST_Z0(a, b, fa, fb) \
p0 = a * v0.x - b * v0.y; \
p1 = a * v1.x - b * v1.y; \
if (p0 < p1) { \
min = p0; \
max = p1; \
} else { \
min = p1; \
max = p0; \
} \
rad = fa * boxhalfsize.x + fb * boxhalfsize.y; \
if (min > rad || max < -rad) { \
return false; \
}
_FORCE_INLINE_ static bool triangle_box_overlap(const Vector3 &boxcenter, const Vector3 boxhalfsize, const Vector3 *triverts) {
/* use separating axis theorem to test overlap between triangle and box */
/* need to test for overlap in these directions: */
/* 1) the {x,y,z}-directions (actually, since we use the AABB of the triangle */
/* we do not even need to test these) */
/* 2) normal of the triangle */
/* 3) crossproduct(edge from tri, {x,y,z}-directin) */
/* this gives 3x3=9 more tests */
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) */
const Vector3 v0 = triverts[0] - boxcenter;
const Vector3 v1 = triverts[1] - boxcenter;
const Vector3 v2 = triverts[2] - boxcenter;
/* compute triangle edges */
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) */
fex = Math::abs(e0.x);
fey = Math::abs(e0.y);
fez = Math::abs(e0.z);
AXISTEST_X01(e0.z, e0.y, fez, fey);
AXISTEST_Y02(e0.z, e0.x, fez, fex);
AXISTEST_Z12(e0.y, e0.x, fey, fex);
fex = Math::abs(e1.x);
fey = Math::abs(e1.y);
fez = Math::abs(e1.z);
AXISTEST_X01(e1.z, e1.y, fez, fey);
AXISTEST_Y02(e1.z, e1.x, fez, fex);
AXISTEST_Z0(e1.y, e1.x, fey, fex);
fex = Math::abs(e2.x);
fey = Math::abs(e2.y);
fez = Math::abs(e2.z);
AXISTEST_X2(e2.z, e2.y, fez, fey);
AXISTEST_Y1(e2.z, e2.x, fez, fex);
AXISTEST_Z12(e2.y, e2.x, fey, fex);
/* Bullet 1: */
/* first test overlap in the {x,y,z}-directions */
/* find min, max of the triangle each direction, and test for overlap in */
/* that direction -- this is equivalent to testing a minimal AABB around */
/* the triangle against the AABB */
/* test in X-direction */
FINDMINMAX(v0.x, v1.x, v2.x, min, max);
if (min > boxhalfsize.x || max < -boxhalfsize.x) {
return false;
}
/* test in Y-direction */
FINDMINMAX(v0.y, v1.y, v2.y, min, max);
if (min > boxhalfsize.y || max < -boxhalfsize.y) {
return false;
}
/* test in Z-direction */
FINDMINMAX(v0.z, v1.z, v2.z, min, max);
if (min > boxhalfsize.z || max < -boxhalfsize.z) {
return false;
}
/* Bullet 2: */
/* test if the box intersects the plane of the triangle */
/* compute plane equation of triangle: 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 */
}
static Vector<uint32_t> generate_edf(const Vector<bool> &p_voxels, const Vector3i &p_size, bool p_negative);
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) {
const Vector3 v0 = p_b - p_a;
const Vector3 v1 = p_c - p_a;
const Vector3 v2 = p_pos - p_a;
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
}
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) {
const Vector3 vap = p_pos - p_a;
const Vector3 vbp = p_pos - p_b;
const Vector3 vab = p_b - p_a;
const Vector3 vac = p_c - p_a;
const Vector3 vad = p_d - p_a;
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))))
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
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));
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();
}
};

147
core/math/math_defs.h Normal file
View File

@@ -0,0 +1,147 @@
/**************************************************************************/
/* math_defs.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/typedefs.h"
#include <limits>
namespace Math {
inline constexpr double SQRT2 = 1.4142135623730950488016887242;
inline constexpr double SQRT3 = 1.7320508075688772935274463415059;
inline constexpr double SQRT12 = 0.7071067811865475244008443621048490;
inline constexpr double SQRT13 = 0.57735026918962576450914878050196;
inline constexpr double LN2 = 0.6931471805599453094172321215;
inline constexpr double TAU = 6.2831853071795864769252867666;
inline constexpr double PI = 3.1415926535897932384626433833;
inline constexpr double E = 2.7182818284590452353602874714;
inline constexpr double INF = std::numeric_limits<double>::infinity();
inline constexpr double NaN = std::numeric_limits<double>::quiet_NaN();
} // namespace Math
#define CMP_EPSILON 0.00001
#define CMP_EPSILON2 (CMP_EPSILON * CMP_EPSILON)
#define CMP_NORMALIZE_TOLERANCE 0.000001
#define CMP_POINT_IN_PLANE_EPSILON 0.00001
#ifdef DEBUG_ENABLED
#define MATH_CHECKS
#endif
//this epsilon is for values related to a unit size (scalar or vector len)
#ifdef PRECISE_MATH_CHECKS
#define UNIT_EPSILON 0.00001
#else
//tolerate some more floating point error normally
#define UNIT_EPSILON 0.001
#endif
#define USEC_TO_SEC(m_usec) ((m_usec) / 1000000.0)
enum ClockDirection {
CLOCKWISE,
COUNTERCLOCKWISE
};
enum Orientation {
HORIZONTAL,
VERTICAL
};
enum HorizontalAlignment {
HORIZONTAL_ALIGNMENT_LEFT,
HORIZONTAL_ALIGNMENT_CENTER,
HORIZONTAL_ALIGNMENT_RIGHT,
HORIZONTAL_ALIGNMENT_FILL,
};
enum VerticalAlignment {
VERTICAL_ALIGNMENT_TOP,
VERTICAL_ALIGNMENT_CENTER,
VERTICAL_ALIGNMENT_BOTTOM,
VERTICAL_ALIGNMENT_FILL,
};
enum InlineAlignment {
// Image alignment points.
INLINE_ALIGNMENT_TOP_TO = 0b0000,
INLINE_ALIGNMENT_CENTER_TO = 0b0001,
INLINE_ALIGNMENT_BASELINE_TO = 0b0011,
INLINE_ALIGNMENT_BOTTOM_TO = 0b0010,
INLINE_ALIGNMENT_IMAGE_MASK = 0b0011,
// Text alignment points.
INLINE_ALIGNMENT_TO_TOP = 0b0000,
INLINE_ALIGNMENT_TO_CENTER = 0b0100,
INLINE_ALIGNMENT_TO_BASELINE = 0b1000,
INLINE_ALIGNMENT_TO_BOTTOM = 0b1100,
INLINE_ALIGNMENT_TEXT_MASK = 0b1100,
// Presets.
INLINE_ALIGNMENT_TOP = INLINE_ALIGNMENT_TOP_TO | INLINE_ALIGNMENT_TO_TOP,
INLINE_ALIGNMENT_CENTER = INLINE_ALIGNMENT_CENTER_TO | INLINE_ALIGNMENT_TO_CENTER,
INLINE_ALIGNMENT_BOTTOM = INLINE_ALIGNMENT_BOTTOM_TO | INLINE_ALIGNMENT_TO_BOTTOM
};
enum Side {
SIDE_LEFT,
SIDE_TOP,
SIDE_RIGHT,
SIDE_BOTTOM
};
enum Corner {
CORNER_TOP_LEFT,
CORNER_TOP_RIGHT,
CORNER_BOTTOM_RIGHT,
CORNER_BOTTOM_LEFT
};
enum class EulerOrder {
XYZ,
XZY,
YXZ,
YZX,
ZXY,
ZYX
};
/**
* The "Real" type is an abstract type used for real numbers, such as 1.5,
* in contrast to integer numbers. Precision can be controlled with the
* presence or absence of the REAL_T_IS_DOUBLE define.
*/
#ifdef REAL_T_IS_DOUBLE
typedef double real_t;
#else
typedef float real_t;
#endif

View File

@@ -0,0 +1,245 @@
/**************************************************************************/
/* math_fieldwise.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifdef DEBUG_ENABLED
#include "math_fieldwise.h"
#define SETUP_TYPE(m_type) \
m_type source = p_source; \
m_type target = p_target;
#define TRY_TRANSFER_FIELD(m_name, m_member) \
if (p_field == m_name) { \
target.m_member = source.m_member; \
}
Variant fieldwise_assign(const Variant &p_target, const Variant &p_source, const String &p_field) {
ERR_FAIL_COND_V(p_target.get_type() != p_source.get_type(), p_target);
/* clang-format makes a mess of this macro usage */
/* clang-format off */
switch (p_source.get_type()) {
case Variant::VECTOR2: {
SETUP_TYPE(Vector2)
/**/ TRY_TRANSFER_FIELD("x", x)
else TRY_TRANSFER_FIELD("y", y)
return target;
}
case Variant::VECTOR2I: {
SETUP_TYPE(Vector2i)
/**/ TRY_TRANSFER_FIELD("x", x)
else TRY_TRANSFER_FIELD("y", y)
return target;
}
case Variant::RECT2: {
SETUP_TYPE(Rect2)
/**/ TRY_TRANSFER_FIELD("x", position.x)
else TRY_TRANSFER_FIELD("y", position.y)
else TRY_TRANSFER_FIELD("w", size.x)
else TRY_TRANSFER_FIELD("h", size.y)
return target;
}
case Variant::RECT2I: {
SETUP_TYPE(Rect2i)
/**/ TRY_TRANSFER_FIELD("x", position.x)
else TRY_TRANSFER_FIELD("y", position.y)
else TRY_TRANSFER_FIELD("w", size.x)
else TRY_TRANSFER_FIELD("h", size.y)
return target;
}
case Variant::VECTOR3: {
SETUP_TYPE(Vector3)
/**/ TRY_TRANSFER_FIELD("x", x)
else TRY_TRANSFER_FIELD("y", y)
else TRY_TRANSFER_FIELD("z", z)
return target;
}
case Variant::VECTOR3I: {
SETUP_TYPE(Vector3i)
/**/ TRY_TRANSFER_FIELD("x", x)
else TRY_TRANSFER_FIELD("y", y)
else TRY_TRANSFER_FIELD("z", z)
return target;
}
case Variant::VECTOR4: {
SETUP_TYPE(Vector4)
/**/ TRY_TRANSFER_FIELD("x", x)
else TRY_TRANSFER_FIELD("y", y)
else TRY_TRANSFER_FIELD("z", z)
else TRY_TRANSFER_FIELD("w", w)
return target;
}
case Variant::VECTOR4I: {
SETUP_TYPE(Vector4i)
/**/ TRY_TRANSFER_FIELD("x", x)
else TRY_TRANSFER_FIELD("y", y)
else TRY_TRANSFER_FIELD("z", z)
else TRY_TRANSFER_FIELD("w", w)
return target;
}
case Variant::PLANE: {
SETUP_TYPE(Plane)
/**/ TRY_TRANSFER_FIELD("x", normal.x)
else TRY_TRANSFER_FIELD("y", normal.y)
else TRY_TRANSFER_FIELD("z", normal.z)
else TRY_TRANSFER_FIELD("d", d)
return target;
}
case Variant::QUATERNION: {
SETUP_TYPE(Quaternion)
/**/ TRY_TRANSFER_FIELD("x", x)
else TRY_TRANSFER_FIELD("y", y)
else TRY_TRANSFER_FIELD("z", z)
else TRY_TRANSFER_FIELD("w", w)
return target;
}
case Variant::AABB: {
SETUP_TYPE(AABB)
/**/ TRY_TRANSFER_FIELD("px", position.x)
else TRY_TRANSFER_FIELD("py", position.y)
else TRY_TRANSFER_FIELD("pz", position.z)
else TRY_TRANSFER_FIELD("sx", size.x)
else TRY_TRANSFER_FIELD("sy", size.y)
else TRY_TRANSFER_FIELD("sz", size.z)
return target;
}
case Variant::TRANSFORM2D: {
SETUP_TYPE(Transform2D)
/**/ TRY_TRANSFER_FIELD("xx", columns[0][0])
else TRY_TRANSFER_FIELD("xy", columns[0][1])
else TRY_TRANSFER_FIELD("yx", columns[1][0])
else TRY_TRANSFER_FIELD("yy", columns[1][1])
else TRY_TRANSFER_FIELD("ox", columns[2][0])
else TRY_TRANSFER_FIELD("oy", columns[2][1])
return target;
}
case Variant::BASIS: {
SETUP_TYPE(Basis)
/**/ TRY_TRANSFER_FIELD("xx", rows[0][0])
else TRY_TRANSFER_FIELD("xy", rows[0][1])
else TRY_TRANSFER_FIELD("xz", rows[0][2])
else TRY_TRANSFER_FIELD("yx", rows[1][0])
else TRY_TRANSFER_FIELD("yy", rows[1][1])
else TRY_TRANSFER_FIELD("yz", rows[1][2])
else TRY_TRANSFER_FIELD("zx", rows[2][0])
else TRY_TRANSFER_FIELD("zy", rows[2][1])
else TRY_TRANSFER_FIELD("zz", rows[2][2])
return target;
}
case Variant::TRANSFORM3D: {
SETUP_TYPE(Transform3D)
/**/ TRY_TRANSFER_FIELD("xx", basis.rows[0][0])
else TRY_TRANSFER_FIELD("xy", basis.rows[0][1])
else TRY_TRANSFER_FIELD("xz", basis.rows[0][2])
else TRY_TRANSFER_FIELD("yx", basis.rows[1][0])
else TRY_TRANSFER_FIELD("yy", basis.rows[1][1])
else TRY_TRANSFER_FIELD("yz", basis.rows[1][2])
else TRY_TRANSFER_FIELD("zx", basis.rows[2][0])
else TRY_TRANSFER_FIELD("zy", basis.rows[2][1])
else TRY_TRANSFER_FIELD("zz", basis.rows[2][2])
else TRY_TRANSFER_FIELD("xo", origin.x)
else TRY_TRANSFER_FIELD("yo", origin.y)
else TRY_TRANSFER_FIELD("zo", origin.z)
return target;
}
case Variant::PROJECTION: {
SETUP_TYPE(Projection)
/**/ TRY_TRANSFER_FIELD("xx", columns[0].x)
else TRY_TRANSFER_FIELD("xy", columns[0].y)
else TRY_TRANSFER_FIELD("xz", columns[0].z)
else TRY_TRANSFER_FIELD("xw", columns[0].w)
else TRY_TRANSFER_FIELD("yx", columns[1].x)
else TRY_TRANSFER_FIELD("yy", columns[1].y)
else TRY_TRANSFER_FIELD("yz", columns[1].z)
else TRY_TRANSFER_FIELD("yw", columns[1].w)
else TRY_TRANSFER_FIELD("zx", columns[2].x)
else TRY_TRANSFER_FIELD("zy", columns[2].y)
else TRY_TRANSFER_FIELD("zz", columns[2].z)
else TRY_TRANSFER_FIELD("zw", columns[2].w)
else TRY_TRANSFER_FIELD("xo", columns[3].x)
else TRY_TRANSFER_FIELD("yo", columns[3].y)
else TRY_TRANSFER_FIELD("zo", columns[3].z)
else TRY_TRANSFER_FIELD("wo", columns[3].w)
return target;
}
default: {
ERR_FAIL_V(p_target);
}
}
/* clang-format on */
}
#endif // DEBUG_ENABLED

View File

@@ -0,0 +1,39 @@
/**************************************************************************/
/* math_fieldwise.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#ifdef DEBUG_ENABLED
#include "core/variant/variant.h"
Variant fieldwise_assign(const Variant &p_target, const Variant &p_source, const String &p_field);
#endif // DEBUG_ENABLED

182
core/math/math_funcs.cpp Normal file
View File

@@ -0,0 +1,182 @@
/**************************************************************************/
/* math_funcs.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "math_funcs.h"
#include "core/error/error_macros.h"
#include "core/math/random_pcg.h"
static RandomPCG default_rand;
uint32_t Math::rand_from_seed(uint64_t *p_seed) {
RandomPCG rng = RandomPCG(*p_seed);
uint32_t r = rng.rand();
*p_seed = rng.get_seed();
return r;
}
void Math::seed(uint64_t p_value) {
default_rand.seed(p_value);
}
void Math::randomize() {
default_rand.randomize();
}
uint32_t Math::rand() {
return default_rand.rand();
}
double Math::randfn(double p_mean, double p_deviation) {
return default_rand.randfn(p_mean, p_deviation);
}
int Math::step_decimals(double p_step) {
static const int maxn = 10;
static const double sd[maxn] = {
0.9999, // somehow compensate for floating point error
0.09999,
0.009999,
0.0009999,
0.00009999,
0.000009999,
0.0000009999,
0.00000009999,
0.000000009999,
0.0000000009999
};
double abs = Math::abs(p_step);
double decs = abs - (int)abs; // Strip away integer part
for (int i = 0; i < maxn; i++) {
if (decs >= sd[i]) {
return i;
}
}
return 0;
}
// Only meant for editor usage in float ranges, where a step of 0
// means that decimal digits should not be limited in String::num.
int Math::range_step_decimals(double p_step) {
if (p_step < 0.0000000000001) {
return 16; // Max value hardcoded in String::num
}
return step_decimals(p_step);
}
double Math::ease(double p_x, double p_c) {
if (p_x < 0) {
p_x = 0;
} else if (p_x > 1.0) {
p_x = 1.0;
}
if (p_c > 0) {
if (p_c < 1.0) {
return 1.0 - Math::pow(1.0 - p_x, 1.0 / p_c);
} else {
return Math::pow(p_x, p_c);
}
} else if (p_c < 0) {
//inout ease
if (p_x < 0.5) {
return Math::pow(p_x * 2.0, -p_c) * 0.5;
} else {
return (1.0 - Math::pow(1.0 - (p_x - 0.5) * 2.0, -p_c)) * 0.5 + 0.5;
}
} else {
return 0; // no ease (raw)
}
}
double Math::snapped(double p_value, double p_step) {
if (p_step != 0) {
p_value = Math::floor(p_value / p_step + 0.5) * p_step;
}
return p_value;
}
uint32_t Math::larger_prime(uint32_t p_val) {
static const uint32_t primes[] = {
5,
13,
23,
47,
97,
193,
389,
769,
1543,
3079,
6151,
12289,
24593,
49157,
98317,
196613,
393241,
786433,
1572869,
3145739,
6291469,
12582917,
25165843,
50331653,
100663319,
201326611,
402653189,
805306457,
1610612741,
0,
};
int idx = 0;
while (true) {
ERR_FAIL_COND_V(primes[idx] == 0, 0);
if (primes[idx] > p_val) {
return primes[idx];
}
idx++;
}
}
double Math::random(double p_from, double p_to) {
return default_rand.random(p_from, p_to);
}
float Math::random(float p_from, float p_to) {
return default_rand.random(p_from, p_to);
}
int Math::random(int p_from, int p_to) {
return default_rand.random(p_from, p_to);
}

814
core/math/math_funcs.h Normal file
View File

@@ -0,0 +1,814 @@
/**************************************************************************/
/* math_funcs.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/error/error_macros.h"
#include "core/math/math_defs.h"
#include "core/typedefs.h"
#include <cfloat>
#include <cmath>
namespace Math {
_ALWAYS_INLINE_ double sin(double p_x) {
return std::sin(p_x);
}
_ALWAYS_INLINE_ float sin(float p_x) {
return std::sin(p_x);
}
_ALWAYS_INLINE_ double cos(double p_x) {
return std::cos(p_x);
}
_ALWAYS_INLINE_ float cos(float p_x) {
return std::cos(p_x);
}
_ALWAYS_INLINE_ double tan(double p_x) {
return std::tan(p_x);
}
_ALWAYS_INLINE_ float tan(float p_x) {
return std::tan(p_x);
}
_ALWAYS_INLINE_ double sinh(double p_x) {
return std::sinh(p_x);
}
_ALWAYS_INLINE_ float sinh(float p_x) {
return std::sinh(p_x);
}
_ALWAYS_INLINE_ double sinc(double p_x) {
return p_x == 0 ? 1 : sin(p_x) / p_x;
}
_ALWAYS_INLINE_ float sinc(float p_x) {
return p_x == 0 ? 1 : sin(p_x) / p_x;
}
_ALWAYS_INLINE_ double sincn(double p_x) {
return sinc(PI * p_x);
}
_ALWAYS_INLINE_ float sincn(float p_x) {
return sinc((float)PI * p_x);
}
_ALWAYS_INLINE_ double cosh(double p_x) {
return std::cosh(p_x);
}
_ALWAYS_INLINE_ float cosh(float p_x) {
return std::cosh(p_x);
}
_ALWAYS_INLINE_ double tanh(double p_x) {
return std::tanh(p_x);
}
_ALWAYS_INLINE_ float tanh(float p_x) {
return std::tanh(p_x);
}
// Always does clamping so always safe to use.
_ALWAYS_INLINE_ double asin(double p_x) {
return p_x < -1 ? (-PI / 2) : (p_x > 1 ? (PI / 2) : std::asin(p_x));
}
_ALWAYS_INLINE_ float asin(float p_x) {
return p_x < -1 ? (-(float)PI / 2) : (p_x > 1 ? ((float)PI / 2) : std::asin(p_x));
}
// Always does clamping so always safe to use.
_ALWAYS_INLINE_ double acos(double p_x) {
return p_x < -1 ? PI : (p_x > 1 ? 0 : std::acos(p_x));
}
_ALWAYS_INLINE_ float acos(float p_x) {
return p_x < -1 ? (float)PI : (p_x > 1 ? 0 : std::acos(p_x));
}
_ALWAYS_INLINE_ double atan(double p_x) {
return std::atan(p_x);
}
_ALWAYS_INLINE_ float atan(float p_x) {
return std::atan(p_x);
}
_ALWAYS_INLINE_ double atan2(double p_y, double p_x) {
return std::atan2(p_y, p_x);
}
_ALWAYS_INLINE_ float atan2(float p_y, float p_x) {
return std::atan2(p_y, p_x);
}
_ALWAYS_INLINE_ double asinh(double p_x) {
return std::asinh(p_x);
}
_ALWAYS_INLINE_ float asinh(float p_x) {
return std::asinh(p_x);
}
// Always does clamping so always safe to use.
_ALWAYS_INLINE_ double acosh(double p_x) {
return p_x < 1 ? 0 : std::acosh(p_x);
}
_ALWAYS_INLINE_ float acosh(float p_x) {
return p_x < 1 ? 0 : std::acosh(p_x);
}
// Always does clamping so always safe to use.
_ALWAYS_INLINE_ double atanh(double p_x) {
return p_x <= -1 ? -INF : (p_x >= 1 ? INF : std::atanh(p_x));
}
_ALWAYS_INLINE_ float atanh(float p_x) {
return p_x <= -1 ? (float)-INF : (p_x >= 1 ? (float)INF : std::atanh(p_x));
}
_ALWAYS_INLINE_ double sqrt(double p_x) {
return std::sqrt(p_x);
}
_ALWAYS_INLINE_ float sqrt(float p_x) {
return std::sqrt(p_x);
}
_ALWAYS_INLINE_ double fmod(double p_x, double p_y) {
return std::fmod(p_x, p_y);
}
_ALWAYS_INLINE_ float fmod(float p_x, float p_y) {
return std::fmod(p_x, p_y);
}
_ALWAYS_INLINE_ double modf(double p_x, double *r_y) {
return std::modf(p_x, r_y);
}
_ALWAYS_INLINE_ float modf(float p_x, float *r_y) {
return std::modf(p_x, r_y);
}
_ALWAYS_INLINE_ double floor(double p_x) {
return std::floor(p_x);
}
_ALWAYS_INLINE_ float floor(float p_x) {
return std::floor(p_x);
}
_ALWAYS_INLINE_ double ceil(double p_x) {
return std::ceil(p_x);
}
_ALWAYS_INLINE_ float ceil(float p_x) {
return std::ceil(p_x);
}
_ALWAYS_INLINE_ double pow(double p_x, double p_y) {
return std::pow(p_x, p_y);
}
_ALWAYS_INLINE_ float pow(float p_x, float p_y) {
return std::pow(p_x, p_y);
}
_ALWAYS_INLINE_ double log(double p_x) {
return std::log(p_x);
}
_ALWAYS_INLINE_ float log(float p_x) {
return std::log(p_x);
}
_ALWAYS_INLINE_ double log1p(double p_x) {
return std::log1p(p_x);
}
_ALWAYS_INLINE_ float log1p(float p_x) {
return std::log1p(p_x);
}
_ALWAYS_INLINE_ double log2(double p_x) {
return std::log2(p_x);
}
_ALWAYS_INLINE_ float log2(float p_x) {
return std::log2(p_x);
}
_ALWAYS_INLINE_ double exp(double p_x) {
return std::exp(p_x);
}
_ALWAYS_INLINE_ float exp(float p_x) {
return std::exp(p_x);
}
_ALWAYS_INLINE_ bool is_nan(double p_val) {
return std::isnan(p_val);
}
_ALWAYS_INLINE_ bool is_nan(float p_val) {
return std::isnan(p_val);
}
_ALWAYS_INLINE_ bool is_inf(double p_val) {
return std::isinf(p_val);
}
_ALWAYS_INLINE_ bool is_inf(float p_val) {
return std::isinf(p_val);
}
// These methods assume (p_num + p_den) doesn't overflow.
_ALWAYS_INLINE_ int32_t division_round_up(int32_t p_num, int32_t p_den) {
int32_t offset = (p_num < 0 && p_den < 0) ? 1 : -1;
return (p_num + p_den + offset) / p_den;
}
_ALWAYS_INLINE_ uint32_t division_round_up(uint32_t p_num, uint32_t p_den) {
return (p_num + p_den - 1) / p_den;
}
_ALWAYS_INLINE_ int64_t division_round_up(int64_t p_num, int64_t p_den) {
int32_t offset = (p_num < 0 && p_den < 0) ? 1 : -1;
return (p_num + p_den + offset) / p_den;
}
_ALWAYS_INLINE_ uint64_t division_round_up(uint64_t p_num, uint64_t p_den) {
return (p_num + p_den - 1) / p_den;
}
_ALWAYS_INLINE_ bool is_finite(double p_val) {
return std::isfinite(p_val);
}
_ALWAYS_INLINE_ bool is_finite(float p_val) {
return std::isfinite(p_val);
}
_ALWAYS_INLINE_ double abs(double p_value) {
return std::abs(p_value);
}
_ALWAYS_INLINE_ float abs(float p_value) {
return std::abs(p_value);
}
_ALWAYS_INLINE_ int8_t abs(int8_t p_value) {
return p_value > 0 ? p_value : -p_value;
}
_ALWAYS_INLINE_ int16_t abs(int16_t p_value) {
return p_value > 0 ? p_value : -p_value;
}
_ALWAYS_INLINE_ int32_t abs(int32_t p_value) {
return std::abs(p_value);
}
_ALWAYS_INLINE_ int64_t abs(int64_t p_value) {
return std::abs(p_value);
}
_ALWAYS_INLINE_ double fposmod(double p_x, double p_y) {
double value = fmod(p_x, p_y);
if (((value < 0) && (p_y > 0)) || ((value > 0) && (p_y < 0))) {
value += p_y;
}
value += 0.0;
return value;
}
_ALWAYS_INLINE_ float fposmod(float p_x, float p_y) {
float value = fmod(p_x, p_y);
if (((value < 0) && (p_y > 0)) || ((value > 0) && (p_y < 0))) {
value += p_y;
}
value += 0.0f;
return value;
}
_ALWAYS_INLINE_ double fposmodp(double p_x, double p_y) {
double value = fmod(p_x, p_y);
if (value < 0) {
value += p_y;
}
value += 0.0;
return value;
}
_ALWAYS_INLINE_ float fposmodp(float p_x, float p_y) {
float value = fmod(p_x, p_y);
if (value < 0) {
value += p_y;
}
value += 0.0f;
return value;
}
_ALWAYS_INLINE_ int64_t posmod(int64_t p_x, int64_t p_y) {
ERR_FAIL_COND_V_MSG(p_y == 0, 0, "Division by zero in posmod is undefined. Returning 0 as fallback.");
int64_t value = p_x % p_y;
if (((value < 0) && (p_y > 0)) || ((value > 0) && (p_y < 0))) {
value += p_y;
}
return value;
}
_ALWAYS_INLINE_ double deg_to_rad(double p_y) {
return p_y * (PI / 180.0);
}
_ALWAYS_INLINE_ float deg_to_rad(float p_y) {
return p_y * ((float)PI / 180.0f);
}
_ALWAYS_INLINE_ double rad_to_deg(double p_y) {
return p_y * (180.0 / PI);
}
_ALWAYS_INLINE_ float rad_to_deg(float p_y) {
return p_y * (180.0f / (float)PI);
}
_ALWAYS_INLINE_ double lerp(double p_from, double p_to, double p_weight) {
return p_from + (p_to - p_from) * p_weight;
}
_ALWAYS_INLINE_ float lerp(float p_from, float p_to, float p_weight) {
return p_from + (p_to - p_from) * p_weight;
}
_ALWAYS_INLINE_ double cubic_interpolate(double p_from, double p_to, double p_pre, double p_post, double p_weight) {
return 0.5 *
((p_from * 2.0) +
(-p_pre + p_to) * p_weight +
(2.0 * p_pre - 5.0 * p_from + 4.0 * p_to - p_post) * (p_weight * p_weight) +
(-p_pre + 3.0 * p_from - 3.0 * p_to + p_post) * (p_weight * p_weight * p_weight));
}
_ALWAYS_INLINE_ float cubic_interpolate(float p_from, float p_to, float p_pre, float p_post, float p_weight) {
return 0.5f *
((p_from * 2.0f) +
(-p_pre + p_to) * p_weight +
(2.0f * p_pre - 5.0f * p_from + 4.0f * p_to - p_post) * (p_weight * p_weight) +
(-p_pre + 3.0f * p_from - 3.0f * p_to + p_post) * (p_weight * p_weight * p_weight));
}
_ALWAYS_INLINE_ double cubic_interpolate_angle(double p_from, double p_to, double p_pre, double p_post, double p_weight) {
double from_rot = fmod(p_from, TAU);
double pre_diff = fmod(p_pre - from_rot, TAU);
double pre_rot = from_rot + fmod(2.0 * pre_diff, TAU) - pre_diff;
double to_diff = fmod(p_to - from_rot, TAU);
double to_rot = from_rot + fmod(2.0 * to_diff, TAU) - to_diff;
double post_diff = fmod(p_post - to_rot, TAU);
double post_rot = to_rot + fmod(2.0 * post_diff, TAU) - post_diff;
return cubic_interpolate(from_rot, to_rot, pre_rot, post_rot, p_weight);
}
_ALWAYS_INLINE_ float cubic_interpolate_angle(float p_from, float p_to, float p_pre, float p_post, float p_weight) {
float from_rot = fmod(p_from, (float)TAU);
float pre_diff = fmod(p_pre - from_rot, (float)TAU);
float pre_rot = from_rot + fmod(2.0f * pre_diff, (float)TAU) - pre_diff;
float to_diff = fmod(p_to - from_rot, (float)TAU);
float to_rot = from_rot + fmod(2.0f * to_diff, (float)TAU) - to_diff;
float post_diff = fmod(p_post - to_rot, (float)TAU);
float post_rot = to_rot + fmod(2.0f * post_diff, (float)TAU) - post_diff;
return cubic_interpolate(from_rot, to_rot, pre_rot, post_rot, p_weight);
}
_ALWAYS_INLINE_ double cubic_interpolate_in_time(double p_from, double p_to, double p_pre, double p_post, double p_weight,
double p_to_t, double p_pre_t, double p_post_t) {
/* Barry-Goldman method */
double t = lerp(0.0, p_to_t, p_weight);
double a1 = lerp(p_pre, p_from, p_pre_t == 0 ? 0.0 : (t - p_pre_t) / -p_pre_t);
double a2 = lerp(p_from, p_to, p_to_t == 0 ? 0.5 : t / p_to_t);
double a3 = lerp(p_to, p_post, p_post_t - p_to_t == 0 ? 1.0 : (t - p_to_t) / (p_post_t - p_to_t));
double b1 = lerp(a1, a2, p_to_t - p_pre_t == 0 ? 0.0 : (t - p_pre_t) / (p_to_t - p_pre_t));
double b2 = lerp(a2, a3, p_post_t == 0 ? 1.0 : t / p_post_t);
return lerp(b1, b2, p_to_t == 0 ? 0.5 : t / p_to_t);
}
_ALWAYS_INLINE_ float cubic_interpolate_in_time(float p_from, float p_to, float p_pre, float p_post, float p_weight,
float p_to_t, float p_pre_t, float p_post_t) {
/* Barry-Goldman method */
float t = lerp(0.0f, p_to_t, p_weight);
float a1 = lerp(p_pre, p_from, p_pre_t == 0 ? 0.0f : (t - p_pre_t) / -p_pre_t);
float a2 = lerp(p_from, p_to, p_to_t == 0 ? 0.5f : t / p_to_t);
float a3 = lerp(p_to, p_post, p_post_t - p_to_t == 0 ? 1.0f : (t - p_to_t) / (p_post_t - p_to_t));
float b1 = lerp(a1, a2, p_to_t - p_pre_t == 0 ? 0.0f : (t - p_pre_t) / (p_to_t - p_pre_t));
float b2 = lerp(a2, a3, p_post_t == 0 ? 1.0f : t / p_post_t);
return lerp(b1, b2, p_to_t == 0 ? 0.5f : t / p_to_t);
}
_ALWAYS_INLINE_ double cubic_interpolate_angle_in_time(double p_from, double p_to, double p_pre, double p_post, double p_weight,
double p_to_t, double p_pre_t, double p_post_t) {
double from_rot = fmod(p_from, TAU);
double pre_diff = fmod(p_pre - from_rot, TAU);
double pre_rot = from_rot + fmod(2.0 * pre_diff, TAU) - pre_diff;
double to_diff = fmod(p_to - from_rot, TAU);
double to_rot = from_rot + fmod(2.0 * to_diff, TAU) - to_diff;
double post_diff = fmod(p_post - to_rot, TAU);
double post_rot = to_rot + fmod(2.0 * post_diff, TAU) - post_diff;
return cubic_interpolate_in_time(from_rot, to_rot, pre_rot, post_rot, p_weight, p_to_t, p_pre_t, p_post_t);
}
_ALWAYS_INLINE_ float cubic_interpolate_angle_in_time(float p_from, float p_to, float p_pre, float p_post, float p_weight,
float p_to_t, float p_pre_t, float p_post_t) {
float from_rot = fmod(p_from, (float)TAU);
float pre_diff = fmod(p_pre - from_rot, (float)TAU);
float pre_rot = from_rot + fmod(2.0f * pre_diff, (float)TAU) - pre_diff;
float to_diff = fmod(p_to - from_rot, (float)TAU);
float to_rot = from_rot + fmod(2.0f * to_diff, (float)TAU) - to_diff;
float post_diff = fmod(p_post - to_rot, (float)TAU);
float post_rot = to_rot + fmod(2.0f * post_diff, (float)TAU) - post_diff;
return cubic_interpolate_in_time(from_rot, to_rot, pre_rot, post_rot, p_weight, p_to_t, p_pre_t, p_post_t);
}
_ALWAYS_INLINE_ double bezier_interpolate(double p_start, double p_control_1, double p_control_2, double p_end, double p_t) {
/* Formula from Wikipedia article on Bezier curves. */
double omt = (1.0 - p_t);
double omt2 = omt * omt;
double omt3 = omt2 * omt;
double t2 = p_t * p_t;
double t3 = t2 * p_t;
return p_start * omt3 + p_control_1 * omt2 * p_t * 3.0 + p_control_2 * omt * t2 * 3.0 + p_end * t3;
}
_ALWAYS_INLINE_ float bezier_interpolate(float p_start, float p_control_1, float p_control_2, float p_end, float p_t) {
/* Formula from Wikipedia article on Bezier curves. */
float omt = (1.0f - p_t);
float omt2 = omt * omt;
float omt3 = omt2 * omt;
float t2 = p_t * p_t;
float t3 = t2 * p_t;
return p_start * omt3 + p_control_1 * omt2 * p_t * 3.0f + p_control_2 * omt * t2 * 3.0f + p_end * t3;
}
_ALWAYS_INLINE_ double bezier_derivative(double p_start, double p_control_1, double p_control_2, double p_end, double p_t) {
/* Formula from Wikipedia article on Bezier curves. */
double omt = (1.0 - p_t);
double omt2 = omt * omt;
double t2 = p_t * p_t;
double d = (p_control_1 - p_start) * 3.0 * omt2 + (p_control_2 - p_control_1) * 6.0 * omt * p_t + (p_end - p_control_2) * 3.0 * t2;
return d;
}
_ALWAYS_INLINE_ float bezier_derivative(float p_start, float p_control_1, float p_control_2, float p_end, float p_t) {
/* Formula from Wikipedia article on Bezier curves. */
float omt = (1.0f - p_t);
float omt2 = omt * omt;
float t2 = p_t * p_t;
float d = (p_control_1 - p_start) * 3.0f * omt2 + (p_control_2 - p_control_1) * 6.0f * omt * p_t + (p_end - p_control_2) * 3.0f * t2;
return d;
}
_ALWAYS_INLINE_ double angle_difference(double p_from, double p_to) {
double difference = fmod(p_to - p_from, TAU);
return fmod(2.0 * difference, TAU) - difference;
}
_ALWAYS_INLINE_ float angle_difference(float p_from, float p_to) {
float difference = fmod(p_to - p_from, (float)TAU);
return fmod(2.0f * difference, (float)TAU) - difference;
}
_ALWAYS_INLINE_ double lerp_angle(double p_from, double p_to, double p_weight) {
return p_from + angle_difference(p_from, p_to) * p_weight;
}
_ALWAYS_INLINE_ float lerp_angle(float p_from, float p_to, float p_weight) {
return p_from + angle_difference(p_from, p_to) * p_weight;
}
_ALWAYS_INLINE_ double inverse_lerp(double p_from, double p_to, double p_value) {
return (p_value - p_from) / (p_to - p_from);
}
_ALWAYS_INLINE_ float inverse_lerp(float p_from, float p_to, float p_value) {
return (p_value - p_from) / (p_to - p_from);
}
_ALWAYS_INLINE_ double remap(double p_value, double p_istart, double p_istop, double p_ostart, double p_ostop) {
return lerp(p_ostart, p_ostop, inverse_lerp(p_istart, p_istop, p_value));
}
_ALWAYS_INLINE_ float remap(float p_value, float p_istart, float p_istop, float p_ostart, float p_ostop) {
return lerp(p_ostart, p_ostop, inverse_lerp(p_istart, p_istop, p_value));
}
_ALWAYS_INLINE_ bool is_equal_approx(double p_left, double p_right, double p_tolerance) {
// Check for exact equality first, required to handle "infinity" values.
if (p_left == p_right) {
return true;
}
// Then check for approximate equality.
return abs(p_left - p_right) < p_tolerance;
}
_ALWAYS_INLINE_ bool is_equal_approx(float p_left, float p_right, float p_tolerance) {
// Check for exact equality first, required to handle "infinity" values.
if (p_left == p_right) {
return true;
}
// Then check for approximate equality.
return abs(p_left - p_right) < p_tolerance;
}
_ALWAYS_INLINE_ bool is_equal_approx(double p_left, double p_right) {
// Check for exact equality first, required to handle "infinity" values.
if (p_left == p_right) {
return true;
}
// Then check for approximate equality.
double tolerance = CMP_EPSILON * abs(p_left);
if (tolerance < CMP_EPSILON) {
tolerance = CMP_EPSILON;
}
return abs(p_left - p_right) < tolerance;
}
_ALWAYS_INLINE_ bool is_equal_approx(float p_left, float p_right) {
// Check for exact equality first, required to handle "infinity" values.
if (p_left == p_right) {
return true;
}
// Then check for approximate equality.
float tolerance = (float)CMP_EPSILON * abs(p_left);
if (tolerance < (float)CMP_EPSILON) {
tolerance = (float)CMP_EPSILON;
}
return abs(p_left - p_right) < tolerance;
}
_ALWAYS_INLINE_ bool is_zero_approx(double p_value) {
return abs(p_value) < CMP_EPSILON;
}
_ALWAYS_INLINE_ bool is_zero_approx(float p_value) {
return abs(p_value) < (float)CMP_EPSILON;
}
_ALWAYS_INLINE_ bool is_same(double p_left, double p_right) {
return (p_left == p_right) || (is_nan(p_left) && is_nan(p_right));
}
_ALWAYS_INLINE_ bool is_same(float p_left, float p_right) {
return (p_left == p_right) || (is_nan(p_left) && is_nan(p_right));
}
_ALWAYS_INLINE_ double smoothstep(double p_from, double p_to, double p_s) {
if (is_equal_approx(p_from, p_to)) {
if (likely(p_from <= p_to)) {
return p_s <= p_from ? 0.0 : 1.0;
} else {
return p_s <= p_to ? 1.0 : 0.0;
}
}
double s = CLAMP((p_s - p_from) / (p_to - p_from), 0.0, 1.0);
return s * s * (3.0 - 2.0 * s);
}
_ALWAYS_INLINE_ float smoothstep(float p_from, float p_to, float p_s) {
if (is_equal_approx(p_from, p_to)) {
if (likely(p_from <= p_to)) {
return p_s <= p_from ? 0.0f : 1.0f;
} else {
return p_s <= p_to ? 1.0f : 0.0f;
}
}
float s = CLAMP((p_s - p_from) / (p_to - p_from), 0.0f, 1.0f);
return s * s * (3.0f - 2.0f * s);
}
_ALWAYS_INLINE_ double move_toward(double p_from, double p_to, double p_delta) {
return abs(p_to - p_from) <= p_delta ? p_to : p_from + SIGN(p_to - p_from) * p_delta;
}
_ALWAYS_INLINE_ float move_toward(float p_from, float p_to, float p_delta) {
return abs(p_to - p_from) <= p_delta ? p_to : p_from + SIGN(p_to - p_from) * p_delta;
}
_ALWAYS_INLINE_ double rotate_toward(double p_from, double p_to, double p_delta) {
double difference = angle_difference(p_from, p_to);
double abs_difference = abs(difference);
// When `p_delta < 0` move no further than to PI radians away from `p_to` (as PI is the max possible angle distance).
return p_from + CLAMP(p_delta, abs_difference - PI, abs_difference) * (difference >= 0.0 ? 1.0 : -1.0);
}
_ALWAYS_INLINE_ float rotate_toward(float p_from, float p_to, float p_delta) {
float difference = angle_difference(p_from, p_to);
float abs_difference = abs(difference);
// When `p_delta < 0` move no further than to PI radians away from `p_to` (as PI is the max possible angle distance).
return p_from + CLAMP(p_delta, abs_difference - (float)PI, abs_difference) * (difference >= 0.0f ? 1.0f : -1.0f);
}
_ALWAYS_INLINE_ double linear_to_db(double p_linear) {
return log(p_linear) * 8.6858896380650365530225783783321;
}
_ALWAYS_INLINE_ float linear_to_db(float p_linear) {
return log(p_linear) * (float)8.6858896380650365530225783783321;
}
_ALWAYS_INLINE_ double db_to_linear(double p_db) {
return exp(p_db * 0.11512925464970228420089957273422);
}
_ALWAYS_INLINE_ float db_to_linear(float p_db) {
return exp(p_db * (float)0.11512925464970228420089957273422);
}
_ALWAYS_INLINE_ double round(double p_val) {
return std::round(p_val);
}
_ALWAYS_INLINE_ float round(float p_val) {
return std::round(p_val);
}
_ALWAYS_INLINE_ double wrapf(double p_value, double p_min, double p_max) {
double range = p_max - p_min;
if (is_zero_approx(range)) {
return p_min;
}
double result = p_value - (range * floor((p_value - p_min) / range));
if (is_equal_approx(result, p_max)) {
return p_min;
}
return result;
}
_ALWAYS_INLINE_ float wrapf(float p_value, float p_min, float p_max) {
float range = p_max - p_min;
if (is_zero_approx(range)) {
return p_min;
}
float result = p_value - (range * floor((p_value - p_min) / range));
if (is_equal_approx(result, p_max)) {
return p_min;
}
return result;
}
_ALWAYS_INLINE_ int64_t wrapi(int64_t p_value, int64_t p_min, int64_t p_max) {
int64_t range = p_max - p_min;
return range == 0 ? p_min : p_min + ((((p_value - p_min) % range) + range) % range);
}
_ALWAYS_INLINE_ double fract(double p_value) {
return p_value - floor(p_value);
}
_ALWAYS_INLINE_ float fract(float p_value) {
return p_value - floor(p_value);
}
_ALWAYS_INLINE_ double pingpong(double p_value, double p_length) {
return (p_length != 0.0) ? abs(fract((p_value - p_length) / (p_length * 2.0)) * p_length * 2.0 - p_length) : 0.0;
}
_ALWAYS_INLINE_ float pingpong(float p_value, float p_length) {
return (p_length != 0.0f) ? abs(fract((p_value - p_length) / (p_length * 2.0f)) * p_length * 2.0f - p_length) : 0.0f;
}
// double only, as these functions are mainly used by the editor and not performance-critical,
double ease(double p_x, double p_c);
int step_decimals(double p_step);
int range_step_decimals(double p_step); // For editor use only.
double snapped(double p_value, double p_step);
uint32_t larger_prime(uint32_t p_val);
void seed(uint64_t p_seed);
void randomize();
uint32_t rand_from_seed(uint64_t *p_seed);
uint32_t rand();
_ALWAYS_INLINE_ double randd() {
return (double)rand() / (double)UINT32_MAX;
}
_ALWAYS_INLINE_ float randf() {
return (float)rand() / (float)UINT32_MAX;
}
double randfn(double p_mean, double p_deviation);
double random(double p_from, double p_to);
float random(float p_from, float p_to);
int random(int p_from, int p_to);
// This function should be as fast as possible and rounding mode should not matter.
_ALWAYS_INLINE_ int fast_ftoi(float p_value) {
return std::rint(p_value);
}
_ALWAYS_INLINE_ uint32_t halfbits_to_floatbits(uint16_t p_half) {
uint16_t h_exp, h_sig;
uint32_t f_sgn, f_exp, f_sig;
h_exp = (p_half & 0x7c00u);
f_sgn = ((uint32_t)p_half & 0x8000u) << 16;
switch (h_exp) {
case 0x0000u: /* 0 or subnormal */
h_sig = (p_half & 0x03ffu);
/* Signed zero */
if (h_sig == 0) {
return f_sgn;
}
/* Subnormal */
h_sig <<= 1;
while ((h_sig & 0x0400u) == 0) {
h_sig <<= 1;
h_exp++;
}
f_exp = ((uint32_t)(127 - 15 - h_exp)) << 23;
f_sig = ((uint32_t)(h_sig & 0x03ffu)) << 13;
return f_sgn + f_exp + f_sig;
case 0x7c00u: /* inf or NaN */
/* All-ones exponent and a copy of the significand */
return f_sgn + 0x7f800000u + (((uint32_t)(p_half & 0x03ffu)) << 13);
default: /* normalized */
/* Just need to adjust the exponent and shift */
return f_sgn + (((uint32_t)(p_half & 0x7fffu) + 0x1c000u) << 13);
}
}
_ALWAYS_INLINE_ float halfptr_to_float(const uint16_t *p_half) {
union {
uint32_t u32;
float f32;
} u;
u.u32 = halfbits_to_floatbits(*p_half);
return u.f32;
}
_ALWAYS_INLINE_ float half_to_float(const uint16_t p_half) {
return halfptr_to_float(&p_half);
}
_ALWAYS_INLINE_ uint16_t make_half_float(float p_value) {
union {
float fv;
uint32_t ui;
} ci;
ci.fv = p_value;
uint32_t x = ci.ui;
uint32_t sign = (unsigned short)(x >> 31);
uint32_t mantissa;
uint32_t exponent;
uint16_t hf;
// get mantissa
mantissa = x & ((1 << 23) - 1);
// get exponent bits
exponent = x & (0xFF << 23);
if (exponent >= 0x47800000) {
// check if the original single precision float number is a NaN
if (mantissa && (exponent == (0xFF << 23))) {
// we have a single precision NaN
mantissa = (1 << 23) - 1;
} else {
// 16-bit half-float representation stores number as Inf
mantissa = 0;
}
hf = (((uint16_t)sign) << 15) | (uint16_t)((0x1F << 10)) |
(uint16_t)(mantissa >> 13);
}
// check if exponent is <= -15
else if (exponent <= 0x38000000) {
/*
// store a denorm half-float value or zero
exponent = (0x38000000 - exponent) >> 23;
mantissa >>= (14 + exponent);
hf = (((uint16_t)sign) << 15) | (uint16_t)(mantissa);
*/
hf = 0; //denormals do not work for 3D, convert to zero
} else {
hf = (((uint16_t)sign) << 15) |
(uint16_t)((exponent - 0x38000000) >> 13) |
(uint16_t)(mantissa >> 13);
}
return hf;
}
_ALWAYS_INLINE_ float snap_scalar(float p_offset, float p_step, float p_target) {
return p_step != 0 ? snapped(p_target - p_offset, p_step) + p_offset : p_target;
}
_ALWAYS_INLINE_ float snap_scalar_separation(float p_offset, float p_step, float p_target, float p_separation) {
if (p_step != 0) {
float a = snapped(p_target - p_offset, p_step + p_separation) + p_offset;
float b = a;
if (p_target >= 0) {
b -= p_separation;
} else {
b += p_step;
}
return (abs(p_target - a) < abs(p_target - b)) ? a : b;
}
return p_target;
}
}; // namespace Math

185
core/math/plane.cpp Normal file
View File

@@ -0,0 +1,185 @@
/**************************************************************************/
/* plane.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "plane.h"
#include "core/math/math_funcs.h"
#include "core/variant/variant.h"
void Plane::set_normal(const Vector3 &p_normal) {
normal = p_normal;
}
void Plane::normalize() {
real_t l = normal.length();
if (l == 0) {
*this = Plane(0, 0, 0, 0);
return;
}
normal /= l;
d /= l;
}
Plane Plane::normalized() const {
Plane p = *this;
p.normalize();
return p;
}
Vector3 Plane::get_any_perpendicular_normal() const {
static const Vector3 p1 = Vector3(1, 0, 0);
static const Vector3 p2 = Vector3(0, 1, 0);
Vector3 p;
if (Math::abs(normal.dot(p1)) > 0.99f) { // if too similar to p1
p = p2; // use p2
} else {
p = p1; // use p1
}
p -= normal * normal.dot(p);
p.normalize();
return p;
}
/* intersections */
bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const {
const Plane &p_plane0 = *this;
Vector3 normal0 = p_plane0.normal;
Vector3 normal1 = p_plane1.normal;
Vector3 normal2 = p_plane2.normal;
real_t denom = vec3_cross(normal0, normal1).dot(normal2);
if (Math::is_zero_approx(denom)) {
return false;
}
if (r_result) {
*r_result = ((vec3_cross(normal1, normal2) * p_plane0.d) +
(vec3_cross(normal2, normal0) * p_plane1.d) +
(vec3_cross(normal0, normal1) * p_plane2.d)) /
denom;
}
return true;
}
bool Plane::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const {
Vector3 segment = p_dir;
real_t den = normal.dot(segment);
if (Math::is_zero_approx(den)) {
return false;
}
real_t dist = (normal.dot(p_from) - d) / den;
if (dist > (real_t)CMP_EPSILON) { //this is a ray, before the emitting pos (p_from) doesn't exist
return false;
}
dist = -dist;
*p_intersection = p_from + segment * dist;
return true;
}
bool Plane::intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const {
Vector3 segment = p_begin - p_end;
real_t den = normal.dot(segment);
if (Math::is_zero_approx(den)) {
return false;
}
real_t dist = (normal.dot(p_begin) - d) / den;
if (dist < (real_t)-CMP_EPSILON || dist > (1.0f + (real_t)CMP_EPSILON)) {
return false;
}
dist = -dist;
*p_intersection = p_begin + segment * dist;
return true;
}
Variant Plane::intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const {
Vector3 inters;
if (intersect_3(p_plane1, p_plane2, &inters)) {
return inters;
} else {
return Variant();
}
}
Variant Plane::intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const {
Vector3 inters;
if (intersects_ray(p_from, p_dir, &inters)) {
return inters;
} else {
return Variant();
}
}
Variant Plane::intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const {
Vector3 inters;
if (intersects_segment(p_begin, p_end, &inters)) {
return inters;
} else {
return Variant();
}
}
/* misc */
bool Plane::is_equal_approx_any_side(const Plane &p_plane) const {
return (normal.is_equal_approx(p_plane.normal) && Math::is_equal_approx(d, p_plane.d)) || (normal.is_equal_approx(-p_plane.normal) && Math::is_equal_approx(d, -p_plane.d));
}
bool Plane::is_equal_approx(const Plane &p_plane) const {
return normal.is_equal_approx(p_plane.normal) && Math::is_equal_approx(d, p_plane.d);
}
bool Plane::is_same(const Plane &p_plane) const {
return normal.is_same(p_plane.normal) && Math::is_same(d, p_plane.d);
}
bool Plane::is_finite() const {
return normal.is_finite() && Math::is_finite(d);
}
Plane::operator String() const {
return "[N: " + normal.operator String() + ", D: " + String::num_real(d, false) + "]";
}

137
core/math/plane.h Normal file
View File

@@ -0,0 +1,137 @@
/**************************************************************************/
/* plane.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/vector3.h"
class Variant;
struct [[nodiscard]] Plane {
Vector3 normal;
real_t d = 0;
void set_normal(const Vector3 &p_normal);
_FORCE_INLINE_ Vector3 get_normal() const { return normal; }
void normalize();
Plane normalized() const;
/* Plane-Point operations */
_FORCE_INLINE_ Vector3 get_center() const { return normal * d; }
Vector3 get_any_perpendicular_normal() const;
_FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
_FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const;
_FORCE_INLINE_ bool has_point(const Vector3 &p_point, real_t p_tolerance = CMP_EPSILON) const;
/* intersections */
bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = nullptr) const;
bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const;
bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const;
// For Variant bindings.
Variant intersect_3_bind(const Plane &p_plane1, const Plane &p_plane2) const;
Variant intersects_ray_bind(const Vector3 &p_from, const Vector3 &p_dir) const;
Variant intersects_segment_bind(const Vector3 &p_begin, const Vector3 &p_end) const;
_FORCE_INLINE_ Vector3 project(const Vector3 &p_point) const {
return p_point - normal * distance_to(p_point);
}
/* misc */
constexpr Plane operator-() const { return Plane(-normal, -d); }
bool is_equal_approx(const Plane &p_plane) const;
bool is_same(const Plane &p_plane) const;
bool is_equal_approx_any_side(const Plane &p_plane) const;
bool is_finite() const;
constexpr bool operator==(const Plane &p_plane) const;
constexpr bool operator!=(const Plane &p_plane) const;
explicit operator String() const;
Plane() = default;
constexpr Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
normal(p_a, p_b, p_c),
d(p_d) {}
constexpr Plane(const Vector3 &p_normal, real_t p_d = 0.0);
_FORCE_INLINE_ Plane(const Vector3 &p_normal, const Vector3 &p_point);
_FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
};
bool Plane::is_point_over(const Vector3 &p_point) const {
return (normal.dot(p_point) > d);
}
real_t Plane::distance_to(const Vector3 &p_point) const {
return (normal.dot(p_point) - d);
}
bool Plane::has_point(const Vector3 &p_point, real_t p_tolerance) const {
real_t dist = normal.dot(p_point) - d;
dist = Math::abs(dist);
return (dist <= p_tolerance);
}
constexpr Plane::Plane(const Vector3 &p_normal, real_t p_d) :
normal(p_normal),
d(p_d) {
}
Plane::Plane(const Vector3 &p_normal, const Vector3 &p_point) :
normal(p_normal),
d(p_normal.dot(p_point)) {
}
Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) {
if (p_dir == CLOCKWISE) {
normal = (p_point1 - p_point3).cross(p_point1 - p_point2);
} else {
normal = (p_point1 - p_point2).cross(p_point1 - p_point3);
}
normal.normalize();
d = normal.dot(p_point1);
}
constexpr bool Plane::operator==(const Plane &p_plane) const {
return normal == p_plane.normal && d == p_plane.d;
}
constexpr bool Plane::operator!=(const Plane &p_plane) const {
return normal != p_plane.normal || d != p_plane.d;
}
template <>
struct is_zero_constructible<Plane> : std::true_type {};

980
core/math/projection.cpp Normal file
View File

@@ -0,0 +1,980 @@
/**************************************************************************/
/* projection.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "projection.h"
#include "core/math/aabb.h"
#include "core/math/math_funcs.h"
#include "core/math/plane.h"
#include "core/math/rect2.h"
#include "core/math/transform_3d.h"
#include "core/string/ustring.h"
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] -
columns[0][3] * columns[1][2] * columns[2][0] * columns[3][1] + columns[0][2] * columns[1][3] * columns[2][0] * columns[3][1] +
columns[0][3] * columns[1][0] * columns[2][2] * columns[3][1] - columns[0][0] * columns[1][3] * columns[2][2] * columns[3][1] -
columns[0][2] * columns[1][0] * columns[2][3] * columns[3][1] + columns[0][0] * columns[1][2] * columns[2][3] * columns[3][1] +
columns[0][3] * columns[1][1] * columns[2][0] * columns[3][2] - columns[0][1] * columns[1][3] * columns[2][0] * columns[3][2] -
columns[0][3] * columns[1][0] * columns[2][1] * columns[3][2] + columns[0][0] * columns[1][3] * columns[2][1] * columns[3][2] +
columns[0][1] * columns[1][0] * columns[2][3] * columns[3][2] - columns[0][0] * columns[1][1] * columns[2][3] * columns[3][2] -
columns[0][2] * columns[1][1] * columns[2][0] * columns[3][3] + columns[0][1] * columns[1][2] * columns[2][0] * columns[3][3] +
columns[0][2] * columns[1][0] * columns[2][1] * columns[3][3] - columns[0][0] * columns[1][2] * columns[2][1] * columns[3][3] -
columns[0][1] * columns[1][0] * columns[2][2] * columns[3][3] + columns[0][0] * columns[1][1] * columns[2][2] * columns[3][3];
}
void Projection::set_identity() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
columns[i][j] = (i == j) ? 1 : 0;
}
}
}
void Projection::set_zero() {
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
columns[i][j] = 0;
}
}
}
Plane Projection::xform4(const Plane &p_vec4) const {
Plane ret;
ret.normal.x = columns[0][0] * p_vec4.normal.x + columns[1][0] * p_vec4.normal.y + columns[2][0] * p_vec4.normal.z + columns[3][0] * p_vec4.d;
ret.normal.y = columns[0][1] * p_vec4.normal.x + columns[1][1] * p_vec4.normal.y + columns[2][1] * p_vec4.normal.z + columns[3][1] * p_vec4.d;
ret.normal.z = columns[0][2] * p_vec4.normal.x + columns[1][2] * p_vec4.normal.y + columns[2][2] * p_vec4.normal.z + columns[3][2] * p_vec4.d;
ret.d = columns[0][3] * p_vec4.normal.x + columns[1][3] * p_vec4.normal.y + columns[2][3] * p_vec4.normal.z + columns[3][3] * p_vec4.d;
return ret;
}
Vector4 Projection::xform(const Vector4 &p_vec4) const {
return Vector4(
columns[0][0] * p_vec4.x + columns[1][0] * p_vec4.y + columns[2][0] * p_vec4.z + columns[3][0] * p_vec4.w,
columns[0][1] * p_vec4.x + columns[1][1] * p_vec4.y + columns[2][1] * p_vec4.z + columns[3][1] * p_vec4.w,
columns[0][2] * p_vec4.x + columns[1][2] * p_vec4.y + columns[2][2] * p_vec4.z + columns[3][2] * p_vec4.w,
columns[0][3] * p_vec4.x + columns[1][3] * p_vec4.y + columns[2][3] * p_vec4.z + columns[3][3] * p_vec4.w);
}
Vector4 Projection::xform_inv(const Vector4 &p_vec4) const {
return Vector4(
columns[0][0] * p_vec4.x + columns[0][1] * p_vec4.y + columns[0][2] * p_vec4.z + columns[0][3] * p_vec4.w,
columns[1][0] * p_vec4.x + columns[1][1] * p_vec4.y + columns[1][2] * p_vec4.z + columns[1][3] * p_vec4.w,
columns[2][0] * p_vec4.x + columns[2][1] * p_vec4.y + columns[2][2] * p_vec4.z + columns[2][3] * p_vec4.w,
columns[3][0] * p_vec4.x + columns[3][1] * p_vec4.y + columns[3][2] * p_vec4.z + columns[3][3] * p_vec4.w);
}
void Projection::adjust_perspective_znear(real_t p_new_znear) {
real_t zfar = get_z_far();
real_t znear = p_new_znear;
real_t deltaZ = zfar - znear;
columns[2][2] = -(zfar + znear) / deltaZ;
columns[3][2] = -2 * znear * zfar / deltaZ;
}
Projection Projection::create_depth_correction(bool p_flip_y) {
Projection proj;
proj.set_depth_correction(p_flip_y);
return proj;
}
Projection Projection::create_light_atlas_rect(const Rect2 &p_rect) {
Projection proj;
proj.set_light_atlas_rect(p_rect);
return proj;
}
Projection Projection::create_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov) {
Projection proj;
proj.set_perspective(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov);
return proj;
}
Projection Projection::create_perspective_hmd(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist) {
Projection proj;
proj.set_perspective(p_fovy_degrees, p_aspect, p_z_near, p_z_far, p_flip_fov, p_eye, p_intraocular_dist, p_convergence_dist);
return proj;
}
Projection Projection::create_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far) {
Projection proj;
proj.set_for_hmd(p_eye, p_aspect, p_intraocular_dist, p_display_width, p_display_to_lens, p_oversample, p_z_near, p_z_far);
return proj;
}
Projection Projection::create_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar) {
Projection proj;
proj.set_orthogonal(p_left, p_right, p_bottom, p_top, p_znear, p_zfar);
return proj;
}
Projection Projection::create_orthogonal_aspect(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {
Projection proj;
proj.set_orthogonal(p_size, p_aspect, p_znear, p_zfar, p_flip_fov);
return proj;
}
Projection Projection::create_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far) {
Projection proj;
proj.set_frustum(p_left, p_right, p_bottom, p_top, p_near, p_far);
return proj;
}
Projection Projection::create_frustum_aspect(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov) {
Projection proj;
proj.set_frustum(p_size, p_aspect, p_offset, p_near, p_far, p_flip_fov);
return proj;
}
Projection Projection::create_fit_aabb(const AABB &p_aabb) {
Projection proj;
proj.scale_translate_to_fit(p_aabb);
return proj;
}
Projection Projection::perspective_znear_adjusted(real_t p_new_znear) const {
Projection proj = *this;
proj.adjust_perspective_znear(p_new_znear);
return proj;
}
Plane Projection::get_projection_plane(Planes p_plane) const {
const real_t *matrix = (const real_t *)columns;
switch (p_plane) {
case PLANE_NEAR: {
Plane new_plane = Plane(matrix[3] + matrix[2],
matrix[7] + matrix[6],
matrix[11] + matrix[10],
matrix[15] + matrix[14]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
return new_plane;
}
case PLANE_FAR: {
Plane new_plane = Plane(matrix[3] - matrix[2],
matrix[7] - matrix[6],
matrix[11] - matrix[10],
matrix[15] - matrix[14]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
return new_plane;
}
case PLANE_LEFT: {
Plane new_plane = Plane(matrix[3] + matrix[0],
matrix[7] + matrix[4],
matrix[11] + matrix[8],
matrix[15] + matrix[12]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
return new_plane;
}
case PLANE_TOP: {
Plane new_plane = Plane(matrix[3] - matrix[1],
matrix[7] - matrix[5],
matrix[11] - matrix[9],
matrix[15] - matrix[13]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
return new_plane;
}
case PLANE_RIGHT: {
Plane new_plane = Plane(matrix[3] - matrix[0],
matrix[7] - matrix[4],
matrix[11] - matrix[8],
matrix[15] - matrix[12]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
return new_plane;
}
case PLANE_BOTTOM: {
Plane new_plane = Plane(matrix[3] + matrix[1],
matrix[7] + matrix[5],
matrix[11] + matrix[9],
matrix[15] + matrix[13]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
return new_plane;
}
}
return Plane();
}
Projection Projection::flipped_y() const {
Projection proj = *this;
proj.flip_y();
return proj;
}
Projection Projection ::jitter_offseted(const Vector2 &p_offset) const {
Projection proj = *this;
proj.add_jitter_offset(p_offset);
return proj;
}
void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov) {
if (p_flip_fov) {
p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
}
real_t sine, cotangent, deltaZ;
real_t radians = Math::deg_to_rad(p_fovy_degrees / 2.0);
deltaZ = p_z_far - p_z_near;
sine = Math::sin(radians);
if ((deltaZ == 0) || (sine == 0) || (p_aspect == 0)) {
return;
}
cotangent = Math::cos(radians) / sine;
set_identity();
columns[0][0] = cotangent / p_aspect;
columns[1][1] = cotangent;
columns[2][2] = -(p_z_far + p_z_near) / deltaZ;
columns[2][3] = -1;
columns[3][2] = -2 * p_z_near * p_z_far / deltaZ;
columns[3][3] = 0;
}
void Projection::set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist) {
if (p_flip_fov) {
p_fovy_degrees = get_fovy(p_fovy_degrees, 1.0 / p_aspect);
}
real_t left, right, modeltranslation, ymax, xmax, frustumshift;
ymax = p_z_near * std::tan(Math::deg_to_rad(p_fovy_degrees / 2.0));
xmax = ymax * p_aspect;
frustumshift = (p_intraocular_dist / 2.0) * p_z_near / p_convergence_dist;
switch (p_eye) {
case 1: { // left eye
left = -xmax + frustumshift;
right = xmax + frustumshift;
modeltranslation = p_intraocular_dist / 2.0;
} break;
case 2: { // right eye
left = -xmax - frustumshift;
right = xmax - frustumshift;
modeltranslation = -p_intraocular_dist / 2.0;
} break;
default: { // mono, should give the same result as set_perspective(p_fovy_degrees,p_aspect,p_z_near,p_z_far,p_flip_fov)
left = -xmax;
right = xmax;
modeltranslation = 0.0;
} break;
}
set_frustum(left, right, -ymax, ymax, p_z_near, p_z_far);
// translate matrix by (modeltranslation, 0.0, 0.0)
Projection cm;
cm.set_identity();
cm.columns[3][0] = modeltranslation;
*this = *this * cm;
}
void Projection::set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far) {
// we first calculate our base frustum on our values without taking our lens magnification into account.
real_t f1 = (p_intraocular_dist * 0.5) / p_display_to_lens;
real_t f2 = ((p_display_width - p_intraocular_dist) * 0.5) / p_display_to_lens;
real_t f3 = (p_display_width / 4.0) / p_display_to_lens;
// now we apply our oversample factor to increase our FOV. how much we oversample is always a balance we strike between performance and how much
// we're willing to sacrifice in FOV.
real_t add = ((f1 + f2) * (p_oversample - 1.0)) / 2.0;
f1 += add;
f2 += add;
f3 *= p_oversample;
// always apply KEEP_WIDTH aspect ratio
f3 /= p_aspect;
switch (p_eye) {
case 1: { // left eye
set_frustum(-f2 * p_z_near, f1 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
} break;
case 2: { // right eye
set_frustum(-f1 * p_z_near, f2 * p_z_near, -f3 * p_z_near, f3 * p_z_near, p_z_near, p_z_far);
} break;
default: { // mono, does not apply here!
} break;
}
}
void Projection::set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar) {
set_identity();
columns[0][0] = 2.0 / (p_right - p_left);
columns[3][0] = -((p_right + p_left) / (p_right - p_left));
columns[1][1] = 2.0 / (p_top - p_bottom);
columns[3][1] = -((p_top + p_bottom) / (p_top - p_bottom));
columns[2][2] = -2.0 / (p_zfar - p_znear);
columns[3][2] = -((p_zfar + p_znear) / (p_zfar - p_znear));
columns[3][3] = 1.0;
}
void Projection::set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov) {
if (!p_flip_fov) {
p_size *= p_aspect;
}
set_orthogonal(-p_size / 2, +p_size / 2, -p_size / p_aspect / 2, +p_size / p_aspect / 2, p_znear, p_zfar);
}
void Projection::set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far) {
ERR_FAIL_COND(p_right <= p_left);
ERR_FAIL_COND(p_top <= p_bottom);
ERR_FAIL_COND(p_far <= p_near);
real_t *te = &columns[0][0];
real_t x = 2 * p_near / (p_right - p_left);
real_t y = 2 * p_near / (p_top - p_bottom);
real_t a = (p_right + p_left) / (p_right - p_left);
real_t b = (p_top + p_bottom) / (p_top - p_bottom);
real_t c = -(p_far + p_near) / (p_far - p_near);
real_t d = -2 * p_far * p_near / (p_far - p_near);
te[0] = x;
te[1] = 0;
te[2] = 0;
te[3] = 0;
te[4] = 0;
te[5] = y;
te[6] = 0;
te[7] = 0;
te[8] = a;
te[9] = b;
te[10] = c;
te[11] = -1;
te[12] = 0;
te[13] = 0;
te[14] = d;
te[15] = 0;
}
void Projection::set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov) {
if (!p_flip_fov) {
p_size *= p_aspect;
}
set_frustum(-p_size / 2 + p_offset.x, +p_size / 2 + p_offset.x, -p_size / p_aspect / 2 + p_offset.y, +p_size / p_aspect / 2 + p_offset.y, p_near, p_far);
}
real_t Projection::get_z_far() const {
// NOTE: This assumes z-facing near and far planes, i.e. that :
// - the matrix is a projection across z-axis (i.e. is invertible and columns[0][1], [0][3], [1][0] and [1][3] == 0)
// - near and far planes are z-facing (i.e. columns[0][2] and [1][2] == 0)
return (columns[3][3] - columns[3][2]) / (columns[2][3] - columns[2][2]);
}
real_t Projection::get_z_near() const {
// NOTE: This assumes z-facing near and far planes, i.e. that :
// - the matrix is a projection across z-axis (i.e. is invertible and columns[0][1], [0][3], [1][0] and [1][3] == 0)
// - near and far planes are z-facing (i.e. columns[0][2] and [1][2] == 0)
return (columns[3][3] + columns[3][2]) / (columns[2][3] + columns[2][2]);
}
Vector2 Projection::get_viewport_half_extents() const {
// NOTE: This assumes a symmetrical frustum, i.e. that :
// - the matrix is a projection across z-axis (i.e. is invertible and columns[0][1], [0][3], [1][0] and [1][3] == 0)
// - the projection plane is rectangular (i.e. columns[0][2] and [1][2] == 0 if columns[2][3] != 0)
// - there is no offset / skew (i.e. columns[2][0] == columns[2][1] == 0)
real_t w = -get_z_near() * columns[2][3] + columns[3][3];
return Vector2(w / columns[0][0], w / columns[1][1]);
}
Vector2 Projection::get_far_plane_half_extents() const {
// NOTE: This assumes a symmetrical frustum, i.e. that :
// - the matrix is a projection across z-axis (i.e. is invertible and columns[0][1], [0][3], [1][0] and [1][3] == 0)
// - the projection plane is rectangular (i.e. columns[0][2] and [1][2] == 0 if columns[2][3] != 0)
// - there is no offset / skew (i.e. columns[2][0] == columns[2][1] == 0)
real_t w = -get_z_far() * columns[2][3] + columns[3][3];
return Vector2(w / columns[0][0], w / columns[1][1]);
}
bool Projection::get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const {
Vector<Plane> planes = get_projection_planes(Transform3D());
const Planes intersections[8][3] = {
{ PLANE_FAR, PLANE_LEFT, PLANE_TOP },
{ PLANE_FAR, PLANE_LEFT, PLANE_BOTTOM },
{ PLANE_FAR, PLANE_RIGHT, PLANE_TOP },
{ PLANE_FAR, PLANE_RIGHT, PLANE_BOTTOM },
{ PLANE_NEAR, PLANE_LEFT, PLANE_TOP },
{ PLANE_NEAR, PLANE_LEFT, PLANE_BOTTOM },
{ PLANE_NEAR, PLANE_RIGHT, PLANE_TOP },
{ PLANE_NEAR, PLANE_RIGHT, PLANE_BOTTOM },
};
for (int i = 0; i < 8; i++) {
Vector3 point;
Plane a = planes[intersections[i][0]];
Plane b = planes[intersections[i][1]];
Plane c = planes[intersections[i][2]];
bool res = a.intersect_3(b, c, &point);
ERR_FAIL_COND_V(!res, false);
p_8points[i] = p_transform.xform(point);
}
return true;
}
Vector<Plane> Projection::get_projection_planes(const Transform3D &p_transform) const {
/** Fast Plane Extraction from combined modelview/projection matrices.
* References:
* https://web.archive.org/web/20011221205252/https://www.markmorley.com/opengl/frustumculling.html
* https://web.archive.org/web/20061020020112/https://www2.ravensoft.com/users/ggribb/plane%20extraction.pdf
*/
Vector<Plane> planes;
planes.resize(6);
const real_t *matrix = (const real_t *)columns;
Plane new_plane;
///////--- Near Plane ---///////
new_plane = Plane(matrix[3] + matrix[2],
matrix[7] + matrix[6],
matrix[11] + matrix[10],
matrix[15] + matrix[14]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.write[0] = p_transform.xform(new_plane);
///////--- Far Plane ---///////
new_plane = Plane(matrix[3] - matrix[2],
matrix[7] - matrix[6],
matrix[11] - matrix[10],
matrix[15] - matrix[14]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.write[1] = p_transform.xform(new_plane);
///////--- Left Plane ---///////
new_plane = Plane(matrix[3] + matrix[0],
matrix[7] + matrix[4],
matrix[11] + matrix[8],
matrix[15] + matrix[12]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.write[2] = p_transform.xform(new_plane);
///////--- Top Plane ---///////
new_plane = Plane(matrix[3] - matrix[1],
matrix[7] - matrix[5],
matrix[11] - matrix[9],
matrix[15] - matrix[13]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.write[3] = p_transform.xform(new_plane);
///////--- Right Plane ---///////
new_plane = Plane(matrix[3] - matrix[0],
matrix[7] - matrix[4],
matrix[11] - matrix[8],
matrix[15] - matrix[12]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.write[4] = p_transform.xform(new_plane);
///////--- Bottom Plane ---///////
new_plane = Plane(matrix[3] + matrix[1],
matrix[7] + matrix[5],
matrix[11] + matrix[9],
matrix[15] + matrix[13]);
new_plane.normal = -new_plane.normal;
new_plane.normalize();
planes.write[5] = p_transform.xform(new_plane);
return planes;
}
Projection Projection::inverse() const {
Projection cm = *this;
cm.invert();
return cm;
}
void Projection::invert() {
// Adapted from Mesa's `src/util/u_math.c` `util_invert_mat4x4`.
// MIT licensed. Copyright 2008 VMware, Inc. Authored by Jacques Leroy.
Projection temp;
real_t *out = (real_t *)temp.columns;
real_t *m = (real_t *)columns;
real_t wtmp[4][8];
real_t m0, m1, m2, m3, s;
real_t *r0, *r1, *r2, *r3;
#define MAT(m, r, c) (m)[(c) * 4 + (r)]
r0 = wtmp[0];
r1 = wtmp[1];
r2 = wtmp[2];
r3 = wtmp[3];
r0[0] = MAT(m, 0, 0);
r0[1] = MAT(m, 0, 1);
r0[2] = MAT(m, 0, 2);
r0[3] = MAT(m, 0, 3);
r0[4] = 1.0;
r0[5] = 0.0;
r0[6] = 0.0;
r0[7] = 0.0;
r1[0] = MAT(m, 1, 0);
r1[1] = MAT(m, 1, 1);
r1[2] = MAT(m, 1, 2);
r1[3] = MAT(m, 1, 3);
r1[5] = 1.0;
r1[4] = 0.0;
r1[6] = 0.0;
r1[7] = 0.0;
r2[0] = MAT(m, 2, 0);
r2[1] = MAT(m, 2, 1);
r2[2] = MAT(m, 2, 2);
r2[3] = MAT(m, 2, 3);
r2[6] = 1.0;
r2[4] = 0.0;
r2[5] = 0.0;
r2[7] = 0.0;
r3[0] = MAT(m, 3, 0);
r3[1] = MAT(m, 3, 1);
r3[2] = MAT(m, 3, 2);
r3[3] = MAT(m, 3, 3);
r3[7] = 1.0;
r3[4] = 0.0;
r3[5] = 0.0;
r3[6] = 0.0;
/* choose pivot - or die */
if (Math::abs(r3[0]) > Math::abs(r2[0])) {
SWAP(r3, r2);
}
if (Math::abs(r2[0]) > Math::abs(r1[0])) {
SWAP(r2, r1);
}
if (Math::abs(r1[0]) > Math::abs(r0[0])) {
SWAP(r1, r0);
}
ERR_FAIL_COND(0.0 == r0[0]);
/* eliminate first variable */
m1 = r1[0] / r0[0];
m2 = r2[0] / r0[0];
m3 = r3[0] / r0[0];
s = r0[1];
r1[1] -= m1 * s;
r2[1] -= m2 * s;
r3[1] -= m3 * s;
s = r0[2];
r1[2] -= m1 * s;
r2[2] -= m2 * s;
r3[2] -= m3 * s;
s = r0[3];
r1[3] -= m1 * s;
r2[3] -= m2 * s;
r3[3] -= m3 * s;
s = r0[4];
if (s != 0.0) {
r1[4] -= m1 * s;
r2[4] -= m2 * s;
r3[4] -= m3 * s;
}
s = r0[5];
if (s != 0.0) {
r1[5] -= m1 * s;
r2[5] -= m2 * s;
r3[5] -= m3 * s;
}
s = r0[6];
if (s != 0.0) {
r1[6] -= m1 * s;
r2[6] -= m2 * s;
r3[6] -= m3 * s;
}
s = r0[7];
if (s != 0.0) {
r1[7] -= m1 * s;
r2[7] -= m2 * s;
r3[7] -= m3 * s;
}
/* choose pivot - or die */
if (Math::abs(r3[1]) > Math::abs(r2[1])) {
SWAP(r3, r2);
}
if (Math::abs(r2[1]) > Math::abs(r1[1])) {
SWAP(r2, r1);
}
ERR_FAIL_COND(0.0 == r1[1]);
/* eliminate second variable */
m2 = r2[1] / r1[1];
m3 = r3[1] / r1[1];
r2[2] -= m2 * r1[2];
r3[2] -= m3 * r1[2];
r2[3] -= m2 * r1[3];
r3[3] -= m3 * r1[3];
s = r1[4];
if (0.0 != s) {
r2[4] -= m2 * s;
r3[4] -= m3 * s;
}
s = r1[5];
if (0.0 != s) {
r2[5] -= m2 * s;
r3[5] -= m3 * s;
}
s = r1[6];
if (0.0 != s) {
r2[6] -= m2 * s;
r3[6] -= m3 * s;
}
s = r1[7];
if (0.0 != s) {
r2[7] -= m2 * s;
r3[7] -= m3 * s;
}
/* choose pivot - or die */
if (Math::abs(r3[2]) > Math::abs(r2[2])) {
SWAP(r3, r2);
}
ERR_FAIL_COND(0.0 == r2[2]);
/* eliminate third variable */
m3 = r3[2] / r2[2];
r3[3] -= m3 * r2[3];
r3[4] -= m3 * r2[4];
r3[5] -= m3 * r2[5];
r3[6] -= m3 * r2[6];
r3[7] -= m3 * r2[7];
/* last check */
ERR_FAIL_COND(0.0 == r3[3]);
s = 1.0 / r3[3]; /* now back substitute row 3 */
r3[4] *= s;
r3[5] *= s;
r3[6] *= s;
r3[7] *= s;
m2 = r2[3]; /* now back substitute row 2 */
s = 1.0 / r2[2];
r2[4] = s * (r2[4] - r3[4] * m2);
r2[5] = s * (r2[5] - r3[5] * m2);
r2[6] = s * (r2[6] - r3[6] * m2);
r2[7] = s * (r2[7] - r3[7] * m2);
m1 = r1[3];
r1[4] -= r3[4] * m1;
r1[5] -= r3[5] * m1;
r1[6] -= r3[6] * m1;
r1[7] -= r3[7] * m1;
m0 = r0[3];
r0[4] -= r3[4] * m0;
r0[5] -= r3[5] * m0;
r0[6] -= r3[6] * m0;
r0[7] -= r3[7] * m0;
m1 = r1[2]; /* now back substitute row 1 */
s = 1.0 / r1[1];
r1[4] = s * (r1[4] - r2[4] * m1);
r1[5] = s * (r1[5] - r2[5] * m1),
r1[6] = s * (r1[6] - r2[6] * m1);
r1[7] = s * (r1[7] - r2[7] * m1);
m0 = r0[2];
r0[4] -= r2[4] * m0;
r0[5] -= r2[5] * m0;
r0[6] -= r2[6] * m0;
r0[7] -= r2[7] * m0;
m0 = r0[1]; /* now back substitute row 0 */
s = 1.0 / r0[0];
r0[4] = s * (r0[4] - r1[4] * m0);
r0[5] = s * (r0[5] - r1[5] * m0),
r0[6] = s * (r0[6] - r1[6] * m0);
r0[7] = s * (r0[7] - r1[7] * m0);
MAT(out, 0, 0) = r0[4];
MAT(out, 0, 1) = r0[5];
MAT(out, 0, 2) = r0[6];
MAT(out, 0, 3) = r0[7];
MAT(out, 1, 0) = r1[4];
MAT(out, 1, 1) = r1[5];
MAT(out, 1, 2) = r1[6];
MAT(out, 1, 3) = r1[7];
MAT(out, 2, 0) = r2[4];
MAT(out, 2, 1) = r2[5];
MAT(out, 2, 2) = r2[6];
MAT(out, 2, 3) = r2[7];
MAT(out, 3, 0) = r3[4];
MAT(out, 3, 1) = r3[5];
MAT(out, 3, 2) = r3[6];
MAT(out, 3, 3) = r3[7];
#undef MAT
*this = temp;
}
void Projection::flip_y() {
for (int i = 0; i < 4; i++) {
columns[1][i] = -columns[1][i];
}
}
bool Projection::is_same(const Projection &p_cam) const {
return columns[0].is_same(p_cam.columns[0]) && columns[1].is_same(p_cam.columns[1]) && columns[2].is_same(p_cam.columns[2]) && columns[3].is_same(p_cam.columns[3]);
}
void Projection::set_depth_correction(bool p_flip_y, bool p_reverse_z, bool p_remap_z) {
// p_remap_z is used to convert from OpenGL-style clip space (-1 - 1) to Vulkan style (0 - 1).
real_t *m = &columns[0][0];
m[0] = 1;
m[1] = 0.0;
m[2] = 0.0;
m[3] = 0.0;
m[4] = 0.0;
m[5] = p_flip_y ? -1 : 1;
m[6] = 0.0;
m[7] = 0.0;
m[8] = 0.0;
m[9] = 0.0;
m[10] = p_remap_z ? (p_reverse_z ? -0.5 : 0.5) : (p_reverse_z ? -1.0 : 1.0);
m[11] = 0.0;
m[12] = 0.0;
m[13] = 0.0;
m[14] = p_remap_z ? 0.5 : 0.0;
m[15] = 1.0;
}
void Projection::set_light_bias() {
real_t *m = &columns[0][0];
m[0] = 0.5;
m[1] = 0.0;
m[2] = 0.0;
m[3] = 0.0;
m[4] = 0.0;
m[5] = 0.5;
m[6] = 0.0;
m[7] = 0.0;
m[8] = 0.0;
m[9] = 0.0;
m[10] = 0.5;
m[11] = 0.0;
m[12] = 0.5;
m[13] = 0.5;
m[14] = 0.5;
m[15] = 1.0;
}
void Projection::set_light_atlas_rect(const Rect2 &p_rect) {
real_t *m = &columns[0][0];
m[0] = p_rect.size.width;
m[1] = 0.0;
m[2] = 0.0;
m[3] = 0.0;
m[4] = 0.0;
m[5] = p_rect.size.height;
m[6] = 0.0;
m[7] = 0.0;
m[8] = 0.0;
m[9] = 0.0;
m[10] = 1.0;
m[11] = 0.0;
m[12] = p_rect.position.x;
m[13] = p_rect.position.y;
m[14] = 0.0;
m[15] = 1.0;
}
Projection::operator String() const {
return "[X: " + columns[0].operator String() +
", Y: " + columns[1].operator String() +
", Z: " + columns[2].operator String() +
", W: " + columns[3].operator String() + "]";
}
real_t Projection::get_aspect() const {
// NOTE: This assumes a rectangular projection plane, i.e. that :
// - the matrix is a projection across z-axis (i.e. is invertible and columns[0][1], [0][3], [1][0] and [1][3] == 0)
// - the projection plane is rectangular (i.e. columns[0][2] and [1][2] == 0 if columns[2][3] != 0)
return columns[1][1] / columns[0][0];
}
int Projection::get_pixels_per_meter(int p_for_pixel_width) const {
// NOTE: This assumes a rectangular projection plane, i.e. that :
// - the matrix is a projection across z-axis (i.e. is invertible and columns[0][1], [0][3], [1][0] and [1][3] == 0)
// - the projection plane is rectangular (i.e. columns[0][2] and [1][2] == 0 if columns[2][3] != 0)
real_t width = 2 * (-get_z_near() * columns[2][3] + columns[3][3]) / columns[0][0];
return p_for_pixel_width / width; // Note : return type should be real_t (kept as int for compatibility for now).
}
bool Projection::is_orthogonal() const {
// NOTE: This assumes that the matrix is a projection across z-axis
// i.e. is invertible and columns[0][1], [0][3], [1][0] and [1][3] == 0
return columns[2][3] == 0.0;
}
real_t Projection::get_fov() const {
// NOTE: This assumes a rectangular projection plane, i.e. that :
// - the matrix is a projection across z-axis (i.e. is invertible and columns[0][1], [0][3], [1][0] and [1][3] == 0)
// - the projection plane is rectangular (i.e. columns[0][2] and [1][2] == 0 if columns[2][3] != 0)
if (columns[2][0] == 0) {
return Math::rad_to_deg(2 * Math::atan2(1, columns[0][0]));
} else {
// The frustum is asymmetrical so we need to calculate the left and right angles separately.
real_t right = Math::atan2(columns[2][0] + 1, columns[0][0]);
real_t left = Math::atan2(columns[2][0] - 1, columns[0][0]);
return Math::rad_to_deg(right - left);
}
}
real_t Projection::get_lod_multiplier() const {
// NOTE: This assumes a rectangular projection plane, i.e. that :
// - the matrix is a projection across z-axis (i.e. is invertible and columns[0][1], [0][3], [1][0] and [1][3] == 0)
// - the projection plane is rectangular (i.e. columns[0][2] and [1][2] == 0 if columns[2][3] != 0)
return 2 / columns[0][0];
}
void Projection::make_scale(const Vector3 &p_scale) {
set_identity();
columns[0][0] = p_scale.x;
columns[1][1] = p_scale.y;
columns[2][2] = p_scale.z;
}
void Projection::scale_translate_to_fit(const AABB &p_aabb) {
Vector3 min = p_aabb.position;
Vector3 max = p_aabb.position + p_aabb.size;
columns[0][0] = 2 / (max.x - min.x);
columns[1][0] = 0;
columns[2][0] = 0;
columns[3][0] = -(max.x + min.x) / (max.x - min.x);
columns[0][1] = 0;
columns[1][1] = 2 / (max.y - min.y);
columns[2][1] = 0;
columns[3][1] = -(max.y + min.y) / (max.y - min.y);
columns[0][2] = 0;
columns[1][2] = 0;
columns[2][2] = 2 / (max.z - min.z);
columns[3][2] = -(max.z + min.z) / (max.z - min.z);
columns[0][3] = 0;
columns[1][3] = 0;
columns[2][3] = 0;
columns[3][3] = 1;
}
void Projection::add_jitter_offset(const Vector2 &p_offset) {
columns[3][0] += p_offset.x;
columns[3][1] += p_offset.y;
}
Projection::operator Transform3D() const {
Transform3D tr;
const real_t *m = &columns[0][0];
tr.basis.rows[0][0] = m[0];
tr.basis.rows[1][0] = m[1];
tr.basis.rows[2][0] = m[2];
tr.basis.rows[0][1] = m[4];
tr.basis.rows[1][1] = m[5];
tr.basis.rows[2][1] = m[6];
tr.basis.rows[0][2] = m[8];
tr.basis.rows[1][2] = m[9];
tr.basis.rows[2][2] = m[10];
tr.origin.x = m[12];
tr.origin.y = m[13];
tr.origin.z = m[14];
return tr;
}
Projection::Projection(const Transform3D &p_transform) {
const Transform3D &tr = p_transform;
real_t *m = &columns[0][0];
m[0] = tr.basis.rows[0][0];
m[1] = tr.basis.rows[1][0];
m[2] = tr.basis.rows[2][0];
m[3] = 0.0;
m[4] = tr.basis.rows[0][1];
m[5] = tr.basis.rows[1][1];
m[6] = tr.basis.rows[2][1];
m[7] = 0.0;
m[8] = tr.basis.rows[0][2];
m[9] = tr.basis.rows[1][2];
m[10] = tr.basis.rows[2][2];
m[11] = 0.0;
m[12] = tr.origin.x;
m[13] = tr.origin.y;
m[14] = tr.origin.z;
m[15] = 1.0;
}

195
core/math/projection.h Normal file
View File

@@ -0,0 +1,195 @@
/**************************************************************************/
/* projection.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/vector3.h"
#include "core/math/vector4.h"
template <typename T>
class Vector;
struct AABB;
struct Plane;
struct Rect2;
struct Transform3D;
struct Vector2;
struct [[nodiscard]] Projection {
enum Planes {
PLANE_NEAR,
PLANE_FAR,
PLANE_LEFT,
PLANE_TOP,
PLANE_RIGHT,
PLANE_BOTTOM
};
Vector4 columns[4] = {
{ 1, 0, 0, 0 },
{ 0, 1, 0, 0 },
{ 0, 0, 1, 0 },
{ 0, 0, 0, 1 },
};
constexpr const Vector4 &operator[](int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 4);
return columns[p_axis];
}
constexpr Vector4 &operator[](int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 4);
return columns[p_axis];
}
real_t determinant() const;
void set_identity();
void set_zero();
void set_light_bias();
void set_depth_correction(bool p_flip_y = true, bool p_reverse_z = true, bool p_remap_z = true);
void set_light_atlas_rect(const Rect2 &p_rect);
void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false);
void set_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist);
void set_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);
void set_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);
void set_orthogonal(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
void set_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);
void set_frustum(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
void adjust_perspective_znear(real_t p_new_znear);
static Projection create_depth_correction(bool p_flip_y);
static Projection create_light_atlas_rect(const Rect2 &p_rect);
static Projection create_perspective(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov = false);
static Projection create_perspective_hmd(real_t p_fovy_degrees, real_t p_aspect, real_t p_z_near, real_t p_z_far, bool p_flip_fov, int p_eye, real_t p_intraocular_dist, real_t p_convergence_dist);
static Projection create_for_hmd(int p_eye, real_t p_aspect, real_t p_intraocular_dist, real_t p_display_width, real_t p_display_to_lens, real_t p_oversample, real_t p_z_near, real_t p_z_far);
static Projection create_orthogonal(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_znear, real_t p_zfar);
static Projection create_orthogonal_aspect(real_t p_size, real_t p_aspect, real_t p_znear, real_t p_zfar, bool p_flip_fov = false);
static Projection create_frustum(real_t p_left, real_t p_right, real_t p_bottom, real_t p_top, real_t p_near, real_t p_far);
static Projection create_frustum_aspect(real_t p_size, real_t p_aspect, Vector2 p_offset, real_t p_near, real_t p_far, bool p_flip_fov = false);
static Projection create_fit_aabb(const AABB &p_aabb);
Projection perspective_znear_adjusted(real_t p_new_znear) const;
Plane get_projection_plane(Planes p_plane) const;
Projection flipped_y() const;
Projection jitter_offseted(const Vector2 &p_offset) const;
static real_t get_fovy(real_t p_fovx, real_t p_aspect) {
return Math::rad_to_deg(Math::atan(p_aspect * Math::tan(Math::deg_to_rad(p_fovx) * 0.5)) * 2.0);
}
real_t get_z_far() const;
real_t get_z_near() const;
real_t get_aspect() const;
real_t get_fov() const;
bool is_orthogonal() const;
Vector<Plane> get_projection_planes(const Transform3D &p_transform) const;
bool get_endpoints(const Transform3D &p_transform, Vector3 *p_8points) const;
Vector2 get_viewport_half_extents() const;
Vector2 get_far_plane_half_extents() const;
void invert();
Projection inverse() const;
constexpr Projection operator*(const Projection &p_matrix) const;
Plane xform4(const Plane &p_vec4) const;
_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vec3) const;
Vector4 xform(const Vector4 &p_vec4) const;
Vector4 xform_inv(const Vector4 &p_vec4) const;
explicit operator String() const;
void scale_translate_to_fit(const AABB &p_aabb);
void add_jitter_offset(const Vector2 &p_offset);
void make_scale(const Vector3 &p_scale);
int get_pixels_per_meter(int p_for_pixel_width) const;
operator Transform3D() const;
void flip_y();
bool is_same(const Projection &p_cam) const;
constexpr bool operator==(const Projection &p_cam) const {
for (uint32_t i = 0; i < 4; i++) {
for (uint32_t j = 0; j < 4; j++) {
if (columns[i][j] != p_cam.columns[i][j]) {
return false;
}
}
}
return true;
}
constexpr bool operator!=(const Projection &p_cam) const {
return !(*this == p_cam);
}
real_t get_lod_multiplier() const;
Projection() = default;
constexpr Projection(const Vector4 &p_x, const Vector4 &p_y, const Vector4 &p_z, const Vector4 &p_w) :
columns{ p_x, p_y, p_z, p_w } {}
constexpr Projection(real_t p_xx, real_t p_xy, real_t p_xz, real_t p_xw, real_t p_yx, real_t p_yy, real_t p_yz, real_t p_yw, real_t p_zx, real_t p_zy, real_t p_zz, real_t p_zw, real_t p_wx, real_t p_wy, real_t p_wz, real_t p_ww) :
columns{
{ p_xx, p_xy, p_xz, p_xw },
{ p_yx, p_yy, p_yz, p_yw },
{ p_zx, p_zy, p_zz, p_zw },
{ p_wx, p_wy, p_wz, p_ww },
} {}
Projection(const Transform3D &p_transform);
};
constexpr Projection Projection::operator*(const Projection &p_matrix) const {
Projection new_matrix;
for (int j = 0; j < 4; j++) {
for (int i = 0; i < 4; i++) {
real_t ab = 0;
for (int k = 0; k < 4; k++) {
ab += columns[k][i] * p_matrix.columns[j][k];
}
new_matrix.columns[j][i] = ab;
}
}
return new_matrix;
}
Vector3 Projection::xform(const Vector3 &p_vec3) const {
Vector3 ret;
ret.x = columns[0][0] * p_vec3.x + columns[1][0] * p_vec3.y + columns[2][0] * p_vec3.z + columns[3][0];
ret.y = columns[0][1] * p_vec3.x + columns[1][1] * p_vec3.y + columns[2][1] * p_vec3.z + columns[3][1];
ret.z = columns[0][2] * p_vec3.x + columns[1][2] * p_vec3.y + columns[2][2] * p_vec3.z + columns[3][2];
real_t w = columns[0][3] * p_vec3.x + columns[1][3] * p_vec3.y + columns[2][3] * p_vec3.z + columns[3][3];
return ret / w;
}

329
core/math/quaternion.cpp Normal file
View File

@@ -0,0 +1,329 @@
/**************************************************************************/
/* quaternion.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "quaternion.h"
#include "core/math/basis.h"
#include "core/string/ustring.h"
real_t Quaternion::angle_to(const Quaternion &p_to) const {
real_t d = dot(p_to);
// acos does clamping.
return Math::acos(d * d * 2 - 1);
}
Vector3 Quaternion::get_euler(EulerOrder p_order) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!is_normalized(), Vector3(0, 0, 0), "The quaternion " + operator String() + " must be normalized.");
#endif
return Basis(*this).get_euler(p_order);
}
bool Quaternion::is_equal_approx(const Quaternion &p_quaternion) const {
return Math::is_equal_approx(x, p_quaternion.x) && Math::is_equal_approx(y, p_quaternion.y) && Math::is_equal_approx(z, p_quaternion.z) && Math::is_equal_approx(w, p_quaternion.w);
}
bool Quaternion::is_same(const Quaternion &p_quaternion) const {
return Math::is_same(x, p_quaternion.x) && Math::is_same(y, p_quaternion.y) && Math::is_same(z, p_quaternion.z) && Math::is_same(w, p_quaternion.w);
}
bool Quaternion::is_finite() const {
return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z) && Math::is_finite(w);
}
real_t Quaternion::length() const {
return Math::sqrt(length_squared());
}
void Quaternion::normalize() {
*this /= length();
}
Quaternion Quaternion::normalized() const {
return *this / length();
}
bool Quaternion::is_normalized() const {
return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON); //use less epsilon
}
Quaternion Quaternion::inverse() const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!is_normalized(), Quaternion(), "The quaternion " + operator String() + " must be normalized.");
#endif
return Quaternion(-x, -y, -z, w);
}
Quaternion Quaternion::log() const {
Quaternion src = *this;
Vector3 src_v = src.get_axis() * src.get_angle();
return Quaternion(src_v.x, src_v.y, src_v.z, 0);
}
Quaternion Quaternion::exp() const {
Quaternion src = *this;
Vector3 src_v = Vector3(src.x, src.y, src.z);
real_t theta = src_v.length();
src_v = src_v.normalized();
if (theta < CMP_EPSILON || !src_v.is_normalized()) {
return Quaternion(0, 0, 0, 1);
}
return Quaternion(src_v, theta);
}
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.");
#endif
Quaternion to1;
real_t omega, cosom, sinom, scale0, scale1;
// calc cosine
cosom = dot(p_to);
// adjust signs (if necessary)
if (cosom < 0.0f) {
cosom = -cosom;
to1 = -p_to;
} else {
to1 = p_to;
}
// calculate coefficients
if ((1.0f - cosom) > (real_t)CMP_EPSILON) {
// standard case (slerp)
omega = Math::acos(cosom);
sinom = Math::sin(omega);
scale0 = Math::sin((1.0 - p_weight) * omega) / sinom;
scale1 = Math::sin(p_weight * omega) / sinom;
} else {
// "from" and "to" quaternions are very close
// ... so we can do a linear interpolation
scale0 = 1.0f - p_weight;
scale1 = p_weight;
}
// calculate final values
return Quaternion(
scale0 * x + scale1 * to1.x,
scale0 * y + scale1 * to1.y,
scale0 * z + scale1 * to1.z,
scale0 * w + scale1 * to1.w);
}
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.");
#endif
const Quaternion &from = *this;
real_t dot = from.dot(p_to);
if (Math::abs(dot) > 0.9999f) {
return from;
}
real_t theta = Math::acos(dot),
sinT = 1.0f / Math::sin(theta),
newFactor = Math::sin(p_weight * theta) * sinT,
invFactor = Math::sin((1.0f - p_weight) * theta) * sinT;
return Quaternion(invFactor * from.x + newFactor * p_to.x,
invFactor * from.y + newFactor * p_to.y,
invFactor * from.z + newFactor * p_to.z,
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, 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.");
#endif
Quaternion from_q = *this;
Quaternion pre_q = p_pre_a;
Quaternion to_q = p_b;
Quaternion post_q = p_post_b;
// Align flip phases.
from_q = Basis(from_q).get_rotation_quaternion();
pre_q = Basis(pre_q).get_rotation_quaternion();
to_q = Basis(to_q).get_rotation_quaternion();
post_q = Basis(post_q).get_rotation_quaternion();
// Flip quaternions to shortest path if necessary.
bool flip1 = std::signbit(from_q.dot(pre_q));
pre_q = flip1 ? -pre_q : pre_q;
bool flip2 = std::signbit(from_q.dot(to_q));
to_q = flip2 ? -to_q : to_q;
bool flip3 = flip2 ? to_q.dot(post_q) <= 0 : std::signbit(to_q.dot(post_q));
post_q = flip3 ? -post_q : post_q;
// Calc by Expmap in from_q space.
Quaternion ln_from = Quaternion(0, 0, 0, 0);
Quaternion ln_to = (from_q.inverse() * to_q).log();
Quaternion ln_pre = (from_q.inverse() * pre_q).log();
Quaternion ln_post = (from_q.inverse() * post_q).log();
Quaternion ln = Quaternion(0, 0, 0, 0);
ln.x = Math::cubic_interpolate(ln_from.x, ln_to.x, ln_pre.x, ln_post.x, p_weight);
ln.y = Math::cubic_interpolate(ln_from.y, ln_to.y, ln_pre.y, ln_post.y, p_weight);
ln.z = Math::cubic_interpolate(ln_from.z, ln_to.z, ln_pre.z, ln_post.z, p_weight);
Quaternion q1 = from_q * ln.exp();
// Calc by Expmap in to_q space.
ln_from = (to_q.inverse() * from_q).log();
ln_to = Quaternion(0, 0, 0, 0);
ln_pre = (to_q.inverse() * pre_q).log();
ln_post = (to_q.inverse() * post_q).log();
ln = Quaternion(0, 0, 0, 0);
ln.x = Math::cubic_interpolate(ln_from.x, ln_to.x, ln_pre.x, ln_post.x, p_weight);
ln.y = Math::cubic_interpolate(ln_from.y, ln_to.y, ln_pre.y, ln_post.y, p_weight);
ln.z = Math::cubic_interpolate(ln_from.z, ln_to.z, ln_pre.z, ln_post.z, p_weight);
Quaternion q2 = to_q * ln.exp();
// To cancel error made by Expmap ambiguity, do blending.
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, 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.");
#endif
Quaternion from_q = *this;
Quaternion pre_q = p_pre_a;
Quaternion to_q = p_b;
Quaternion post_q = p_post_b;
// Align flip phases.
from_q = Basis(from_q).get_rotation_quaternion();
pre_q = Basis(pre_q).get_rotation_quaternion();
to_q = Basis(to_q).get_rotation_quaternion();
post_q = Basis(post_q).get_rotation_quaternion();
// Flip quaternions to shortest path if necessary.
bool flip1 = std::signbit(from_q.dot(pre_q));
pre_q = flip1 ? -pre_q : pre_q;
bool flip2 = std::signbit(from_q.dot(to_q));
to_q = flip2 ? -to_q : to_q;
bool flip3 = flip2 ? to_q.dot(post_q) <= 0 : std::signbit(to_q.dot(post_q));
post_q = flip3 ? -post_q : post_q;
// Calc by Expmap in from_q space.
Quaternion ln_from = Quaternion(0, 0, 0, 0);
Quaternion ln_to = (from_q.inverse() * to_q).log();
Quaternion ln_pre = (from_q.inverse() * pre_q).log();
Quaternion ln_post = (from_q.inverse() * post_q).log();
Quaternion ln = Quaternion(0, 0, 0, 0);
ln.x = Math::cubic_interpolate_in_time(ln_from.x, ln_to.x, ln_pre.x, ln_post.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
ln.y = Math::cubic_interpolate_in_time(ln_from.y, ln_to.y, ln_pre.y, ln_post.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
ln.z = Math::cubic_interpolate_in_time(ln_from.z, ln_to.z, ln_pre.z, ln_post.z, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
Quaternion q1 = from_q * ln.exp();
// Calc by Expmap in to_q space.
ln_from = (to_q.inverse() * from_q).log();
ln_to = Quaternion(0, 0, 0, 0);
ln_pre = (to_q.inverse() * pre_q).log();
ln_post = (to_q.inverse() * post_q).log();
ln = Quaternion(0, 0, 0, 0);
ln.x = Math::cubic_interpolate_in_time(ln_from.x, ln_to.x, ln_pre.x, ln_post.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
ln.y = Math::cubic_interpolate_in_time(ln_from.y, ln_to.y, ln_pre.y, ln_post.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
ln.z = Math::cubic_interpolate_in_time(ln_from.z, ln_to.z, ln_pre.z, ln_post.z, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
Quaternion q2 = to_q * ln.exp();
// To cancel error made by Expmap ambiguity, do blending.
return q1.slerp(q2, p_weight);
}
Quaternion::operator String() const {
return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ", " + String::num_real(w, false) + ")";
}
Vector3 Quaternion::get_axis() const {
if (Math::abs(w) > 1 - CMP_EPSILON) {
return Vector3(x, y, z);
}
real_t r = ((real_t)1) / Math::sqrt(1 - w * w);
return Vector3(x * r, y * r, z * r);
}
real_t Quaternion::get_angle() const {
return 2 * Math::acos(w);
}
Quaternion::Quaternion(const Vector3 &p_axis, real_t p_angle) {
#ifdef MATH_CHECKS
ERR_FAIL_COND_MSG(!p_axis.is_normalized(), "The axis Vector3 " + p_axis.operator String() + " must be normalized.");
#endif
real_t d = p_axis.length();
if (d == 0) {
x = 0;
y = 0;
z = 0;
w = 0;
} else {
real_t sin_angle = Math::sin(p_angle * 0.5f);
real_t cos_angle = Math::cos(p_angle * 0.5f);
real_t s = sin_angle / d;
x = p_axis.x * s;
y = p_axis.y * s;
z = p_axis.z * s;
w = cos_angle;
}
}
// Euler constructor expects a vector containing the Euler angles in the format
// (ax, ay, az), where ax is the angle of rotation around x axis,
// and similar for other axes.
// This implementation uses YXZ convention (Z is the first rotation).
Quaternion Quaternion::from_euler(const Vector3 &p_euler) {
real_t half_a1 = p_euler.y * 0.5f;
real_t half_a2 = p_euler.x * 0.5f;
real_t half_a3 = p_euler.z * 0.5f;
// R = Y(a1).X(a2).Z(a3) convention for Euler angles.
// Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6)
// a3 is the angle of the first rotation, following the notation in this reference.
real_t cos_a1 = Math::cos(half_a1);
real_t sin_a1 = Math::sin(half_a1);
real_t cos_a2 = Math::cos(half_a2);
real_t sin_a2 = Math::sin(half_a2);
real_t cos_a3 = Math::cos(half_a3);
real_t sin_a3 = Math::sin(half_a3);
return Quaternion(
sin_a1 * cos_a2 * sin_a3 + cos_a1 * sin_a2 * cos_a3,
sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3,
-sin_a1 * sin_a2 * cos_a3 + cos_a1 * cos_a2 * sin_a3,
sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3);
}

255
core/math/quaternion.h Normal file
View File

@@ -0,0 +1,255 @@
/**************************************************************************/
/* quaternion.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/math_funcs.h"
#include "core/math/vector3.h"
#include "core/string/ustring.h"
struct [[nodiscard]] Quaternion {
union {
// NOLINTBEGIN(modernize-use-default-member-init)
struct {
real_t x;
real_t y;
real_t z;
real_t w;
};
real_t components[4] = { 0, 0, 0, 1.0 };
// NOLINTEND(modernize-use-default-member-init)
};
_FORCE_INLINE_ real_t &operator[](int p_idx) {
return components[p_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;
bool is_same(const Quaternion &p_quaternion) const;
bool is_finite() const;
real_t length() const;
void normalize();
Quaternion normalized() const;
bool is_normalized() const;
Quaternion inverse() const;
Quaternion log() const;
Quaternion exp() const;
_FORCE_INLINE_ real_t dot(const Quaternion &p_q) const;
real_t angle_to(const Quaternion &p_to) const;
Vector3 get_euler(EulerOrder p_order = EulerOrder::YXZ) const;
static Quaternion from_euler(const Vector3 &p_euler);
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;
_FORCE_INLINE_ void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
r_angle = 2 * Math::acos(w);
real_t r = ((real_t)1) / Math::sqrt(1 - w * w);
r_axis.x = x * r;
r_axis.y = y * r;
r_axis.z = z * r;
}
constexpr void operator*=(const Quaternion &p_q);
constexpr Quaternion operator*(const Quaternion &p_q) const;
_FORCE_INLINE_ Vector3 xform(const Vector3 &p_v) const {
#ifdef MATH_CHECKS
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(p_v);
return p_v + ((uv * w) + u.cross(uv)) * ((real_t)2);
}
_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_v) const {
return inverse().xform(p_v);
}
constexpr void operator+=(const Quaternion &p_q);
constexpr void operator-=(const Quaternion &p_q);
constexpr void operator*=(real_t p_s);
constexpr void operator/=(real_t p_s);
constexpr Quaternion operator+(const Quaternion &p_q2) const;
constexpr Quaternion operator-(const Quaternion &p_q2) const;
constexpr Quaternion operator-() const;
constexpr Quaternion operator*(real_t p_s) const;
constexpr Quaternion operator/(real_t p_s) const;
constexpr bool operator==(const Quaternion &p_quaternion) const;
constexpr bool operator!=(const Quaternion &p_quaternion) const;
explicit operator String() const;
constexpr Quaternion() :
x(0), y(0), z(0), w(1) {}
constexpr Quaternion(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
x(p_x), y(p_y), z(p_z), w(p_w) {}
Quaternion(const Vector3 &p_axis, real_t p_angle);
constexpr Quaternion(const Quaternion &p_q) :
x(p_q.x), y(p_q.y), z(p_q.z), w(p_q.w) {}
constexpr void operator=(const Quaternion &p_q) {
x = p_q.x;
y = p_q.y;
z = p_q.z;
w = p_q.w;
}
Quaternion(const Vector3 &p_v0, const Vector3 &p_v1) { // Shortest arc.
#ifdef MATH_CHECKS
ERR_FAIL_COND_MSG(p_v0.is_zero_approx() || p_v1.is_zero_approx(), "The vectors must not be zero.");
#endif
#ifdef REAL_T_IS_DOUBLE
constexpr real_t ALMOST_ONE = 0.999999999999999;
#else
constexpr real_t ALMOST_ONE = 0.99999975f;
#endif
Vector3 n0 = p_v0.normalized();
Vector3 n1 = p_v1.normalized();
real_t d = n0.dot(n1);
if (Math::abs(d) > ALMOST_ONE) {
if (d >= 0) {
return; // Vectors are same.
}
Vector3 axis = n0.get_any_perpendicular();
x = axis.x;
y = axis.y;
z = axis.z;
w = 0;
} else {
Vector3 c = n0.cross(n1);
real_t s = Math::sqrt((1.0f + d) * 2.0f);
real_t rs = 1.0f / s;
x = c.x * rs;
y = c.y * rs;
z = c.z * rs;
w = s * 0.5f;
}
normalize();
}
};
real_t Quaternion::dot(const Quaternion &p_q) const {
return x * p_q.x + y * p_q.y + z * p_q.z + w * p_q.w;
}
real_t Quaternion::length_squared() const {
return dot(*this);
}
constexpr void Quaternion::operator+=(const Quaternion &p_q) {
x += p_q.x;
y += p_q.y;
z += p_q.z;
w += p_q.w;
}
constexpr void Quaternion::operator-=(const Quaternion &p_q) {
x -= p_q.x;
y -= p_q.y;
z -= p_q.z;
w -= p_q.w;
}
constexpr void Quaternion::operator*=(real_t p_s) {
x *= p_s;
y *= p_s;
z *= p_s;
w *= p_s;
}
constexpr void Quaternion::operator/=(real_t p_s) {
*this *= (1 / p_s);
}
constexpr Quaternion Quaternion::operator+(const Quaternion &p_q2) const {
const Quaternion &q1 = *this;
return Quaternion(q1.x + p_q2.x, q1.y + p_q2.y, q1.z + p_q2.z, q1.w + p_q2.w);
}
constexpr Quaternion Quaternion::operator-(const Quaternion &p_q2) const {
const Quaternion &q1 = *this;
return Quaternion(q1.x - p_q2.x, q1.y - p_q2.y, q1.z - p_q2.z, q1.w - p_q2.w);
}
constexpr Quaternion Quaternion::operator-() const {
const Quaternion &q2 = *this;
return Quaternion(-q2.x, -q2.y, -q2.z, -q2.w);
}
constexpr Quaternion Quaternion::operator*(real_t p_s) const {
return Quaternion(x * p_s, y * p_s, z * p_s, w * p_s);
}
constexpr Quaternion Quaternion::operator/(real_t p_s) const {
return *this * (1 / p_s);
}
constexpr 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;
}
constexpr 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;
}
constexpr void Quaternion::operator*=(const Quaternion &p_q) {
real_t xx = w * p_q.x + x * p_q.w + y * p_q.z - z * p_q.y;
real_t yy = w * p_q.y + y * p_q.w + z * p_q.x - x * p_q.z;
real_t zz = w * p_q.z + z * p_q.w + x * p_q.y - y * p_q.x;
w = w * p_q.w - x * p_q.x - y * p_q.y - z * p_q.z;
x = xx;
y = yy;
z = zz;
}
constexpr Quaternion Quaternion::operator*(const Quaternion &p_q) const {
Quaternion r = *this;
r *= p_q;
return r;
}
constexpr Quaternion operator*(real_t p_real, const Quaternion &p_quaternion) {
return p_quaternion * p_real;
}

463
core/math/quick_hull.cpp Normal file
View File

@@ -0,0 +1,463 @@
/**************************************************************************/
/* quick_hull.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "quick_hull.h"
#include "core/templates/hash_map.h"
#include "core/templates/hash_set.h"
uint32_t QuickHull::debug_stop_after = 0xFFFFFFFF;
Error QuickHull::build(const Vector<Vector3> &p_points, Geometry3D::MeshData &r_mesh) {
/* CREATE AABB VOLUME */
AABB aabb;
for (int i = 0; i < p_points.size(); i++) {
if (i == 0) {
aabb.position = p_points[i];
} else {
aabb.expand_to(p_points[i]);
}
}
if (aabb.size == Vector3()) {
return ERR_CANT_CREATE;
}
Vector<bool> valid_points;
valid_points.resize(p_points.size());
HashSet<Vector3> valid_cache;
for (int i = 0; i < p_points.size(); i++) {
Vector3 sp = p_points[i].snappedf(0.0001);
if (valid_cache.has(sp)) {
valid_points.write[i] = false;
} else {
valid_points.write[i] = true;
valid_cache.insert(sp);
}
}
/* CREATE INITIAL SIMPLEX */
int longest_axis = aabb.get_longest_axis_index();
//first two vertices are the most distant
int simplex[4] = { 0 };
{
real_t max = 0, min = 0;
for (int i = 0; i < p_points.size(); i++) {
if (!valid_points[i]) {
continue;
}
real_t d = p_points[i][longest_axis];
if (i == 0 || d < min) {
simplex[0] = i;
min = d;
}
if (i == 0 || d > max) {
simplex[1] = i;
max = d;
}
}
}
//third vertex is one most further away from the line
{
real_t maxd = 0;
Vector3 rel12 = p_points[simplex[0]] - p_points[simplex[1]];
for (int i = 0; i < p_points.size(); i++) {
if (!valid_points[i]) {
continue;
}
Vector3 n = rel12.cross(p_points[simplex[0]] - p_points[i]).cross(rel12).normalized();
real_t d = Math::abs(n.dot(p_points[simplex[0]]) - n.dot(p_points[i]));
if (i == 0 || d > maxd) {
maxd = d;
simplex[2] = i;
}
}
}
//fourth vertex is the one most further away from the plane
{
real_t maxd = 0;
Plane p(p_points[simplex[0]], p_points[simplex[1]], p_points[simplex[2]]);
for (int i = 0; i < p_points.size(); i++) {
if (!valid_points[i]) {
continue;
}
real_t d = Math::abs(p.distance_to(p_points[i]));
if (i == 0 || d > maxd) {
maxd = d;
simplex[3] = i;
}
}
}
//compute center of simplex, this is a point always warranted to be inside
Vector3 center;
for (int i = 0; i < 4; i++) {
center += p_points[simplex[i]];
}
center /= 4.0;
//add faces
List<Face> faces;
for (int i = 0; i < 4; i++) {
static const int face_order[4][3] = {
{ 0, 1, 2 },
{ 0, 1, 3 },
{ 0, 2, 3 },
{ 1, 2, 3 }
};
Face f;
for (int j = 0; j < 3; j++) {
f.vertices[j] = simplex[face_order[i][j]];
}
Plane p(p_points[f.vertices[0]], p_points[f.vertices[1]], p_points[f.vertices[2]]);
if (p.is_point_over(center)) {
//flip face to clockwise if facing inwards
SWAP(f.vertices[0], f.vertices[1]);
p = -p;
}
f.plane = p;
faces.push_back(f);
}
real_t over_tolerance = 3 * UNIT_EPSILON * (aabb.size.x + aabb.size.y + aabb.size.z);
/* COMPUTE AVAILABLE VERTICES */
for (int i = 0; i < p_points.size(); i++) {
if (i == simplex[0]) {
continue;
}
if (i == simplex[1]) {
continue;
}
if (i == simplex[2]) {
continue;
}
if (i == simplex[3]) {
continue;
}
if (!valid_points[i]) {
continue;
}
for (Face &E : faces) {
if (E.plane.distance_to(p_points[i]) > over_tolerance) {
E.points_over.push_back(i);
break;
}
}
}
faces.sort(); // sort them, so the ones with points are in the back
/* BUILD HULL */
//poop face (while still remain)
//find further away point
//find lit faces
//determine horizon edges
//build new faces with horizon edges, them assign points side from all lit faces
//remove lit faces
uint32_t debug_stop = debug_stop_after;
while (debug_stop > 0 && faces.back()->get().points_over.size()) {
debug_stop--;
Face &f = faces.back()->get();
//find vertex most outside
int next = -1;
real_t next_d = 0;
for (int i = 0; i < f.points_over.size(); i++) {
real_t d = f.plane.distance_to(p_points[f.points_over[i]]);
if (d > next_d) {
next_d = d;
next = i;
}
}
ERR_FAIL_COND_V(next == -1, ERR_BUG);
Vector3 v = p_points[f.points_over[next]];
//find lit faces and lit edges
List<List<Face>::Element *> lit_faces; //lit face is a death sentence
HashMap<Edge, FaceConnect, Edge> lit_edges; //create this on the flight, should not be that bad for performance and simplifies code a lot
for (List<Face>::Element *E = faces.front(); E; E = E->next()) {
if (E->get().plane.distance_to(v) > 0) {
lit_faces.push_back(E);
for (int i = 0; i < 3; i++) {
uint32_t a = E->get().vertices[i];
uint32_t b = E->get().vertices[(i + 1) % 3];
Edge e(a, b);
HashMap<Edge, FaceConnect, Edge>::Iterator F = lit_edges.find(e);
if (!F) {
F = lit_edges.insert(e, FaceConnect());
}
if (e.vertices[0] == a) {
//left
F->value.left = E;
} else {
F->value.right = E;
}
}
}
}
//create new faces from horizon edges
List<List<Face>::Element *> new_faces; //new faces
for (KeyValue<Edge, FaceConnect> &E : lit_edges) {
FaceConnect &fc = E.value;
if (fc.left && fc.right) {
continue; //edge is uninteresting, not on horizon
}
//create new face!
Face face;
face.vertices[0] = f.points_over[next];
face.vertices[1] = E.key.vertices[0];
face.vertices[2] = E.key.vertices[1];
Plane p(p_points[face.vertices[0]], p_points[face.vertices[1]], p_points[face.vertices[2]]);
if (p.is_point_over(center)) {
//flip face to clockwise if facing inwards
SWAP(face.vertices[0], face.vertices[1]);
p = -p;
}
face.plane = p;
new_faces.push_back(faces.push_back(face));
}
//distribute points into new faces
for (List<Face>::Element *&F : lit_faces) {
Face &lf = F->get();
for (int i = 0; i < lf.points_over.size(); i++) {
if (lf.points_over[i] == f.points_over[next]) { //do not add current one
continue;
}
Vector3 p = p_points[lf.points_over[i]];
for (List<Face>::Element *&E : new_faces) {
Face &f2 = E->get();
if (f2.plane.distance_to(p) > over_tolerance) {
f2.points_over.push_back(lf.points_over[i]);
break;
}
}
}
}
//erase lit faces
while (lit_faces.size()) {
faces.erase(lit_faces.front()->get());
lit_faces.pop_front();
}
//put faces that contain no points on the front
for (List<Face>::Element *&E : new_faces) {
Face &f2 = E->get();
if (f2.points_over.is_empty()) {
faces.move_to_front(E);
}
}
//whew, done with iteration, go next
}
/* CREATE MESHDATA */
//make a map of edges again
HashMap<Edge, RetFaceConnect, Edge> ret_edges;
List<Geometry3D::MeshData::Face> ret_faces;
for (const Face &E : faces) {
Geometry3D::MeshData::Face f;
f.plane = E.plane;
for (int i = 0; i < 3; i++) {
f.indices.push_back(E.vertices[i]);
}
List<Geometry3D::MeshData::Face>::Element *F = ret_faces.push_back(f);
for (int i = 0; i < 3; i++) {
uint32_t a = E.vertices[i];
uint32_t b = E.vertices[(i + 1) % 3];
Edge e(a, b);
HashMap<Edge, RetFaceConnect, Edge>::Iterator G = ret_edges.find(e);
if (!G) {
G = ret_edges.insert(e, RetFaceConnect());
}
if (e.vertices[0] == a) {
//left
G->value.left = F;
} else {
G->value.right = F;
}
}
}
//fill faces
for (List<Geometry3D::MeshData::Face>::Element *E = ret_faces.front(); E; E = E->next()) {
Geometry3D::MeshData::Face &f = E->get();
for (uint32_t i = 0; i < f.indices.size(); i++) {
int a = E->get().indices[i];
int b = E->get().indices[(i + 1) % f.indices.size()];
Edge e(a, b);
HashMap<Edge, RetFaceConnect, Edge>::Iterator F = ret_edges.find(e);
ERR_CONTINUE(!F);
List<Geometry3D::MeshData::Face>::Element *O = F->value.left == E ? F->value.right : F->value.left;
ERR_CONTINUE(O == E);
ERR_CONTINUE(O == nullptr);
if (O->get().plane.is_equal_approx(f.plane)) {
//merge and delete edge and contiguous face, while repointing edges (uuugh!)
int o_index_size = O->get().indices.size();
for (int j = 0; j < o_index_size; j++) {
//search a
if (O->get().indices[j] == a) {
//append the rest
for (int k = 0; k < o_index_size; k++) {
int idx = O->get().indices[(k + j) % o_index_size];
int idxn = O->get().indices[(k + j + 1) % o_index_size];
if (idx == b && idxn == a) { //already have b!
break;
}
if (idx != a) {
f.indices.insert(i + 1, idx);
i++;
}
Edge e2(idx, idxn);
HashMap<Edge, RetFaceConnect, Edge>::Iterator F2 = ret_edges.find(e2);
ERR_CONTINUE(!F2);
//change faceconnect, point to this face instead
if (F2->value.left == O) {
F2->value.left = E;
} else if (F2->value.right == O) {
F2->value.right = E;
}
}
break;
}
}
// remove all edge connections to this face
for (KeyValue<Edge, RetFaceConnect> &G : ret_edges) {
if (G.value.left == O) {
G.value.left = nullptr;
}
if (G.value.right == O) {
G.value.right = nullptr;
}
}
ret_edges.remove(F); //remove the edge
ret_faces.erase(O); //remove the face
}
}
}
//fill mesh
r_mesh.faces.clear();
r_mesh.faces.resize(ret_faces.size());
HashMap<List<Geometry3D::MeshData::Face>::Element *, int> face_indices;
int idx = 0;
for (List<Geometry3D::MeshData::Face>::Element *E = ret_faces.front(); E; E = E->next()) {
face_indices[E] = idx;
r_mesh.faces[idx++] = E->get();
}
r_mesh.edges.resize(ret_edges.size());
idx = 0;
for (const KeyValue<Edge, RetFaceConnect> &E : ret_edges) {
Geometry3D::MeshData::Edge e;
e.vertex_a = E.key.vertices[0];
e.vertex_b = E.key.vertices[1];
ERR_CONTINUE(!face_indices.has(E.value.left));
ERR_CONTINUE(!face_indices.has(E.value.right));
e.face_a = face_indices[E.value.left];
e.face_b = face_indices[E.value.right];
r_mesh.edges[idx++] = e;
}
r_mesh.vertices = p_points;
return OK;
}

90
core/math/quick_hull.h Normal file
View File

@@ -0,0 +1,90 @@
/**************************************************************************/
/* quick_hull.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/geometry_3d.h"
#include "core/templates/list.h"
class QuickHull {
public:
struct Edge {
union {
uint32_t vertices[2];
uint64_t id = 0;
};
static uint32_t hash(const Edge &p_edge) {
return hash_one_uint64(p_edge.id);
}
bool operator<(const Edge &p_edge) const {
return id < p_edge.id;
}
bool operator==(const Edge &p_edge) const {
return id == p_edge.id;
}
Edge(int p_vtx_a = 0, int p_vtx_b = 0) {
if (p_vtx_a > p_vtx_b) {
SWAP(p_vtx_a, p_vtx_b);
}
vertices[0] = p_vtx_a;
vertices[1] = p_vtx_b;
}
};
struct Face {
Plane plane;
uint32_t vertices[3] = { 0 };
Vector<int> points_over;
bool operator<(const Face &p_face) const {
return points_over.size() < p_face.points_over.size();
}
};
private:
struct FaceConnect {
List<Face>::Element *left = nullptr;
List<Face>::Element *right = nullptr;
FaceConnect() {}
};
struct RetFaceConnect {
List<Geometry3D::MeshData::Face>::Element *left = nullptr;
List<Geometry3D::MeshData::Face>::Element *right = nullptr;
RetFaceConnect() {}
};
public:
static uint32_t debug_stop_after;
static Error build(const Vector<Vector3> &p_points, Geometry3D::MeshData &r_mesh);
};

View File

@@ -0,0 +1,53 @@
/**************************************************************************/
/* random_number_generator.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "random_number_generator.h"
void RandomNumberGenerator::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_seed", "seed"), &RandomNumberGenerator::set_seed);
ClassDB::bind_method(D_METHOD("get_seed"), &RandomNumberGenerator::get_seed);
ClassDB::bind_method(D_METHOD("set_state", "state"), &RandomNumberGenerator::set_state);
ClassDB::bind_method(D_METHOD("get_state"), &RandomNumberGenerator::get_state);
ClassDB::bind_method(D_METHOD("randi"), &RandomNumberGenerator::randi);
ClassDB::bind_method(D_METHOD("randf"), &RandomNumberGenerator::randf);
ClassDB::bind_method(D_METHOD("randfn", "mean", "deviation"), &RandomNumberGenerator::randfn, DEFVAL(0.0), DEFVAL(1.0));
ClassDB::bind_method(D_METHOD("randf_range", "from", "to"), &RandomNumberGenerator::randf_range);
ClassDB::bind_method(D_METHOD("randi_range", "from", "to"), &RandomNumberGenerator::randi_range);
ClassDB::bind_method(D_METHOD("rand_weighted", "weights"), &RandomNumberGenerator::rand_weighted);
ClassDB::bind_method(D_METHOD("randomize"), &RandomNumberGenerator::randomize);
ADD_PROPERTY(PropertyInfo(Variant::INT, "seed"), "set_seed", "get_seed");
ADD_PROPERTY(PropertyInfo(Variant::INT, "state"), "set_state", "get_state");
// Default values are non-deterministic, override for doc generation purposes.
ADD_PROPERTY_DEFAULT("seed", 0);
ADD_PROPERTY_DEFAULT("state", 0);
}

View File

@@ -0,0 +1,62 @@
/**************************************************************************/
/* random_number_generator.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/random_pcg.h"
#include "core/object/ref_counted.h"
class RandomNumberGenerator : public RefCounted {
GDCLASS(RandomNumberGenerator, RefCounted);
protected:
RandomPCG randbase;
static void _bind_methods();
public:
_FORCE_INLINE_ void set_seed(uint64_t p_seed) { randbase.seed(p_seed); }
_FORCE_INLINE_ uint64_t get_seed() { return randbase.get_seed(); }
_FORCE_INLINE_ void set_state(uint64_t p_state) { randbase.set_state(p_state); }
_FORCE_INLINE_ uint64_t get_state() const { return randbase.get_state(); }
_FORCE_INLINE_ void randomize() { randbase.randomize(); }
_FORCE_INLINE_ uint32_t randi() { return randbase.rand(); }
_FORCE_INLINE_ real_t randf() { return randbase.randf(); }
_FORCE_INLINE_ real_t randf_range(real_t p_from, real_t p_to) { return randbase.random(p_from, p_to); }
_FORCE_INLINE_ real_t randfn(real_t p_mean = 0.0, real_t p_deviation = 1.0) { return randbase.randfn(p_mean, p_deviation); }
_FORCE_INLINE_ int randi_range(int p_from, int p_to) { return randbase.random(p_from, p_to); }
_FORCE_INLINE_ int64_t rand_weighted(const Vector<float> &p_weights) { return randbase.rand_weighted(p_weights); }
RandomNumberGenerator() { randbase.randomize(); }
};

94
core/math/random_pcg.cpp Normal file
View File

@@ -0,0 +1,94 @@
/**************************************************************************/
/* random_pcg.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "random_pcg.h"
#include "core/os/os.h"
#include "core/templates/vector.h"
RandomPCG::RandomPCG(uint64_t p_seed, uint64_t p_inc) :
pcg(),
current_inc(p_inc) {
seed(p_seed);
}
void RandomPCG::randomize() {
seed(((uint64_t)OS::get_singleton()->get_unix_time() + OS::get_singleton()->get_ticks_usec()) * pcg.state + PCG_DEFAULT_INC_64);
}
int64_t RandomPCG::rand_weighted(const Vector<float> &p_weights) {
ERR_FAIL_COND_V_MSG(p_weights.is_empty(), -1, "Weights array is empty.");
int64_t weights_size = p_weights.size();
const float *weights = p_weights.ptr();
float weights_sum = 0.0;
for (int64_t i = 0; i < weights_size; ++i) {
weights_sum += weights[i];
}
float remaining_distance = randf() * weights_sum;
for (int64_t i = 0; i < weights_size; ++i) {
remaining_distance -= weights[i];
if (remaining_distance < 0) {
return i;
}
}
for (int64_t i = weights_size - 1; i >= 0; --i) {
if (weights[i] > 0) {
return i;
}
}
return -1;
}
double RandomPCG::random(double p_from, double p_to) {
return randd() * (p_to - p_from) + p_from;
}
float RandomPCG::random(float p_from, float p_to) {
return randf() * (p_to - p_from) + p_from;
}
int RandomPCG::random(int p_from, int p_to) {
if (p_from == p_to) {
return p_from;
}
int64_t min = MIN(p_from, p_to);
int64_t max = MAX(p_from, p_to);
uint32_t diff = static_cast<uint32_t>(max - min);
if (diff == UINT32_MAX) {
// Can't add 1 to max uint32_t value for inclusive range, so call rand without passing bounds.
return static_cast<int64_t>(rand()) + min;
}
return static_cast<int64_t>(rand(diff + 1U)) + min;
}

138
core/math/random_pcg.h Normal file
View File

@@ -0,0 +1,138 @@
/**************************************************************************/
/* random_pcg.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/math_funcs.h"
#include "thirdparty/misc/pcg.h"
#if defined(__GNUC__)
#define CLZ32(x) __builtin_clz(x)
#elif defined(_MSC_VER)
#include <intrin.h>
static int __bsr_clz32(uint32_t x) {
unsigned long index;
_BitScanReverse(&index, x);
return 31 - index;
}
#define CLZ32(x) __bsr_clz32(x)
#endif
template <typename T>
class Vector;
class RandomPCG {
pcg32_random_t pcg;
uint64_t current_seed = 0; // The seed the current generator state started from.
uint64_t current_inc = 0;
public:
static const uint64_t DEFAULT_SEED = 12047754176567800795U;
static const uint64_t DEFAULT_INC = PCG_DEFAULT_INC_64;
RandomPCG(uint64_t p_seed = DEFAULT_SEED, uint64_t p_inc = DEFAULT_INC);
_FORCE_INLINE_ void seed(uint64_t p_seed) {
current_seed = p_seed;
pcg32_srandom_r(&pcg, current_seed, current_inc);
}
_FORCE_INLINE_ uint64_t get_seed() { return current_seed; }
_FORCE_INLINE_ void set_state(uint64_t p_state) { pcg.state = p_state; }
_FORCE_INLINE_ uint64_t get_state() const { return pcg.state; }
void randomize();
_FORCE_INLINE_ uint32_t rand() {
return pcg32_random_r(&pcg);
}
_FORCE_INLINE_ uint32_t rand(uint32_t bounds) {
return pcg32_boundedrand_r(&pcg, bounds);
}
int64_t rand_weighted(const Vector<float> &p_weights);
// Obtaining floating point numbers in [0, 1] range with "good enough" uniformity.
// These functions sample the output of rand() as the fraction part of an infinite binary number,
// with some tricks applied to reduce ops and branching:
// 1. Instead of shifting to the first 1 and connecting random bits, we simply set the MSB and LSB to 1.
// Provided that the RNG is actually uniform bit by bit, this should have the exact same effect.
// 2. In order to compensate for exponent info loss, we count zeros from another random number,
// and just add that to the initial offset.
// This has the same probability as counting and shifting an actual bit stream: 2^-n for n zeroes.
// For all numbers above 2^-96 (2^-64 for floats), the functions should be uniform.
// However, all numbers below that threshold are floored to 0.
// The thresholds are chosen to minimize rand() calls while keeping the numbers within a totally subjective quality standard.
// If clz or ldexp isn't available, fall back to bit truncation for performance, sacrificing uniformity.
_FORCE_INLINE_ double randd() {
#if defined(CLZ32)
uint32_t proto_exp_offset = rand();
if (unlikely(proto_exp_offset == 0)) {
return 0;
}
uint64_t significand = (((uint64_t)rand()) << 32) | rand() | 0x8000000000000001U;
return std::ldexp((double)significand, -64 - CLZ32(proto_exp_offset));
#else
#pragma message("RandomPCG::randd - intrinsic clz is not available, falling back to bit truncation")
return (double)(((((uint64_t)rand()) << 32) | rand()) & 0x1FFFFFFFFFFFFFU) / (double)0x1FFFFFFFFFFFFFU;
#endif
}
_FORCE_INLINE_ float randf() {
#if defined(CLZ32)
uint32_t proto_exp_offset = rand();
if (unlikely(proto_exp_offset == 0)) {
return 0;
}
return std::ldexp((float)(rand() | 0x80000001), -32 - CLZ32(proto_exp_offset));
#else
#pragma message("RandomPCG::randf - intrinsic clz is not available, falling back to bit truncation")
return (float)(rand() & 0xFFFFFF) / (float)0xFFFFFF;
#endif
}
_FORCE_INLINE_ double randfn(double p_mean, double p_deviation) {
double temp = randd();
if (temp < CMP_EPSILON) {
temp += CMP_EPSILON; // To prevent generating of INF value in log function, resulting to return NaN value from this function.
}
return p_mean + p_deviation * (std::cos(Math::TAU * randd()) * std::sqrt(-2.0 * std::log(temp))); // Box-Muller transform.
}
_FORCE_INLINE_ float randfn(float p_mean, float p_deviation) {
float temp = randf();
if (temp < CMP_EPSILON) {
temp += CMP_EPSILON; // To prevent generating of INF value in log function, resulting to return NaN value from this function.
}
return p_mean + p_deviation * (std::cos((float)Math::TAU * randf()) * std::sqrt(-2.0 * std::log(temp))); // Box-Muller transform.
}
double random(double p_from, double p_to);
float random(float p_from, float p_to);
int random(int p_from, int p_to);
};

295
core/math/rect2.cpp Normal file
View File

@@ -0,0 +1,295 @@
/**************************************************************************/
/* rect2.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "rect2.h"
#include "core/math/rect2i.h"
#include "core/math/transform_2d.h"
#include "core/string/ustring.h"
bool Rect2::is_equal_approx(const Rect2 &p_rect) const {
return position.is_equal_approx(p_rect.position) && size.is_equal_approx(p_rect.size);
}
bool Rect2::is_same(const Rect2 &p_rect) const {
return position.is_same(p_rect.position) && size.is_same(p_rect.size);
}
bool Rect2::is_finite() const {
return position.is_finite() && size.is_finite();
}
bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0)) {
ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
}
#endif
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
for (int i = 0; i < 2; i++) {
real_t seg_from = p_from[i];
real_t seg_to = p_to[i];
real_t box_begin = position[i];
real_t box_end = box_begin + size[i];
real_t cmin, cmax;
real_t csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin) {
return false;
}
real_t length = seg_to - seg_from;
cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
csign = -1.0;
} else {
if (seg_to > box_end || seg_from < box_begin) {
return false;
}
real_t length = seg_to - seg_from;
cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
csign = 1.0;
}
if (cmin > min) {
min = cmin;
axis = i;
sign = csign;
}
if (cmax < max) {
max = cmax;
}
if (max < min) {
return false;
}
}
Vector2 rel = p_to - p_from;
if (r_normal) {
Vector2 normal;
normal[axis] = sign;
*r_normal = normal;
}
if (r_pos) {
*r_pos = p_from + rel * min;
}
return true;
}
bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) 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.");
}
#endif
//SAT intersection between local and transformed rect2
Vector2 xf_points[4] = {
p_xform.xform(p_rect.position),
p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y)),
p_xform.xform(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),
};
real_t low_limit;
//base rect2 first (faster)
if (xf_points[0].y > position.y) {
goto next1;
}
if (xf_points[1].y > position.y) {
goto next1;
}
if (xf_points[2].y > position.y) {
goto next1;
}
if (xf_points[3].y > position.y) {
goto next1;
}
return false;
next1:
low_limit = position.y + size.y;
if (xf_points[0].y < low_limit) {
goto next2;
}
if (xf_points[1].y < low_limit) {
goto next2;
}
if (xf_points[2].y < low_limit) {
goto next2;
}
if (xf_points[3].y < low_limit) {
goto next2;
}
return false;
next2:
if (xf_points[0].x > position.x) {
goto next3;
}
if (xf_points[1].x > position.x) {
goto next3;
}
if (xf_points[2].x > position.x) {
goto next3;
}
if (xf_points[3].x > position.x) {
goto next3;
}
return false;
next3:
low_limit = position.x + size.x;
if (xf_points[0].x < low_limit) {
goto next4;
}
if (xf_points[1].x < low_limit) {
goto next4;
}
if (xf_points[2].x < low_limit) {
goto next4;
}
if (xf_points[3].x < low_limit) {
goto next4;
}
return false;
next4:
Vector2 xf_points2[4] = {
position,
Vector2(position.x + size.x, position.y),
Vector2(position.x, position.y + size.y),
Vector2(position.x + size.x, position.y + size.y),
};
real_t maxa = p_xform.columns[0].dot(xf_points2[0]);
real_t mina = maxa;
real_t dp = p_xform.columns[0].dot(xf_points2[1]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.columns[0].dot(xf_points2[2]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.columns[0].dot(xf_points2[3]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
real_t maxb = p_xform.columns[0].dot(xf_points[0]);
real_t minb = maxb;
dp = p_xform.columns[0].dot(xf_points[1]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.columns[0].dot(xf_points[2]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.columns[0].dot(xf_points[3]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
if (mina > maxb) {
return false;
}
if (minb > maxa) {
return false;
}
maxa = p_xform.columns[1].dot(xf_points2[0]);
mina = maxa;
dp = p_xform.columns[1].dot(xf_points2[1]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.columns[1].dot(xf_points2[2]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.columns[1].dot(xf_points2[3]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
maxb = p_xform.columns[1].dot(xf_points[0]);
minb = maxb;
dp = p_xform.columns[1].dot(xf_points[1]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.columns[1].dot(xf_points[2]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.columns[1].dot(xf_points[3]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
if (mina > maxb) {
return false;
}
if (minb > maxa) {
return false;
}
return true;
}
Rect2::operator String() const {
return "[P: " + position.operator String() + ", S: " + size.operator String() + "]";
}
Rect2::operator Rect2i() const {
return Rect2i(position, size);
}

376
core/math/rect2.h Normal file
View File

@@ -0,0 +1,376 @@
/**************************************************************************/
/* rect2.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/error/error_macros.h"
#include "core/math/vector2.h"
class String;
struct Rect2i;
struct Transform2D;
struct [[nodiscard]] Rect2 {
Point2 position;
Size2 size;
const Vector2 &get_position() const { return position; }
void set_position(const Vector2 &p_pos) { position = p_pos; }
const Vector2 &get_size() const { return size; }
void set_size(const Vector2 &p_size) { size = p_size; }
real_t get_area() const { return size.width * size.height; }
_FORCE_INLINE_ Vector2 get_center() const { return position + (size * 0.5f); }
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.");
}
#endif
if (p_include_borders) {
if (position.x > (p_rect.position.x + p_rect.size.width)) {
return false;
}
if ((position.x + size.width) < p_rect.position.x) {
return false;
}
if (position.y > (p_rect.position.y + p_rect.size.height)) {
return false;
}
if ((position.y + size.height) < p_rect.position.y) {
return false;
}
} else {
if (position.x >= (p_rect.position.x + p_rect.size.width)) {
return false;
}
if ((position.x + size.width) <= p_rect.position.x) {
return false;
}
if (position.y >= (p_rect.position.y + p_rect.size.height)) {
return false;
}
if ((position.y + size.height) <= p_rect.position.y) {
return false;
}
}
return true;
}
inline real_t distance_to(const Vector2 &p_point) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0)) {
ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
}
#endif
real_t dist = 0.0;
bool inside = true;
if (p_point.x < position.x) {
real_t d = position.x - p_point.x;
dist = d;
inside = false;
}
if (p_point.y < position.y) {
real_t d = position.y - p_point.y;
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (p_point.x >= (position.x + size.x)) {
real_t d = p_point.x - (position.x + size.x);
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (p_point.y >= (position.y + size.y)) {
real_t d = p_point.y - (position.y + size.y);
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (inside) {
return 0;
} else {
return dist;
}
}
bool intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const;
bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos = nullptr, Point2 *r_normal = nullptr) const;
inline bool encloses(const Rect2 &p_rect) 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.");
}
#endif
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
((p_rect.position.x + p_rect.size.x) <= (position.x + size.x)) &&
((p_rect.position.y + p_rect.size.y) <= (position.y + size.y));
}
_FORCE_INLINE_ bool has_area() const {
return size.x > 0.0f && size.y > 0.0f;
}
// Returns the intersection between two Rect2s or an empty Rect2 if there is no intersection.
inline Rect2 intersection(const Rect2 &p_rect) const {
Rect2 new_rect = p_rect;
if (!intersects(new_rect)) {
return Rect2();
}
new_rect.position = p_rect.position.max(position);
Point2 p_rect_end = p_rect.position + p_rect.size;
Point2 end = position + size;
new_rect.size = p_rect_end.min(end) - new_rect.position;
return new_rect;
}
inline Rect2 merge(const Rect2 &p_rect) const { ///< return a merged rect
#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.");
}
#endif
Rect2 new_rect;
new_rect.position = p_rect.position.min(position);
new_rect.size = (p_rect.position + p_rect.size).max(position + size);
new_rect.size = new_rect.size - new_rect.position; // Make relative again.
return new_rect;
}
inline bool has_point(const Point2 &p_point) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0)) {
ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
}
#endif
if (p_point.x < position.x) {
return false;
}
if (p_point.y < position.y) {
return false;
}
if (p_point.x >= (position.x + size.x)) {
return false;
}
if (p_point.y >= (position.y + size.y)) {
return false;
}
return true;
}
bool is_equal_approx(const Rect2 &p_rect) const;
bool is_same(const Rect2 &p_rect) const;
bool is_finite() const;
constexpr bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
constexpr bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }
inline Rect2 grow(real_t p_amount) const {
Rect2 g = *this;
g.grow_by(p_amount);
return g;
}
inline void grow_by(real_t p_amount) {
position.x -= p_amount;
position.y -= p_amount;
size.width += p_amount * 2;
size.height += p_amount * 2;
}
inline Rect2 grow_side(Side p_side, real_t p_amount) const {
Rect2 g = *this;
g = g.grow_individual((SIDE_LEFT == p_side) ? p_amount : 0,
(SIDE_TOP == p_side) ? p_amount : 0,
(SIDE_RIGHT == p_side) ? p_amount : 0,
(SIDE_BOTTOM == p_side) ? p_amount : 0);
return g;
}
inline Rect2 grow_side_bind(uint32_t p_side, real_t p_amount) const {
return grow_side(Side(p_side), p_amount);
}
inline Rect2 grow_individual(real_t p_left, real_t p_top, real_t p_right, real_t p_bottom) const {
Rect2 g = *this;
g.position.x -= p_left;
g.position.y -= p_top;
g.size.width += p_left + p_right;
g.size.height += p_top + p_bottom;
return g;
}
_FORCE_INLINE_ Rect2 expand(const Vector2 &p_vector) const {
Rect2 r = *this;
r.expand_to(p_vector);
return r;
}
inline void expand_to(const Vector2 &p_vector) { // In place function for speed.
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0)) {
ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
}
#endif
Vector2 begin = position;
Vector2 end = position + size;
if (p_vector.x < begin.x) {
begin.x = p_vector.x;
}
if (p_vector.y < begin.y) {
begin.y = p_vector.y;
}
if (p_vector.x > end.x) {
end.x = p_vector.x;
}
if (p_vector.y > end.y) {
end.y = p_vector.y;
}
position = begin;
size = end - begin;
}
_FORCE_INLINE_ Rect2 abs() const {
return Rect2(position + size.minf(0), size.abs());
}
_FORCE_INLINE_ Rect2 round() const {
return Rect2(position.round(), size.round());
}
Vector2 get_support(const Vector2 &p_direction) const {
Vector2 support = position;
if (p_direction.x > 0.0f) {
support.x += size.x;
}
if (p_direction.y > 0.0f) {
support.y += size.y;
}
return support;
}
_FORCE_INLINE_ bool intersects_filled_polygon(const Vector2 *p_points, int p_point_count) const {
Vector2 center = get_center();
int side_plus = 0;
int side_minus = 0;
Vector2 end = position + size;
int i_f = p_point_count - 1;
for (int i = 0; i < p_point_count; i++) {
const Vector2 &a = p_points[i_f];
const Vector2 &b = p_points[i];
i_f = i;
Vector2 r = (b - a);
const real_t l = r.length();
if (l == 0.0f) {
continue;
}
// Check inside.
Vector2 tg = r.orthogonal();
const real_t s = tg.dot(center) - tg.dot(a);
if (s < 0.0f) {
side_plus++;
} else {
side_minus++;
}
// Check ray box.
r /= l;
Vector2 ir(1.0f / r.x, 1.0f / r.y);
// lb is the corner of AABB with minimal coordinates - left bottom, rt is maximal corner
// r.org is origin of ray
Vector2 t13 = (position - a) * ir;
Vector2 t24 = (end - a) * ir;
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) {
continue;
}
return true;
}
if (side_plus * side_minus == 0) {
return true; // All inside.
} else {
return false;
}
}
_FORCE_INLINE_ void set_end(const Vector2 &p_end) {
size = p_end - position;
}
_FORCE_INLINE_ Vector2 get_end() const {
return position + size;
}
explicit operator String() const;
operator Rect2i() const;
Rect2() = default;
constexpr Rect2(real_t p_x, real_t p_y, real_t p_width, real_t p_height) :
position(Point2(p_x, p_y)),
size(Size2(p_width, p_height)) {
}
constexpr Rect2(const Point2 &p_pos, const Size2 &p_size) :
position(p_pos),
size(p_size) {
}
};
template <>
struct is_zero_constructible<Rect2> : std::true_type {};

42
core/math/rect2i.cpp Normal file
View File

@@ -0,0 +1,42 @@
/**************************************************************************/
/* rect2i.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "rect2i.h"
#include "core/math/rect2.h"
#include "core/string/ustring.h"
Rect2i::operator String() const {
return "[P: " + String(position) + ", S: " + String(size) + "]";
}
Rect2i::operator Rect2() const {
return Rect2(position, size);
}

241
core/math/rect2i.h Normal file
View File

@@ -0,0 +1,241 @@
/**************************************************************************/
/* rect2i.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/error/error_macros.h"
#include "core/math/vector2i.h"
class String;
struct Rect2;
struct [[nodiscard]] Rect2i {
Point2i position;
Size2i size;
const Point2i &get_position() const { return position; }
void set_position(const Point2i &p_position) { position = p_position; }
const Size2i &get_size() const { return size; }
void set_size(const Size2i &p_size) { size = p_size; }
int get_area() const { return size.width * size.height; }
_FORCE_INLINE_ Vector2i get_center() const { return position + (size / 2); }
inline bool intersects(const Rect2i &p_rect) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
}
#endif
if (position.x >= (p_rect.position.x + p_rect.size.width)) {
return false;
}
if ((position.x + size.width) <= p_rect.position.x) {
return false;
}
if (position.y >= (p_rect.position.y + p_rect.size.height)) {
return false;
}
if ((position.y + size.height) <= p_rect.position.y) {
return false;
}
return true;
}
inline bool encloses(const Rect2i &p_rect) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
}
#endif
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
((p_rect.position.x + p_rect.size.x) <= (position.x + size.x)) &&
((p_rect.position.y + p_rect.size.y) <= (position.y + size.y));
}
_FORCE_INLINE_ bool has_area() const {
return size.x > 0 && size.y > 0;
}
// Returns the intersection between two Rect2is or an empty Rect2i if there is no intersection.
inline Rect2i intersection(const Rect2i &p_rect) const {
Rect2i new_rect = p_rect;
if (!intersects(new_rect)) {
return Rect2i();
}
new_rect.position = p_rect.position.max(position);
Point2i p_rect_end = p_rect.position + p_rect.size;
Point2i end = position + size;
new_rect.size = p_rect_end.min(end) - new_rect.position;
return new_rect;
}
inline Rect2i merge(const Rect2i &p_rect) const { ///< return a merged rect
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
}
#endif
Rect2i new_rect;
new_rect.position = p_rect.position.min(position);
new_rect.size = (p_rect.position + p_rect.size).max(position + size);
new_rect.size = new_rect.size - new_rect.position; // Make relative again.
return new_rect;
}
bool has_point(const Point2i &p_point) const {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0)) {
ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
}
#endif
if (p_point.x < position.x) {
return false;
}
if (p_point.y < position.y) {
return false;
}
if (p_point.x >= (position.x + size.x)) {
return false;
}
if (p_point.y >= (position.y + size.y)) {
return false;
}
return true;
}
constexpr bool operator==(const Rect2i &p_rect) const { return position == p_rect.position && size == p_rect.size; }
constexpr bool operator!=(const Rect2i &p_rect) const { return position != p_rect.position || size != p_rect.size; }
Rect2i grow(int p_amount) const {
Rect2i g = *this;
g.position.x -= p_amount;
g.position.y -= p_amount;
g.size.width += p_amount * 2;
g.size.height += p_amount * 2;
return g;
}
inline Rect2i grow_side(Side p_side, int p_amount) const {
Rect2i g = *this;
g = g.grow_individual((SIDE_LEFT == p_side) ? p_amount : 0,
(SIDE_TOP == p_side) ? p_amount : 0,
(SIDE_RIGHT == p_side) ? p_amount : 0,
(SIDE_BOTTOM == p_side) ? p_amount : 0);
return g;
}
inline Rect2i grow_side_bind(uint32_t p_side, int p_amount) const {
return grow_side(Side(p_side), p_amount);
}
inline Rect2i grow_individual(int p_left, int p_top, int p_right, int p_bottom) const {
Rect2i g = *this;
g.position.x -= p_left;
g.position.y -= p_top;
g.size.width += p_left + p_right;
g.size.height += p_top + p_bottom;
return g;
}
_FORCE_INLINE_ Rect2i expand(const Vector2i &p_vector) const {
Rect2i r = *this;
r.expand_to(p_vector);
return r;
}
inline void expand_to(const Point2i &p_vector) {
#ifdef MATH_CHECKS
if (unlikely(size.x < 0 || size.y < 0)) {
ERR_PRINT("Rect2i size is negative, this is not supported. Use Rect2i.abs() to get a Rect2i with a positive size.");
}
#endif
Point2i begin = position;
Point2i end = position + size;
if (p_vector.x < begin.x) {
begin.x = p_vector.x;
}
if (p_vector.y < begin.y) {
begin.y = p_vector.y;
}
if (p_vector.x > end.x) {
end.x = p_vector.x;
}
if (p_vector.y > end.y) {
end.y = p_vector.y;
}
position = begin;
size = end - begin;
}
_FORCE_INLINE_ Rect2i abs() const {
return Rect2i(position + size.mini(0), size.abs());
}
_FORCE_INLINE_ void set_end(const Vector2i &p_end) {
size = p_end - position;
}
_FORCE_INLINE_ Vector2i get_end() const {
return position + size;
}
explicit operator String() const;
operator Rect2() const;
Rect2i() = default;
constexpr Rect2i(int p_x, int p_y, int p_width, int p_height) :
position(Point2i(p_x, p_y)),
size(Size2i(p_width, p_height)) {
}
constexpr Rect2i(const Point2i &p_pos, const Size2i &p_size) :
position(p_pos),
size(p_size) {
}
};
template <>
struct is_zero_constructible<Rect2i> : std::true_type {};

View File

@@ -0,0 +1,40 @@
/**************************************************************************/
/* static_raycaster.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "static_raycaster.h"
StaticRaycaster *(*StaticRaycaster::create_function)() = nullptr;
Ref<StaticRaycaster> StaticRaycaster::create() {
if (create_function) {
return Ref<StaticRaycaster>(create_function());
}
return Ref<StaticRaycaster>();
}

View File

@@ -0,0 +1,98 @@
/**************************************************************************/
/* static_raycaster.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/object/ref_counted.h"
class StaticRaycaster : public RefCounted {
GDCLASS(StaticRaycaster, RefCounted)
protected:
static StaticRaycaster *(*create_function)();
public:
// Compatible with embree4 rays.
struct alignas(16) Ray {
const static unsigned int INVALID_GEOMETRY_ID = ((unsigned int)-1); // from rtcore_common.h
/*! Default construction does nothing. */
_FORCE_INLINE_ Ray() :
geomID(INVALID_GEOMETRY_ID) {}
/*! Constructs a ray from origin, direction, and ray segment. Near
* has to be smaller than far. */
_FORCE_INLINE_ Ray(const Vector3 &p_org,
const Vector3 &p_dir,
float p_tnear = 0.0f,
float p_tfar = Math::INF) :
org(p_org),
tnear(p_tnear),
dir(p_dir),
time(0.0f),
tfar(p_tfar),
mask(-1),
u(0.0),
v(0.0),
primID(INVALID_GEOMETRY_ID),
geomID(INVALID_GEOMETRY_ID),
instID(INVALID_GEOMETRY_ID) {}
/*! Tests if we hit something. */
_FORCE_INLINE_ explicit operator bool() const { return geomID != INVALID_GEOMETRY_ID; }
public:
Vector3 org; //!< Ray origin + tnear
float tnear; //!< Start of ray segment
Vector3 dir; //!< Ray direction + tfar
float time; //!< Time of this ray for motion blur.
float tfar; //!< End of ray segment
unsigned int mask; //!< used to mask out objects during traversal
unsigned int id; //!< ray ID
unsigned int flags; //!< ray flags
Vector3 normal; //!< Not normalized geometry normal
float u; //!< Barycentric u coordinate of hit
float v; //!< Barycentric v coordinate of hit
unsigned int primID; //!< primitive ID
unsigned int geomID; //!< geometry ID
unsigned int instID; //!< instance ID
};
virtual bool intersect(Ray &p_ray) = 0;
virtual void intersect(Vector<Ray> &r_rays) = 0;
virtual void add_mesh(const PackedVector3Array &p_vertices, const PackedInt32Array &p_indices, unsigned int p_id) = 0;
virtual void commit() = 0;
virtual void set_mesh_filter(const HashSet<int> &p_mesh_ids) = 0;
virtual void clear_mesh_filter() = 0;
static Ref<StaticRaycaster> create();
};

274
core/math/transform_2d.cpp Normal file
View File

@@ -0,0 +1,274 @@
/**************************************************************************/
/* transform_2d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "transform_2d.h"
#include "core/string/ustring.h"
void Transform2D::invert() {
// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
// Transform2D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
SWAP(columns[0][1], columns[1][0]);
columns[2] = basis_xform(-columns[2]);
}
Transform2D Transform2D::inverse() const {
Transform2D inv = *this;
inv.invert();
return inv;
}
void Transform2D::affine_invert() {
real_t det = determinant();
#ifdef MATH_CHECKS
ERR_FAIL_COND(det == 0);
#endif
real_t idet = 1.0f / det;
SWAP(columns[0][0], columns[1][1]);
columns[0] *= Vector2(idet, -idet);
columns[1] *= Vector2(-idet, idet);
columns[2] = basis_xform(-columns[2]);
}
Transform2D Transform2D::affine_inverse() const {
Transform2D inv = *this;
inv.affine_invert();
return inv;
}
void Transform2D::rotate(real_t p_angle) {
*this = Transform2D(p_angle, Vector2()) * (*this);
}
real_t Transform2D::get_skew() const {
real_t det = determinant();
return Math::acos(columns[0].normalized().dot(SIGN(det) * columns[1].normalized())) - (real_t)Math::PI * 0.5f;
}
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();
}
real_t Transform2D::get_rotation() const {
return Math::atan2(columns[0].y, columns[0].x);
}
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);
columns[0][0] = cr;
columns[0][1] = sr;
columns[1][0] = -sr;
columns[1][1] = cr;
set_scale(scale);
}
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;
columns[0][1] = sr;
columns[1][0] = -sr;
columns[1][1] = cr;
columns[2] = 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;
columns[0][1] = Math::sin(p_rot) * p_scale.x;
columns[2] = p_pos;
}
Size2 Transform2D::get_scale() const {
real_t det_sign = SIGN(determinant());
return Size2(columns[0].length(), det_sign * columns[1].length());
}
void Transform2D::set_scale(const Size2 &p_scale) {
columns[0].normalize();
columns[1].normalize();
columns[0] *= p_scale.x;
columns[1] *= p_scale.y;
}
void Transform2D::scale(const Size2 &p_scale) {
scale_basis(p_scale);
columns[2] *= p_scale;
}
void Transform2D::scale_basis(const Size2 &p_scale) {
columns[0][0] *= p_scale.x;
columns[0][1] *= p_scale.y;
columns[1][0] *= p_scale.x;
columns[1][1] *= p_scale.y;
}
void Transform2D::translate_local(real_t p_tx, real_t p_ty) {
translate_local(Vector2(p_tx, p_ty));
}
void Transform2D::translate_local(const Vector2 &p_translation) {
columns[2] += basis_xform(p_translation);
}
void Transform2D::orthonormalize() {
// Gram-Schmidt Process
Vector2 x = columns[0];
Vector2 y = columns[1];
x.normalize();
y = y - x * x.dot(y);
y.normalize();
columns[0] = x;
columns[1] = y;
}
Transform2D Transform2D::orthonormalized() const {
Transform2D ortho = *this;
ortho.orthonormalize();
return ortho;
}
bool Transform2D::is_conformal() const {
// Non-flipped case.
if (Math::is_equal_approx(columns[0][0], columns[1][1]) && Math::is_equal_approx(columns[0][1], -columns[1][0])) {
return true;
}
// Flipped case.
if (Math::is_equal_approx(columns[0][0], -columns[1][1]) && Math::is_equal_approx(columns[0][1], columns[1][0])) {
return true;
}
return false;
}
bool Transform2D::is_equal_approx(const Transform2D &p_transform) const {
return columns[0].is_equal_approx(p_transform.columns[0]) && columns[1].is_equal_approx(p_transform.columns[1]) && columns[2].is_equal_approx(p_transform.columns[2]);
}
bool Transform2D::is_same(const Transform2D &p_transform) const {
return columns[0].is_same(p_transform.columns[0]) && columns[1].is_same(p_transform.columns[1]) && columns[2].is_same(p_transform.columns[2]);
}
bool Transform2D::is_finite() const {
return columns[0].is_finite() && columns[1].is_finite() && columns[2].is_finite();
}
Transform2D Transform2D::looking_at(const Vector2 &p_target) const {
Transform2D return_trans = Transform2D(get_rotation(), get_origin());
Vector2 target_position = affine_inverse().xform(p_target);
return_trans.set_rotation(return_trans.get_rotation() + (target_position * get_scale()).angle());
return return_trans;
}
void Transform2D::operator*=(const Transform2D &p_transform) {
columns[2] = xform(p_transform.columns[2]);
real_t x0, x1, y0, y1;
x0 = tdotx(p_transform.columns[0]);
x1 = tdoty(p_transform.columns[0]);
y0 = tdotx(p_transform.columns[1]);
y1 = tdoty(p_transform.columns[1]);
columns[0][0] = x0;
columns[0][1] = x1;
columns[1][0] = y0;
columns[1][1] = y1;
}
Transform2D Transform2D::operator*(const Transform2D &p_transform) const {
Transform2D t = *this;
t *= p_transform;
return t;
}
Transform2D Transform2D::scaled(const Size2 &p_scale) const {
// Equivalent to left multiplication
Transform2D copy = *this;
copy.scale(p_scale);
return copy;
}
Transform2D Transform2D::scaled_local(const Size2 &p_scale) const {
// Equivalent to right multiplication
return Transform2D(columns[0] * p_scale.x, columns[1] * p_scale.y, columns[2]);
}
Transform2D Transform2D::untranslated() const {
Transform2D copy = *this;
copy.columns[2] = Vector2();
return copy;
}
Transform2D Transform2D::translated(const Vector2 &p_offset) const {
// Equivalent to left multiplication
return Transform2D(columns[0], columns[1], columns[2] + p_offset);
}
Transform2D Transform2D::translated_local(const Vector2 &p_offset) const {
// Equivalent to right multiplication
return Transform2D(columns[0], columns[1], columns[2] + basis_xform(p_offset));
}
Transform2D Transform2D::rotated(real_t p_angle) const {
// Equivalent to left multiplication
return Transform2D(p_angle, Vector2()) * (*this);
}
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.
}
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, 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),
Math::lerp_angle(get_skew(), p_transform.get_skew(), p_weight),
get_origin().lerp(p_transform.get_origin(), p_weight));
}
Transform2D::operator String() const {
return "[X: " + columns[0].operator String() +
", Y: " + columns[1].operator String() +
", O: " + columns[2].operator String() + "]";
}

291
core/math/transform_2d.h Normal file
View File

@@ -0,0 +1,291 @@
/**************************************************************************/
/* transform_2d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/math_funcs.h"
#include "core/math/rect2.h"
#include "core/math/vector2.h"
#include "core/templates/vector.h"
class String;
struct [[nodiscard]] Transform2D {
// WARNING: The basis of Transform2D is stored differently from Basis.
// In terms of columns array, the basis matrix looks like "on paper":
// M = (columns[0][0] columns[1][0])
// (columns[0][1] columns[1][1])
// This is such that the columns, which can be interpreted as basis vectors
// of the coordinate system "painted" on the object, can be accessed as columns[i].
// NOTE: This is the opposite of the indices in mathematical texts,
// meaning: $M_{12}$ in a math book corresponds to columns[1][0] here.
// This requires additional care when working with explicit indices.
// See https://en.wikipedia.org/wiki/Row-_and_column-major_order for further reading.
// WARNING: Be aware that unlike 3D code, 2D code uses a left-handed coordinate system:
// Y-axis points down, and angle is measure from +X to +Y in a clockwise-fashion.
Vector2 columns[3] = {
{ 1, 0 },
{ 0, 1 },
{ 0, 0 },
};
_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; }
constexpr const Vector2 &operator[](int p_idx) const { return columns[p_idx]; }
constexpr Vector2 &operator[](int p_idx) { return columns[p_idx]; }
void invert();
Transform2D inverse() const;
void affine_invert();
Transform2D affine_inverse() const;
void set_rotation(real_t p_rot);
real_t get_rotation() const;
real_t get_skew() const;
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(real_t p_tx, real_t p_ty);
void translate_local(const Vector2 &p_translation);
real_t determinant() const;
Size2 get_scale() const;
void set_scale(const Size2 &p_scale);
_FORCE_INLINE_ const Vector2 &get_origin() const { return columns[2]; }
_FORCE_INLINE_ void set_origin(const Vector2 &p_origin) { columns[2] = p_origin; }
Transform2D scaled(const Size2 &p_scale) const;
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(real_t p_angle) const;
Transform2D rotated_local(real_t p_angle) const;
Transform2D untranslated() const;
void orthonormalize();
Transform2D orthonormalized() const;
bool is_conformal() const;
bool is_equal_approx(const Transform2D &p_transform) const;
bool is_same(const Transform2D &p_transform) const;
bool is_finite() const;
Transform2D looking_at(const Vector2 &p_target) const;
constexpr bool operator==(const Transform2D &p_transform) const;
constexpr bool operator!=(const Transform2D &p_transform) const;
void operator*=(const Transform2D &p_transform);
Transform2D operator*(const Transform2D &p_transform) const;
constexpr void operator*=(real_t p_val);
constexpr Transform2D operator*(real_t p_val) const;
constexpr void operator/=(real_t p_val);
constexpr Transform2D operator/(real_t p_val) 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;
_FORCE_INLINE_ Vector2 xform(const Vector2 &p_vec) const;
_FORCE_INLINE_ Vector2 xform_inv(const Vector2 &p_vec) const;
_FORCE_INLINE_ Rect2 xform(const Rect2 &p_rect) const;
_FORCE_INLINE_ Rect2 xform_inv(const Rect2 &p_rect) const;
_FORCE_INLINE_ Vector<Vector2> xform(const Vector<Vector2> &p_array) const;
_FORCE_INLINE_ Vector<Vector2> xform_inv(const Vector<Vector2> &p_array) const;
explicit operator String() const;
constexpr 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{
{ p_xx, p_xy },
{ p_yx, p_yy },
{ p_ox, p_oy },
} {}
constexpr Transform2D(const Vector2 &p_x, const Vector2 &p_y, const Vector2 &p_origin) :
columns{ p_x, p_y, p_origin } {}
Transform2D(real_t p_rot, const Vector2 &p_pos);
Transform2D(real_t p_rot, const Size2 &p_scale, real_t p_skew, const Vector2 &p_pos);
Transform2D() = default;
};
constexpr bool Transform2D::operator==(const Transform2D &p_transform) const {
for (int i = 0; i < 3; i++) {
if (columns[i] != p_transform.columns[i]) {
return false;
}
}
return true;
}
constexpr bool Transform2D::operator!=(const Transform2D &p_transform) const {
for (int i = 0; i < 3; i++) {
if (columns[i] != p_transform.columns[i]) {
return true;
}
}
return false;
}
constexpr void Transform2D::operator*=(real_t p_val) {
columns[0] *= p_val;
columns[1] *= p_val;
columns[2] *= p_val;
}
constexpr Transform2D Transform2D::operator*(real_t p_val) const {
Transform2D ret(*this);
ret *= p_val;
return ret;
}
constexpr void Transform2D::operator/=(real_t p_val) {
columns[0] /= p_val;
columns[1] /= p_val;
columns[2] /= p_val;
}
constexpr Transform2D Transform2D::operator/(real_t p_val) const {
Transform2D ret(*this);
ret /= p_val;
return ret;
}
Vector2 Transform2D::basis_xform(const Vector2 &p_vec) const {
return Vector2(
tdotx(p_vec),
tdoty(p_vec));
}
Vector2 Transform2D::basis_xform_inv(const Vector2 &p_vec) const {
return Vector2(
columns[0].dot(p_vec),
columns[1].dot(p_vec));
}
Vector2 Transform2D::xform(const Vector2 &p_vec) const {
return Vector2(
tdotx(p_vec),
tdoty(p_vec)) +
columns[2];
}
Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
Vector2 v = p_vec - columns[2];
return Vector2(
columns[0].dot(v),
columns[1].dot(v));
}
Rect2 Transform2D::xform(const Rect2 &p_rect) const {
Vector2 x = columns[0] * p_rect.size.x;
Vector2 y = columns[1] * p_rect.size.y;
Vector2 pos = xform(p_rect.position);
Rect2 new_rect;
new_rect.position = pos;
new_rect.expand_to(pos + x);
new_rect.expand_to(pos + y);
new_rect.expand_to(pos + x + y);
return new_rect;
}
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(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;
columns[0][1] = Math::sin(p_rot) * p_scale.x;
}
Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {
Vector2 ends[4] = {
xform_inv(p_rect.position),
xform_inv(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),
xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y))
};
Rect2 new_rect;
new_rect.position = ends[0];
new_rect.expand_to(ends[1]);
new_rect.expand_to(ends[2]);
new_rect.expand_to(ends[3]);
return new_rect;
}
Vector<Vector2> Transform2D::xform(const Vector<Vector2> &p_array) const {
Vector<Vector2> array;
array.resize(p_array.size());
const Vector2 *r = p_array.ptr();
Vector2 *w = array.ptrw();
for (int i = 0; i < p_array.size(); ++i) {
w[i] = xform(r[i]);
}
return array;
}
Vector<Vector2> Transform2D::xform_inv(const Vector<Vector2> &p_array) const {
Vector<Vector2> array;
array.resize(p_array.size());
const Vector2 *r = p_array.ptr();
Vector2 *w = array.ptrw();
for (int i = 0; i < p_array.size(); ++i) {
w[i] = xform_inv(r[i]);
}
return array;
}

200
core/math/transform_3d.cpp Normal file
View File

@@ -0,0 +1,200 @@
/**************************************************************************/
/* transform_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "transform_3d.h"
#include "core/string/ustring.h"
void Transform3D::affine_invert() {
basis.invert();
origin = basis.xform(-origin);
}
Transform3D Transform3D::affine_inverse() const {
Transform3D ret = *this;
ret.affine_invert();
return ret;
}
void Transform3D::invert() {
basis.transpose();
origin = basis.xform(-origin);
}
Transform3D Transform3D::inverse() const {
// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
// Transform3D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
Transform3D ret = *this;
ret.invert();
return ret;
}
void Transform3D::rotate(const Vector3 &p_axis, real_t p_angle) {
*this = rotated(p_axis, p_angle);
}
Transform3D Transform3D::rotated(const Vector3 &p_axis, real_t p_angle) const {
// Equivalent to left multiplication
Basis p_basis(p_axis, p_angle);
return Transform3D(p_basis * basis, p_basis.xform(origin));
}
Transform3D Transform3D::rotated_local(const Vector3 &p_axis, real_t p_angle) const {
// Equivalent to right multiplication
Basis p_basis(p_axis, p_angle);
return Transform3D(basis * p_basis, origin);
}
void Transform3D::rotate_basis(const Vector3 &p_axis, real_t p_angle) {
basis.rotate(p_axis, p_angle);
}
Transform3D Transform3D::looking_at(const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(origin.is_equal_approx(p_target), Transform3D(), "The transform's origin and target can't be equal.");
#endif
Transform3D t = *this;
t.basis = Basis::looking_at(p_target - origin, p_up, p_use_model_front);
return t;
}
void Transform3D::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up, bool p_use_model_front) {
#ifdef MATH_CHECKS
ERR_FAIL_COND_MSG(p_eye.is_equal_approx(p_target), "The eye and target vectors can't be equal.");
#endif
basis = Basis::looking_at(p_target - p_eye, p_up, p_use_model_front);
origin = p_eye;
}
Transform3D Transform3D::interpolate_with(const Transform3D &p_transform, real_t p_c) const {
Transform3D interp;
Vector3 src_scale = basis.get_scale();
Quaternion src_rot = basis.get_rotation_quaternion();
Vector3 src_loc = origin;
Vector3 dst_scale = p_transform.basis.get_scale();
Quaternion dst_rot = p_transform.basis.get_rotation_quaternion();
Vector3 dst_loc = p_transform.origin;
interp.basis.set_quaternion_scale(src_rot.slerp(dst_rot, p_c).normalized(), src_scale.lerp(dst_scale, p_c));
interp.origin = src_loc.lerp(dst_loc, p_c);
return interp;
}
void Transform3D::scale(const Vector3 &p_scale) {
basis.scale(p_scale);
origin *= p_scale;
}
Transform3D Transform3D::scaled(const Vector3 &p_scale) const {
// Equivalent to left multiplication
return Transform3D(basis.scaled(p_scale), origin * p_scale);
}
Transform3D Transform3D::scaled_local(const Vector3 &p_scale) const {
// Equivalent to right multiplication
return Transform3D(basis.scaled_local(p_scale), origin);
}
void Transform3D::scale_basis(const Vector3 &p_scale) {
basis.scale(p_scale);
}
void Transform3D::translate_local(real_t p_tx, real_t p_ty, real_t p_tz) {
translate_local(Vector3(p_tx, p_ty, p_tz));
}
void Transform3D::translate_local(const Vector3 &p_translation) {
for (int i = 0; i < 3; i++) {
origin[i] += basis[i].dot(p_translation);
}
}
Transform3D Transform3D::translated(const Vector3 &p_translation) const {
// Equivalent to left multiplication
return Transform3D(basis, origin + p_translation);
}
Transform3D Transform3D::translated_local(const Vector3 &p_translation) const {
// Equivalent to right multiplication
return Transform3D(basis, origin + basis.xform(p_translation));
}
void Transform3D::orthonormalize() {
basis.orthonormalize();
}
Transform3D Transform3D::orthonormalized() const {
Transform3D _copy = *this;
_copy.orthonormalize();
return _copy;
}
void Transform3D::orthogonalize() {
basis.orthogonalize();
}
Transform3D Transform3D::orthogonalized() const {
Transform3D _copy = *this;
_copy.orthogonalize();
return _copy;
}
bool Transform3D::is_equal_approx(const Transform3D &p_transform) const {
return basis.is_equal_approx(p_transform.basis) && origin.is_equal_approx(p_transform.origin);
}
bool Transform3D::is_same(const Transform3D &p_transform) const {
return basis.is_same(p_transform.basis) && origin.is_same(p_transform.origin);
}
bool Transform3D::is_finite() const {
return basis.is_finite() && origin.is_finite();
}
void Transform3D::operator*=(const Transform3D &p_transform) {
origin = xform(p_transform.origin);
basis *= p_transform.basis;
}
Transform3D Transform3D::operator*(const Transform3D &p_transform) const {
Transform3D t = *this;
t *= p_transform;
return t;
}
Transform3D::operator String() const {
return "[X: " + basis.get_column(0).operator String() +
", Y: " + basis.get_column(1).operator String() +
", Z: " + basis.get_column(2).operator String() +
", O: " + origin.operator String() + "]";
}

307
core/math/transform_3d.h Normal file
View File

@@ -0,0 +1,307 @@
/**************************************************************************/
/* transform_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/aabb.h"
#include "core/math/basis.h"
#include "core/math/plane.h"
#include "core/templates/vector.h"
struct [[nodiscard]] Transform3D {
Basis basis;
Vector3 origin;
void invert();
Transform3D inverse() const;
void affine_invert();
Transform3D affine_inverse() const;
Transform3D rotated(const Vector3 &p_axis, real_t p_angle) const;
Transform3D rotated_local(const Vector3 &p_axis, real_t p_angle) const;
void rotate(const Vector3 &p_axis, real_t p_angle);
void rotate_basis(const Vector3 &p_axis, real_t p_angle);
void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false);
Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0), bool p_use_model_front = false) const;
void scale(const Vector3 &p_scale);
Transform3D scaled(const Vector3 &p_scale) const;
Transform3D scaled_local(const Vector3 &p_scale) const;
void scale_basis(const Vector3 &p_scale);
void translate_local(real_t p_tx, real_t p_ty, real_t p_tz);
void translate_local(const Vector3 &p_translation);
Transform3D translated(const Vector3 &p_translation) const;
Transform3D translated_local(const Vector3 &p_translation) const;
const Basis &get_basis() const { return basis; }
void set_basis(const Basis &p_basis) { basis = p_basis; }
const Vector3 &get_origin() const { return origin; }
void set_origin(const Vector3 &p_origin) { origin = p_origin; }
void orthonormalize();
Transform3D orthonormalized() const;
void orthogonalize();
Transform3D orthogonalized() const;
bool is_equal_approx(const Transform3D &p_transform) const;
bool is_same(const Transform3D &p_transform) const;
bool is_finite() const;
constexpr bool operator==(const Transform3D &p_transform) const;
constexpr bool operator!=(const Transform3D &p_transform) const;
_FORCE_INLINE_ Vector3 xform(const Vector3 &p_vector) const;
_FORCE_INLINE_ AABB xform(const AABB &p_aabb) const;
_FORCE_INLINE_ Vector<Vector3> xform(const Vector<Vector3> &p_array) const;
// NOTE: These are UNSAFE with non-uniform scaling, and will produce incorrect results.
// They use the transpose.
// For safe inverse transforms, xform by the affine_inverse.
_FORCE_INLINE_ Vector3 xform_inv(const Vector3 &p_vector) const;
_FORCE_INLINE_ AABB xform_inv(const AABB &p_aabb) const;
_FORCE_INLINE_ Vector<Vector3> xform_inv(const Vector<Vector3> &p_array) const;
// Safe with non-uniform scaling (uses affine_inverse).
_FORCE_INLINE_ Plane xform(const Plane &p_plane) const;
_FORCE_INLINE_ Plane xform_inv(const Plane &p_plane) const;
// These fast versions use precomputed affine inverse, and should be used in bottleneck areas where
// multiple planes are to be transformed.
_FORCE_INLINE_ Plane xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const;
static _FORCE_INLINE_ Plane xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose);
void operator*=(const Transform3D &p_transform);
Transform3D operator*(const Transform3D &p_transform) const;
constexpr void operator*=(real_t p_val);
constexpr Transform3D operator*(real_t p_val) const;
constexpr void operator/=(real_t p_val);
constexpr Transform3D operator/(real_t p_val) const;
Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const;
_FORCE_INLINE_ Transform3D inverse_xform(const Transform3D &t) const {
Vector3 v = t.origin - origin;
return Transform3D(basis.transpose_xform(t.basis),
basis.xform(v));
}
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;
}
explicit operator String() const;
Transform3D() = default;
constexpr Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3()) :
basis(p_basis),
origin(p_origin) {}
constexpr Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin) :
basis(p_x, p_y, p_z),
origin(p_origin) {}
constexpr 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(p_xx, p_xy, p_xz, p_yx, p_yy, p_yz, p_zx, p_zy, p_zz),
origin(p_ox, p_oy, p_oz) {}
};
constexpr bool Transform3D::operator==(const Transform3D &p_transform) const {
return (basis == p_transform.basis && origin == p_transform.origin);
}
constexpr bool Transform3D::operator!=(const Transform3D &p_transform) const {
return (basis != p_transform.basis || origin != p_transform.origin);
}
constexpr void Transform3D::operator*=(real_t p_val) {
origin *= p_val;
basis *= p_val;
}
constexpr Transform3D Transform3D::operator*(real_t p_val) const {
Transform3D ret(*this);
ret *= p_val;
return ret;
}
constexpr void Transform3D::operator/=(real_t p_val) {
basis /= p_val;
origin /= p_val;
}
constexpr Transform3D Transform3D::operator/(real_t p_val) const {
Transform3D ret(*this);
ret /= p_val;
return ret;
}
_FORCE_INLINE_ Vector3 Transform3D::xform(const Vector3 &p_vector) const {
return Vector3(
basis[0].dot(p_vector) + origin.x,
basis[1].dot(p_vector) + origin.y,
basis[2].dot(p_vector) + origin.z);
}
_FORCE_INLINE_ Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const {
Vector3 v = p_vector - origin;
return Vector3(
(basis.rows[0][0] * v.x) + (basis.rows[1][0] * v.y) + (basis.rows[2][0] * v.z),
(basis.rows[0][1] * v.x) + (basis.rows[1][1] * v.y) + (basis.rows[2][1] * v.z),
(basis.rows[0][2] * v.x) + (basis.rows[1][2] * v.y) + (basis.rows[2][2] * v.z));
}
// Neither the plane regular xform or xform_inv are particularly efficient,
// as they do a basis inverse. For xforming a large number
// of planes it is better to pre-calculate the inverse transpose basis once
// and reuse it for each plane, by using the 'fast' version of the functions.
_FORCE_INLINE_ Plane Transform3D::xform(const Plane &p_plane) const {
Basis b = basis.inverse();
b.transpose();
return xform_fast(p_plane, b);
}
_FORCE_INLINE_ Plane Transform3D::xform_inv(const Plane &p_plane) const {
Transform3D inv = affine_inverse();
Basis basis_transpose = basis.transposed();
return xform_inv_fast(p_plane, inv, basis_transpose);
}
_FORCE_INLINE_ AABB Transform3D::xform(const AABB &p_aabb) const {
/* https://dev.theomader.com/transform-bounding-boxes/ */
Vector3 min = p_aabb.position;
Vector3 max = p_aabb.position + p_aabb.size;
Vector3 tmin, tmax;
for (int i = 0; i < 3; i++) {
tmin[i] = tmax[i] = origin[i];
for (int j = 0; j < 3; j++) {
real_t e = basis[i][j] * min[j];
real_t f = basis[i][j] * max[j];
if (e < f) {
tmin[i] += e;
tmax[i] += f;
} else {
tmin[i] += f;
tmax[i] += e;
}
}
}
AABB r_aabb;
r_aabb.position = tmin;
r_aabb.size = tmax - tmin;
return r_aabb;
}
_FORCE_INLINE_ AABB Transform3D::xform_inv(const AABB &p_aabb) const {
/* define vertices */
Vector3 vertices[8] = {
Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
};
AABB ret;
ret.position = xform_inv(vertices[0]);
for (int i = 1; i < 8; i++) {
ret.expand_to(xform_inv(vertices[i]));
}
return ret;
}
Vector<Vector3> Transform3D::xform(const Vector<Vector3> &p_array) const {
Vector<Vector3> array;
array.resize(p_array.size());
const Vector3 *r = p_array.ptr();
Vector3 *w = array.ptrw();
for (int i = 0; i < p_array.size(); ++i) {
w[i] = xform(r[i]);
}
return array;
}
Vector<Vector3> Transform3D::xform_inv(const Vector<Vector3> &p_array) const {
Vector<Vector3> array;
array.resize(p_array.size());
const Vector3 *r = p_array.ptr();
Vector3 *w = array.ptrw();
for (int i = 0; i < p_array.size(); ++i) {
w[i] = xform_inv(r[i]);
}
return array;
}
_FORCE_INLINE_ Plane Transform3D::xform_fast(const Plane &p_plane, const Basis &p_basis_inverse_transpose) const {
// Transform a single point on the plane.
Vector3 point = p_plane.normal * p_plane.d;
point = xform(point);
// Use inverse transpose for correct normals with non-uniform scaling.
Vector3 normal = p_basis_inverse_transpose.xform(p_plane.normal);
normal.normalize();
real_t d = normal.dot(point);
return Plane(normal, d);
}
_FORCE_INLINE_ Plane Transform3D::xform_inv_fast(const Plane &p_plane, const Transform3D &p_inverse, const Basis &p_basis_transpose) {
// Transform a single point on the plane.
Vector3 point = p_plane.normal * p_plane.d;
point = p_inverse.xform(point);
// Note that instead of precalculating the transpose, an alternative
// would be to use the transpose for the basis transform.
// However that would be less SIMD friendly (requiring a swizzle).
// So the cost is one extra precalced value in the calling code.
// This is probably worth it, as this could be used in bottleneck areas. And
// where it is not a bottleneck, the non-fast method is fine.
// Use transpose for correct normals with non-uniform scaling.
Vector3 normal = p_basis_transpose.xform(p_plane.normal);
normal.normalize();
real_t d = normal.dot(point);
return Plane(normal, d);
}

View File

@@ -0,0 +1,384 @@
/**************************************************************************/
/* transform_interpolator.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "transform_interpolator.h"
#include "core/math/transform_2d.h"
#include "core/math/transform_3d.h"
void TransformInterpolator::interpolate_transform_2d(const Transform2D &p_prev, const Transform2D &p_curr, Transform2D &r_result, real_t p_fraction) {
// Special case for physics interpolation, if flipping, don't interpolate basis.
// If the determinant polarity changes, the handedness of the coordinate system changes.
if (_sign(p_prev.determinant()) != _sign(p_curr.determinant())) {
r_result.columns[0] = p_curr.columns[0];
r_result.columns[1] = p_curr.columns[1];
r_result.set_origin(p_prev.get_origin().lerp(p_curr.get_origin(), p_fraction));
return;
}
r_result = p_prev.interpolate_with(p_curr, p_fraction);
}
void TransformInterpolator::interpolate_transform_3d(const Transform3D &p_prev, const Transform3D &p_curr, Transform3D &r_result, real_t p_fraction) {
r_result.origin = p_prev.origin + ((p_curr.origin - p_prev.origin) * p_fraction);
interpolate_basis(p_prev.basis, p_curr.basis, r_result.basis, p_fraction);
}
void TransformInterpolator::interpolate_basis(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction) {
Method method = find_method(p_prev, p_curr);
interpolate_basis_via_method(p_prev, p_curr, r_result, p_fraction, method);
}
void TransformInterpolator::interpolate_transform_3d_via_method(const Transform3D &p_prev, const Transform3D &p_curr, Transform3D &r_result, real_t p_fraction, Method p_method) {
r_result.origin = p_prev.origin + ((p_curr.origin - p_prev.origin) * p_fraction);
interpolate_basis_via_method(p_prev.basis, p_curr.basis, r_result.basis, p_fraction, p_method);
}
void TransformInterpolator::interpolate_basis_via_method(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction, Method p_method) {
switch (p_method) {
default: {
interpolate_basis_linear(p_prev, p_curr, r_result, p_fraction);
} break;
case INTERP_SLERP: {
r_result = _basis_slerp_unchecked(p_prev, p_curr, p_fraction);
} break;
case INTERP_SCALED_SLERP: {
interpolate_basis_scaled_slerp(p_prev, p_curr, r_result, p_fraction);
} break;
}
}
Quaternion TransformInterpolator::_basis_to_quat_unchecked(const Basis &p_basis) {
Basis m = p_basis;
real_t trace = m.rows[0][0] + m.rows[1][1] + m.rows[2][2];
real_t temp[4];
if (trace > 0.0) {
real_t s = Math::sqrt(trace + 1.0f);
temp[3] = (s * 0.5f);
s = 0.5f / s;
temp[0] = ((m.rows[2][1] - m.rows[1][2]) * s);
temp[1] = ((m.rows[0][2] - m.rows[2][0]) * s);
temp[2] = ((m.rows[1][0] - m.rows[0][1]) * s);
} else {
int i = m.rows[0][0] < m.rows[1][1]
? (m.rows[1][1] < m.rows[2][2] ? 2 : 1)
: (m.rows[0][0] < m.rows[2][2] ? 2 : 0);
int j = (i + 1) % 3;
int k = (i + 2) % 3;
real_t s = Math::sqrt(m.rows[i][i] - m.rows[j][j] - m.rows[k][k] + 1.0f);
temp[i] = s * 0.5f;
s = 0.5f / s;
temp[3] = (m.rows[k][j] - m.rows[j][k]) * s;
temp[j] = (m.rows[j][i] + m.rows[i][j]) * s;
temp[k] = (m.rows[k][i] + m.rows[i][k]) * s;
}
return Quaternion(temp[0], temp[1], temp[2], temp[3]);
}
Quaternion TransformInterpolator::_quat_slerp_unchecked(const Quaternion &p_from, const Quaternion &p_to, real_t p_fraction) {
Quaternion to1;
real_t omega, cosom, sinom, scale0, scale1;
// Calculate cosine.
cosom = p_from.dot(p_to);
// Adjust signs (if necessary)
if (cosom < 0.0f) {
cosom = -cosom;
to1.x = -p_to.x;
to1.y = -p_to.y;
to1.z = -p_to.z;
to1.w = -p_to.w;
} else {
to1.x = p_to.x;
to1.y = p_to.y;
to1.z = p_to.z;
to1.w = p_to.w;
}
// Calculate coefficients.
// This check could possibly be removed as we dealt with this
// case in the find_method() function, but is left for safety, it probably
// isn't a bottleneck.
if ((1.0f - cosom) > (real_t)CMP_EPSILON) {
// standard case (slerp)
omega = Math::acos(cosom);
sinom = Math::sin(omega);
scale0 = Math::sin((1.0f - p_fraction) * omega) / sinom;
scale1 = Math::sin(p_fraction * omega) / sinom;
} else {
// "from" and "to" quaternions are very close
// ... so we can do a linear interpolation
scale0 = 1.0f - p_fraction;
scale1 = p_fraction;
}
// Calculate final values.
return Quaternion(
scale0 * p_from.x + scale1 * to1.x,
scale0 * p_from.y + scale1 * to1.y,
scale0 * p_from.z + scale1 * to1.z,
scale0 * p_from.w + scale1 * to1.w);
}
Basis TransformInterpolator::_basis_slerp_unchecked(Basis p_from, Basis p_to, real_t p_fraction) {
Quaternion from = _basis_to_quat_unchecked(p_from);
Quaternion to = _basis_to_quat_unchecked(p_to);
Basis b(_quat_slerp_unchecked(from, to, p_fraction));
return b;
}
void TransformInterpolator::interpolate_basis_scaled_slerp(Basis p_prev, Basis p_curr, Basis &r_result, real_t p_fraction) {
// Normalize both and find lengths.
Vector3 lengths_prev = _basis_orthonormalize(p_prev);
Vector3 lengths_curr = _basis_orthonormalize(p_curr);
r_result = _basis_slerp_unchecked(p_prev, p_curr, p_fraction);
// Now the result is unit length basis, we need to scale.
Vector3 lengths_lerped = lengths_prev + ((lengths_curr - lengths_prev) * p_fraction);
// Keep a note that the column / row order of the basis is weird,
// so keep an eye for bugs with this.
r_result[0] *= lengths_lerped;
r_result[1] *= lengths_lerped;
r_result[2] *= lengths_lerped;
}
void TransformInterpolator::interpolate_basis_linear(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction) {
// Interpolate basis.
r_result = p_prev.lerp(p_curr, p_fraction);
// It turns out we need to guard against zero scale basis.
// This is kind of silly, as we should probably fix the bugs elsewhere in Godot that can't deal with
// zero scale, but until that time...
for (int n = 0; n < 3; n++) {
Vector3 &axis = r_result[n];
// Not ok, this could cause errors due to bugs elsewhere,
// so we will bodge set this to a small value.
const real_t smallest = 0.0001f;
const real_t smallest_squared = smallest * smallest;
if (axis.length_squared() < smallest_squared) {
// Setting a different component to the smallest
// helps prevent the situation where all the axes are pointing in the same direction,
// which could be a problem for e.g. cross products...
axis[n] = smallest;
}
}
}
// Returns length.
real_t TransformInterpolator::_vec3_normalize(Vector3 &p_vec) {
real_t lengthsq = p_vec.length_squared();
if (lengthsq == 0.0f) {
p_vec.x = p_vec.y = p_vec.z = 0.0f;
return 0.0f;
}
real_t length = Math::sqrt(lengthsq);
p_vec.x /= length;
p_vec.y /= length;
p_vec.z /= length;
return length;
}
// Returns lengths.
Vector3 TransformInterpolator::_basis_orthonormalize(Basis &r_basis) {
// Gram-Schmidt Process.
Vector3 x = r_basis.get_column(0);
Vector3 y = r_basis.get_column(1);
Vector3 z = r_basis.get_column(2);
Vector3 lengths;
lengths.x = _vec3_normalize(x);
y = (y - x * (x.dot(y)));
lengths.y = _vec3_normalize(y);
z = (z - x * (x.dot(z)) - y * (y.dot(z)));
lengths.z = _vec3_normalize(z);
r_basis.set_column(0, x);
r_basis.set_column(1, y);
r_basis.set_column(2, z);
return lengths;
}
TransformInterpolator::Method TransformInterpolator::_test_basis(Basis p_basis, bool r_needed_normalize, Quaternion &r_quat) {
// Axis lengths.
Vector3 al = Vector3(p_basis.get_column(0).length_squared(),
p_basis.get_column(1).length_squared(),
p_basis.get_column(2).length_squared());
// Non unit scale?
if (r_needed_normalize || !_vec3_is_equal_approx(al, Vector3(1.0, 1.0, 1.0), (real_t)0.001f)) {
// If the basis is not normalized (at least approximately), it will fail the checks needed for slerp.
// So we try to detect a scaled (but not sheared) basis, which we *can* slerp by normalizing first,
// and lerping the scales separately.
// If any of the axes are really small, it is unlikely to be a valid rotation, or is scaled too small to deal with float error.
const real_t sl_epsilon = 0.00001f;
if ((al.x < sl_epsilon) ||
(al.y < sl_epsilon) ||
(al.z < sl_epsilon)) {
return INTERP_LERP;
}
// Normalize the basis.
Basis norm_basis = p_basis;
al.x = Math::sqrt(al.x);
al.y = Math::sqrt(al.y);
al.z = Math::sqrt(al.z);
norm_basis.set_column(0, norm_basis.get_column(0) / al.x);
norm_basis.set_column(1, norm_basis.get_column(1) / al.y);
norm_basis.set_column(2, norm_basis.get_column(2) / al.z);
// This doesn't appear necessary, as the later checks will catch it.
// if (!_basis_is_orthogonal_any_scale(norm_basis)) {
// return INTERP_LERP;
// }
p_basis = norm_basis;
// Orthonormalize not necessary as normal normalization(!) works if the
// axes are orthonormal.
// p_basis.orthonormalize();
// If we needed to normalize one of the two bases, we will need to normalize both,
// regardless of whether the 2nd needs it, just to make sure it takes the path to return
// INTERP_SCALED_LERP on the 2nd call of _test_basis.
r_needed_normalize = true;
}
// Apply less stringent tests than the built in slerp, the standard Godot slerp
// is too susceptible to float error to be useful.
real_t det = p_basis.determinant();
if (!Math::is_equal_approx(det, 1, (real_t)0.01f)) {
return INTERP_LERP;
}
if (!_basis_is_orthogonal(p_basis)) {
return INTERP_LERP;
}
// TODO: This could possibly be less stringent too, check this.
r_quat = _basis_to_quat_unchecked(p_basis);
if (!r_quat.is_normalized()) {
return INTERP_LERP;
}
return r_needed_normalize ? INTERP_SCALED_SLERP : INTERP_SLERP;
}
// This check doesn't seem to be needed but is preserved in case of bugs.
bool TransformInterpolator::_basis_is_orthogonal_any_scale(const Basis &p_basis) {
Vector3 cross = p_basis.get_column(0).cross(p_basis.get_column(1));
real_t l = _vec3_normalize(cross);
// Too small numbers, revert to lerp.
if (l < 0.001f) {
return false;
}
const real_t epsilon = 0.9995f;
real_t dot = cross.dot(p_basis.get_column(2));
if (dot < epsilon) {
return false;
}
cross = p_basis.get_column(1).cross(p_basis.get_column(2));
l = _vec3_normalize(cross);
// Too small numbers, revert to lerp.
if (l < 0.001f) {
return false;
}
dot = cross.dot(p_basis.get_column(0));
if (dot < epsilon) {
return false;
}
return true;
}
bool TransformInterpolator::_basis_is_orthogonal(const Basis &p_basis, real_t p_epsilon) {
Basis identity;
Basis m = p_basis * p_basis.transposed();
// Less stringent tests than the standard Godot slerp.
if (!_vec3_is_equal_approx(m[0], identity[0], p_epsilon) || !_vec3_is_equal_approx(m[1], identity[1], p_epsilon) || !_vec3_is_equal_approx(m[2], identity[2], p_epsilon)) {
return false;
}
return true;
}
real_t TransformInterpolator::checksum_transform_3d(const Transform3D &p_transform) {
// just a really basic checksum, this can probably be improved
real_t sum = _vec3_sum(p_transform.origin);
sum -= _vec3_sum(p_transform.basis.rows[0]);
sum += _vec3_sum(p_transform.basis.rows[1]);
sum -= _vec3_sum(p_transform.basis.rows[2]);
return sum;
}
TransformInterpolator::Method TransformInterpolator::find_method(const Basis &p_a, const Basis &p_b) {
bool needed_normalize = false;
Quaternion q0;
Method method = _test_basis(p_a, needed_normalize, q0);
if (method == INTERP_LERP) {
return method;
}
Quaternion q1;
method = _test_basis(p_b, needed_normalize, q1);
if (method == INTERP_LERP) {
return method;
}
// Are they close together?
// Apply the same test that will revert to lerp as is present in the slerp routine.
// Calculate cosine.
real_t cosom = Math::abs(q0.dot(q1));
if ((1.0f - cosom) <= (real_t)CMP_EPSILON) {
return INTERP_LERP;
}
return method;
}

View File

@@ -0,0 +1,92 @@
/**************************************************************************/
/* transform_interpolator.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/math_defs.h"
#include "core/math/vector3.h"
// Keep all the functions for fixed timestep interpolation together.
// There are two stages involved:
// Finding a method, for determining the interpolation method between two
// keyframes (which are physics ticks).
// And applying that pre-determined method.
// Pre-determining the method makes sense because it is expensive and often
// several frames may occur between each physics tick, which will make it cheaper
// than performing every frame.
struct Transform2D;
struct Transform3D;
struct Basis;
struct Quaternion;
class TransformInterpolator {
public:
enum Method {
INTERP_LERP,
INTERP_SLERP,
INTERP_SCALED_SLERP,
};
private:
_FORCE_INLINE_ static bool _sign(real_t p_val) { return p_val >= 0; }
static real_t _vec3_sum(const Vector3 &p_pt) { return p_pt.x + p_pt.y + p_pt.z; }
static real_t _vec3_normalize(Vector3 &p_vec);
_FORCE_INLINE_ static bool _vec3_is_equal_approx(const Vector3 &p_a, const Vector3 &p_b, real_t p_tolerance) {
return Math::is_equal_approx(p_a.x, p_b.x, p_tolerance) && Math::is_equal_approx(p_a.y, p_b.y, p_tolerance) && Math::is_equal_approx(p_a.z, p_b.z, p_tolerance);
}
static Vector3 _basis_orthonormalize(Basis &r_basis);
static Method _test_basis(Basis p_basis, bool r_needed_normalize, Quaternion &r_quat);
static Basis _basis_slerp_unchecked(Basis p_from, Basis p_to, real_t p_fraction);
static Quaternion _quat_slerp_unchecked(const Quaternion &p_from, const Quaternion &p_to, real_t p_fraction);
static Quaternion _basis_to_quat_unchecked(const Basis &p_basis);
static bool _basis_is_orthogonal(const Basis &p_basis, real_t p_epsilon = 0.01f);
static bool _basis_is_orthogonal_any_scale(const Basis &p_basis);
static void interpolate_basis_linear(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction);
static void interpolate_basis_scaled_slerp(Basis p_prev, Basis p_curr, Basis &r_result, real_t p_fraction);
public:
static void interpolate_transform_2d(const Transform2D &p_prev, const Transform2D &p_curr, Transform2D &r_result, real_t p_fraction);
// Generic functions, use when you don't know what method should be used, e.g. from GDScript.
// These will be slower.
static void interpolate_transform_3d(const Transform3D &p_prev, const Transform3D &p_curr, Transform3D &r_result, real_t p_fraction);
static void interpolate_basis(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction);
// Optimized function when you know ahead of time the method.
static void interpolate_transform_3d_via_method(const Transform3D &p_prev, const Transform3D &p_curr, Transform3D &r_result, real_t p_fraction, Method p_method);
static void interpolate_basis_via_method(const Basis &p_prev, const Basis &p_curr, Basis &r_result, real_t p_fraction, Method p_method);
static real_t checksum_transform_3d(const Transform3D &p_transform);
static Method find_method(const Basis &p_a, const Basis &p_b);
};

606
core/math/triangle_mesh.cpp Normal file
View File

@@ -0,0 +1,606 @@
/**************************************************************************/
/* triangle_mesh.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "triangle_mesh.h"
#include "core/templates/sort_array.h"
int TriangleMesh::_create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &r_max_depth, int &r_max_alloc) {
if (p_depth > r_max_depth) {
r_max_depth = p_depth;
}
if (p_size == 1) {
return p_bb[p_from] - p_bvh;
} else if (p_size == 0) {
return -1;
}
AABB aabb;
aabb = p_bb[p_from]->aabb;
for (int i = 1; i < p_size; i++) {
aabb.merge_with(p_bb[p_from + i]->aabb);
}
int li = aabb.get_longest_axis_index();
switch (li) {
case Vector3::AXIS_X: {
SortArray<BVH *, BVHCmpX> sort_x;
sort_x.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
//sort_x.sort(&p_bb[p_from],p_size);
} break;
case Vector3::AXIS_Y: {
SortArray<BVH *, BVHCmpY> sort_y;
sort_y.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
//sort_y.sort(&p_bb[p_from],p_size);
} break;
case Vector3::AXIS_Z: {
SortArray<BVH *, BVHCmpZ> sort_z;
sort_z.nth_element(0, p_size, p_size / 2, &p_bb[p_from]);
//sort_z.sort(&p_bb[p_from],p_size);
} break;
}
int left = _create_bvh(p_bvh, p_bb, p_from, p_size / 2, p_depth + 1, r_max_depth, r_max_alloc);
int right = _create_bvh(p_bvh, p_bb, p_from + p_size / 2, p_size - p_size / 2, p_depth + 1, r_max_depth, r_max_alloc);
int index = r_max_alloc++;
BVH *_new = &p_bvh[index];
_new->aabb = aabb;
_new->center = aabb.get_center();
_new->face_index = -1;
_new->left = left;
_new->right = right;
return index;
}
void TriangleMesh::get_indices(Vector<int> *r_triangles_indices) const {
if (!valid) {
return;
}
const int triangles_num = triangles.size();
// Parse vertices indices
const Triangle *triangles_read = triangles.ptr();
r_triangles_indices->resize(triangles_num * 3);
int *r_indices_write = r_triangles_indices->ptrw();
for (int i = 0; i < triangles_num; ++i) {
r_indices_write[3 * i + 0] = triangles_read[i].indices[0];
r_indices_write[3 * i + 1] = triangles_read[i].indices[1];
r_indices_write[3 * i + 2] = triangles_read[i].indices[2];
}
}
void TriangleMesh::create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices) {
valid = false;
ERR_FAIL_COND(p_surface_indices.size() && p_surface_indices.size() != p_faces.size());
int fc = p_faces.size();
ERR_FAIL_COND(!fc || ((fc % 3) != 0));
fc /= 3;
triangles.resize(fc);
bvh.resize(fc * 3); //will never be larger than this (todo make better)
BVH *bw = bvh.ptrw();
{
//create faces and indices and base bvh
//except for the Set for repeated triangles, everything
//goes in-place.
const Vector3 *r = p_faces.ptr();
const int32_t *si = p_surface_indices.ptr();
Triangle *w = triangles.ptrw();
HashMap<Vector3, int> db;
for (int i = 0; i < fc; i++) {
Triangle &f = w[i];
const Vector3 *v = &r[i * 3];
for (int j = 0; j < 3; j++) {
int vidx = -1;
Vector3 vs = v[j].snappedf(0.0001);
HashMap<Vector3, int>::Iterator E = db.find(vs);
if (E) {
vidx = E->value;
} else {
vidx = db.size();
db[vs] = vidx;
}
f.indices[j] = vidx;
if (j == 0) {
bw[i].aabb.position = vs;
} else {
bw[i].aabb.expand_to(vs);
}
}
f.normal = Face3(r[i * 3 + 0], r[i * 3 + 1], r[i * 3 + 2]).get_plane().get_normal();
f.surface_index = si ? si[i] : 0;
bw[i].left = -1;
bw[i].right = -1;
bw[i].face_index = i;
bw[i].center = bw[i].aabb.get_center();
}
vertices.resize(db.size());
Vector3 *vw = vertices.ptrw();
for (const KeyValue<Vector3, int> &E : db) {
vw[E.value] = E.key;
}
}
Vector<BVH *> bwptrs;
bwptrs.resize(fc);
BVH **bwp = bwptrs.ptrw();
for (int i = 0; i < fc; i++) {
bwp[i] = &bw[i];
}
max_depth = 0;
int max_alloc = fc;
_create_bvh(bw, bwp, 0, fc, 1, max_depth, max_alloc);
bvh.resize(max_alloc); //resize back
valid = true;
}
bool TriangleMesh::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index, int32_t *r_face_index) const {
if (!valid) {
return false;
}
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
enum {
TEST_AABB_BIT = 0,
VISIT_LEFT_BIT = 1,
VISIT_RIGHT_BIT = 2,
VISIT_DONE_BIT = 3,
VISITED_BIT_SHIFT = 29,
NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
VISITED_BIT_MASK = ~NODE_IDX_MASK,
};
Vector3 n = (p_end - p_begin).normalized();
real_t d = 1e10;
bool inters = false;
int level = 0;
const Triangle *triangleptr = triangles.ptr();
const Vector3 *vertexptr = vertices.ptr();
const BVH *bvhptr = bvh.ptr();
int pos = bvh.size() - 1;
stack[0] = pos;
while (true) {
uint32_t node = stack[level] & NODE_IDX_MASK;
const BVH &b = bvhptr[node];
bool done = false;
switch (stack[level] >> VISITED_BIT_SHIFT) {
case TEST_AABB_BIT: {
if (!b.aabb.intersects_segment(p_begin, p_end)) {
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
if (b.face_index >= 0) {
const Triangle &s = triangleptr[b.face_index];
Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]);
Vector3 res;
if (f3.intersects_segment(p_begin, p_end, &res)) {
real_t nd = n.dot(res);
if (nd < d) {
d = nd;
r_point = res;
r_normal = f3.get_plane().get_normal();
if (r_surf_index) {
*r_surf_index = s.surface_index;
}
if (r_face_index) {
*r_face_index = b.face_index;
}
inters = true;
}
}
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
}
}
continue;
}
case VISIT_LEFT_BIT: {
stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
level++;
stack[level] = b.left | TEST_AABB_BIT;
continue;
}
case VISIT_RIGHT_BIT: {
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
level++;
stack[level] = b.right | TEST_AABB_BIT;
continue;
}
case VISIT_DONE_BIT: {
if (level == 0) {
done = true;
break;
} else {
level--;
}
continue;
}
}
if (done) {
break;
}
}
if (inters) {
if (n.dot(r_normal) > 0) {
r_normal = -r_normal;
}
}
return inters;
}
bool TriangleMesh::intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index, int32_t *r_face_index) const {
if (!valid) {
return false;
}
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
enum {
TEST_AABB_BIT = 0,
VISIT_LEFT_BIT = 1,
VISIT_RIGHT_BIT = 2,
VISIT_DONE_BIT = 3,
VISITED_BIT_SHIFT = 29,
NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
VISITED_BIT_MASK = ~NODE_IDX_MASK,
};
Vector3 n = p_dir;
real_t d = 1e20;
bool inters = false;
int level = 0;
const Triangle *triangleptr = triangles.ptr();
const Vector3 *vertexptr = vertices.ptr();
const BVH *bvhptr = bvh.ptr();
int pos = bvh.size() - 1;
stack[0] = pos;
while (true) {
uint32_t node = stack[level] & NODE_IDX_MASK;
const BVH &b = bvhptr[node];
bool done = false;
switch (stack[level] >> VISITED_BIT_SHIFT) {
case TEST_AABB_BIT: {
if (!b.aabb.intersects_ray(p_begin, p_dir)) {
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
if (b.face_index >= 0) {
const Triangle &s = triangleptr[b.face_index];
Face3 f3(vertexptr[s.indices[0]], vertexptr[s.indices[1]], vertexptr[s.indices[2]]);
Vector3 res;
if (f3.intersects_ray(p_begin, p_dir, &res)) {
real_t nd = n.dot(res);
if (nd < d) {
d = nd;
r_point = res;
r_normal = f3.get_plane().get_normal();
if (r_surf_index) {
*r_surf_index = s.surface_index;
}
if (r_face_index) {
*r_face_index = b.face_index;
}
inters = true;
}
}
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
}
}
continue;
}
case VISIT_LEFT_BIT: {
stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
level++;
stack[level] = b.left | TEST_AABB_BIT;
continue;
}
case VISIT_RIGHT_BIT: {
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
level++;
stack[level] = b.right | TEST_AABB_BIT;
continue;
}
case VISIT_DONE_BIT: {
if (level == 0) {
done = true;
break;
} else {
level--;
}
continue;
}
}
if (done) {
break;
}
}
if (inters) {
if (n.dot(r_normal) > 0) {
r_normal = -r_normal;
}
}
return inters;
}
bool TriangleMesh::inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale) const {
if (!valid) {
return false;
}
uint32_t *stack = (uint32_t *)alloca(sizeof(int) * max_depth);
enum {
TEST_AABB_BIT = 0,
VISIT_LEFT_BIT = 1,
VISIT_RIGHT_BIT = 2,
VISIT_DONE_BIT = 3,
VISITED_BIT_SHIFT = 29,
NODE_IDX_MASK = (1 << VISITED_BIT_SHIFT) - 1,
VISITED_BIT_MASK = ~NODE_IDX_MASK,
};
int level = 0;
const Triangle *triangleptr = triangles.ptr();
const Vector3 *vertexptr = vertices.ptr();
const BVH *bvhptr = bvh.ptr();
Transform3D scale(Basis().scaled(p_scale));
int pos = bvh.size() - 1;
stack[0] = pos;
while (true) {
uint32_t node = stack[level] & NODE_IDX_MASK;
const BVH &b = bvhptr[node];
bool done = false;
switch (stack[level] >> VISITED_BIT_SHIFT) {
case TEST_AABB_BIT: {
bool intersects = scale.xform(b.aabb).intersects_convex_shape(p_planes, p_plane_count, p_points, p_point_count);
if (!intersects) {
return false;
}
bool inside = scale.xform(b.aabb).inside_convex_shape(p_planes, p_plane_count);
if (inside) {
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
if (b.face_index >= 0) {
const Triangle &s = triangleptr[b.face_index];
for (int j = 0; j < 3; ++j) {
Vector3 point = scale.xform(vertexptr[s.indices[j]]);
for (int i = 0; i < p_plane_count; i++) {
const Plane &p = p_planes[i];
if (p.is_point_over(point)) {
return false;
}
}
}
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
} else {
stack[level] = (VISIT_LEFT_BIT << VISITED_BIT_SHIFT) | node;
}
}
continue;
}
case VISIT_LEFT_BIT: {
stack[level] = (VISIT_RIGHT_BIT << VISITED_BIT_SHIFT) | node;
level++;
stack[level] = b.left | TEST_AABB_BIT;
continue;
}
case VISIT_RIGHT_BIT: {
stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
level++;
stack[level] = b.right | TEST_AABB_BIT;
continue;
}
case VISIT_DONE_BIT: {
if (level == 0) {
done = true;
break;
} else {
level--;
}
continue;
}
}
if (done) {
break;
}
}
return true;
}
bool TriangleMesh::is_valid() const {
return valid;
}
Vector<Face3> TriangleMesh::get_faces() const {
if (!valid) {
return Vector<Face3>();
}
Vector<Face3> faces;
int ts = triangles.size();
faces.resize(triangles.size());
Face3 *w = faces.ptrw();
const Triangle *r = triangles.ptr();
const Vector3 *rv = vertices.ptr();
for (int i = 0; i < ts; i++) {
for (int j = 0; j < 3; j++) {
w[i].vertex[j] = rv[r[i].indices[j]];
}
}
return faces;
}
bool TriangleMesh::create_from_faces(const Vector<Vector3> &p_faces) {
create(p_faces);
return is_valid();
}
Dictionary TriangleMesh::intersect_segment_scriptwrap(const Vector3 &p_begin, const Vector3 &p_end) const {
if (!valid) {
return Dictionary();
}
Vector3 r_point;
Vector3 r_normal;
int32_t r_face_index = -1;
bool intersected = intersect_segment(p_begin, p_end, r_point, r_normal, nullptr, &r_face_index);
if (!intersected) {
return Dictionary();
}
Dictionary result;
result["position"] = r_point;
result["normal"] = r_normal;
result["face_index"] = r_face_index;
return result;
}
Dictionary TriangleMesh::intersect_ray_scriptwrap(const Vector3 &p_begin, const Vector3 &p_dir) const {
if (!valid) {
return Dictionary();
}
Vector3 r_point;
Vector3 r_normal;
int32_t r_face_index = -1;
bool intersected = intersect_ray(p_begin, p_dir, r_point, r_normal, nullptr, &r_face_index);
if (!intersected) {
return Dictionary();
}
Dictionary result;
result["position"] = r_point;
result["normal"] = r_normal;
result["face_index"] = r_face_index;
return result;
}
Vector<Vector3> TriangleMesh::get_faces_scriptwrap() const {
if (!valid) {
return Vector<Vector3>();
}
Vector<Vector3> faces;
int ts = triangles.size();
faces.resize(triangles.size() * 3);
Vector3 *w = faces.ptrw();
const Triangle *r = triangles.ptr();
const Vector3 *rv = vertices.ptr();
for (int i = 0; i < ts; i++) {
for (int j = 0; j < 3; j++) {
w[i * 3 + j] = rv[r[i].indices[j]];
}
}
return faces;
}
void TriangleMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("create_from_faces", "faces"), &TriangleMesh::create_from_faces);
ClassDB::bind_method(D_METHOD("get_faces"), &TriangleMesh::get_faces_scriptwrap);
ClassDB::bind_method(D_METHOD("intersect_segment", "begin", "end"), &TriangleMesh::intersect_segment_scriptwrap);
ClassDB::bind_method(D_METHOD("intersect_ray", "begin", "dir"), &TriangleMesh::intersect_ray_scriptwrap);
}
TriangleMesh::TriangleMesh() {
valid = false;
max_depth = 0;
}

106
core/math/triangle_mesh.h Normal file
View File

@@ -0,0 +1,106 @@
/**************************************************************************/
/* triangle_mesh.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/face3.h"
#include "core/object/ref_counted.h"
class TriangleMesh : public RefCounted {
GDCLASS(TriangleMesh, RefCounted);
public:
struct Triangle {
Vector3 normal;
int indices[3];
int32_t surface_index = 0;
};
protected:
static void _bind_methods();
private:
Vector<Triangle> triangles;
Vector<Vector3> vertices;
struct BVH {
AABB aabb;
Vector3 center; //used for sorting
int left = -1;
int right = -1;
int32_t face_index = -1;
};
struct BVHCmpX {
bool operator()(const BVH *p_left, const BVH *p_right) const {
return p_left->center.x < p_right->center.x;
}
};
struct BVHCmpY {
bool operator()(const BVH *p_left, const BVH *p_right) const {
return p_left->center.y < p_right->center.y;
}
};
struct BVHCmpZ {
bool operator()(const BVH *p_left, const BVH *p_right) const {
return p_left->center.z < p_right->center.z;
}
};
int _create_bvh(BVH *p_bvh, BVH **p_bb, int p_from, int p_size, int p_depth, int &max_depth, int &max_alloc);
Vector<BVH> bvh;
int max_depth = 0;
bool valid = false;
public:
bool is_valid() const;
bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr, int32_t *r_face_index = nullptr) const;
bool intersect_ray(const Vector3 &p_begin, const Vector3 &p_dir, Vector3 &r_point, Vector3 &r_normal, int32_t *r_surf_index = nullptr, int32_t *r_face_index = nullptr) const;
bool inside_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count, Vector3 p_scale = Vector3(1, 1, 1)) const;
Vector<Face3> get_faces() const;
const Vector<Triangle> &get_triangles() const { return triangles; }
const Vector<Vector3> &get_vertices() const { return vertices; }
void get_indices(Vector<int> *r_triangles_indices) const;
void create(const Vector<Vector3> &p_faces, const Vector<int32_t> &p_surface_indices = Vector<int32_t>());
// Wrapped functions for compatibility with method bindings
// and user exposed script api that can't use more native types.
bool create_from_faces(const Vector<Vector3> &p_faces);
Dictionary intersect_segment_scriptwrap(const Vector3 &p_begin, const Vector3 &p_end) const;
Dictionary intersect_ray_scriptwrap(const Vector3 &p_begin, const Vector3 &p_dir) const;
Vector<Vector3> get_faces_scriptwrap() const;
TriangleMesh();
};

207
core/math/triangulate.cpp Normal file
View File

@@ -0,0 +1,207 @@
/**************************************************************************/
/* triangulate.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "triangulate.h"
real_t Triangulate::get_area(const Vector<Vector2> &contour) {
int n = contour.size();
const Vector2 *c = &contour[0];
real_t A = 0.0;
for (int p = n - 1, q = 0; q < n; p = q++) {
A += c[p].cross(c[q]);
}
return A * 0.5f;
}
/* `is_inside_triangle` decides if a point P is inside the triangle
* defined by A, B, C. */
bool Triangulate::is_inside_triangle(real_t Ax, real_t Ay,
real_t Bx, real_t By,
real_t Cx, real_t Cy,
real_t Px, real_t Py,
bool include_edges) {
real_t ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
real_t cCROSSap, bCROSScp, aCROSSbp;
ax = Cx - Bx;
ay = Cy - By;
bx = Ax - Cx;
by = Ay - Cy;
cx = Bx - Ax;
cy = By - Ay;
apx = Px - Ax;
apy = Py - Ay;
bpx = Px - Bx;
bpy = Py - By;
cpx = Px - Cx;
cpy = Py - Cy;
aCROSSbp = ax * bpy - ay * bpx;
cCROSSap = cx * apy - cy * apx;
bCROSScp = bx * cpy - by * cpx;
if (include_edges) {
return ((aCROSSbp > 0.0f) && (bCROSScp > 0.0f) && (cCROSSap > 0.0f));
} else {
return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
}
}
bool Triangulate::snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V, bool relaxed) {
int p;
real_t Ax, Ay, Bx, By, Cx, Cy, Px, Py;
const Vector2 *contour = &p_contour[0];
Ax = contour[V[u]].x;
Ay = contour[V[u]].y;
Bx = contour[V[v]].x;
By = contour[V[v]].y;
Cx = contour[V[w]].x;
Cy = contour[V[w]].y;
// It can happen that the triangulation ends up with three aligned vertices to deal with.
// In this scenario, making the check below strict may reject the possibility of
// forming a last triangle with these aligned vertices, preventing the triangulation
// from completing.
// To avoid that we allow zero-area triangles if all else failed.
float threshold = relaxed ? -CMP_EPSILON : CMP_EPSILON;
if (threshold > (((Bx - Ax) * (Cy - Ay)) - ((By - Ay) * (Cx - Ax)))) {
return false;
}
for (p = 0; p < n; p++) {
if ((p == u) || (p == v) || (p == w)) {
continue;
}
Px = contour[V[p]].x;
Py = contour[V[p]].y;
if (is_inside_triangle(Ax, Ay, Bx, By, Cx, Cy, Px, Py, relaxed)) {
return false;
}
}
return true;
}
bool Triangulate::triangulate(const Vector<Vector2> &contour, Vector<int> &result) {
/* allocate and initialize list of Vertices in polygon */
int n = contour.size();
if (n < 3) {
return false;
}
Vector<int> V;
V.resize(n);
/* we want a counter-clockwise polygon in V */
if (0.0f < get_area(contour)) {
for (int v = 0; v < n; v++) {
V.write[v] = v;
}
} else {
for (int v = 0; v < n; v++) {
V.write[v] = (n - 1) - v;
}
}
bool relaxed = false;
int nv = n;
/* remove nv-2 Vertices, creating 1 triangle every time */
int count = 2 * nv; /* error detection */
for (int v = nv - 1; nv > 2;) {
/* if we loop, it is probably a non-simple polygon */
if (0 >= (count--)) {
if (relaxed) {
//** Triangulate: ERROR - probable bad polygon!
return false;
} else {
// There may be aligned vertices that the strict
// checks prevent from triangulating. In this situation
// we are better off adding flat triangles than
// failing, so we relax the checks and try one last
// round.
// Only relaxing the constraints as a last resort avoids
// degenerate triangles when they aren't necessary.
count = 2 * nv;
relaxed = true;
}
}
/* three consecutive vertices in current polygon, <u,v,w> */
int u = v;
if (nv <= u) {
u = 0; /* previous */
}
v = u + 1;
if (nv <= v) {
v = 0; /* new v */
}
int w = v + 1;
if (nv <= w) {
w = 0; /* next */
}
if (snip(contour, u, v, w, nv, V, relaxed)) {
int a, b, c, s, t;
/* true names of the vertices */
a = V[u];
b = V[v];
c = V[w];
/* output Triangle */
result.push_back(a);
result.push_back(b);
result.push_back(c);
/* remove v from remaining polygon */
for (s = v, t = v + 1; t < nv; s++, t++) {
V.write[s] = V[t];
}
nv--;
/* reset error detection counter */
count = 2 * nv;
}
}
return true;
}

59
core/math/triangulate.h Normal file
View File

@@ -0,0 +1,59 @@
/**************************************************************************/
/* triangulate.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/math/vector2.h"
#include "core/templates/vector.h"
/*
https://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
*/
class Triangulate {
public:
// triangulate a contour/polygon, places results in STL vector
// as series of triangles.
static bool triangulate(const Vector<Vector2> &contour, Vector<int> &result);
// compute area of a contour/polygon
static real_t get_area(const Vector<Vector2> &contour);
// decide if point Px/Py is inside triangle defined by
// (Ax,Ay) (Bx,By) (Cx,Cy)
static bool is_inside_triangle(real_t Ax, real_t Ay,
real_t Bx, real_t By,
real_t Cx, real_t Cy,
real_t Px, real_t Py,
bool include_edges);
private:
static bool snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V, bool relaxed);
};

215
core/math/vector2.cpp Normal file
View File

@@ -0,0 +1,215 @@
/**************************************************************************/
/* vector2.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "vector2.h"
#include "core/math/vector2i.h"
#include "core/string/ustring.h"
real_t Vector2::angle() const {
return Math::atan2(y, x);
}
Vector2 Vector2::from_angle(real_t p_angle) {
return Vector2(Math::cos(p_angle), Math::sin(p_angle));
}
real_t Vector2::length() const {
return Math::sqrt(x * x + y * y);
}
real_t Vector2::length_squared() const {
return x * x + y * y;
}
void Vector2::normalize() {
real_t l = x * x + y * y;
if (l != 0) {
l = Math::sqrt(l);
x /= l;
y /= l;
}
}
Vector2 Vector2::normalized() const {
Vector2 v = *this;
v.normalize();
return v;
}
bool Vector2::is_normalized() const {
// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON);
}
real_t Vector2::distance_to(const Vector2 &p_vector2) const {
return Math::sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
}
real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
}
real_t Vector2::angle_to(const Vector2 &p_vector2) const {
return Math::atan2(cross(p_vector2), dot(p_vector2));
}
real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
return (p_vector2 - *this).angle();
}
real_t Vector2::dot(const Vector2 &p_other) const {
return x * p_other.x + y * p_other.y;
}
real_t Vector2::cross(const Vector2 &p_other) const {
return x * p_other.y - y * p_other.x;
}
Vector2 Vector2::sign() const {
return Vector2(SIGN(x), SIGN(y));
}
Vector2 Vector2::floor() const {
return Vector2(Math::floor(x), Math::floor(y));
}
Vector2 Vector2::ceil() const {
return Vector2(Math::ceil(x), Math::ceil(y));
}
Vector2 Vector2::round() const {
return Vector2(Math::round(x), Math::round(y));
}
Vector2 Vector2::rotated(real_t p_by) const {
real_t sine = Math::sin(p_by);
real_t cosi = Math::cos(p_by);
return Vector2(
x * cosi - y * sine,
x * sine + y * cosi);
}
Vector2 Vector2::posmod(real_t p_mod) const {
return Vector2(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod));
}
Vector2 Vector2::posmodv(const Vector2 &p_modv) const {
return Vector2(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y));
}
Vector2 Vector2::project(const Vector2 &p_to) const {
return p_to * (dot(p_to) / p_to.length_squared());
}
Vector2 Vector2::clamp(const Vector2 &p_min, const Vector2 &p_max) const {
return Vector2(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y));
}
Vector2 Vector2::clampf(real_t p_min, real_t p_max) const {
return Vector2(
CLAMP(x, p_min, p_max),
CLAMP(y, p_min, p_max));
}
Vector2 Vector2::snapped(const Vector2 &p_step) const {
return Vector2(
Math::snapped(x, p_step.x),
Math::snapped(y, p_step.y));
}
Vector2 Vector2::snappedf(real_t p_step) const {
return Vector2(
Math::snapped(x, p_step),
Math::snapped(y, p_step));
}
Vector2 Vector2::limit_length(real_t p_len) const {
const real_t l = length();
Vector2 v = *this;
if (l > 0 && p_len < l) {
v /= l;
v *= p_len;
}
return v;
}
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();
return len <= p_delta || len < (real_t)CMP_EPSILON ? p_to : v + vd / len * p_delta;
}
// slide returns the component of the vector along the given plane, specified by its normal vector.
Vector2 Vector2::slide(const Vector2 &p_normal) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 " + p_normal.operator String() + "must be normalized.");
#endif
return *this - p_normal * dot(p_normal);
}
Vector2 Vector2::bounce(const Vector2 &p_normal) const {
return -reflect(p_normal);
}
Vector2 Vector2::reflect(const Vector2 &p_normal) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 " + p_normal.operator String() + "must be normalized.");
#endif
return 2.0f * p_normal * dot(p_normal) - *this;
}
bool Vector2::is_equal_approx(const Vector2 &p_v) const {
return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y);
}
bool Vector2::is_same(const Vector2 &p_v) const {
return Math::is_same(x, p_v.x) && Math::is_same(y, p_v.y);
}
bool Vector2::is_zero_approx() const {
return Math::is_zero_approx(x) && Math::is_zero_approx(y);
}
bool Vector2::is_finite() const {
return Math::is_finite(x) && Math::is_finite(y);
}
Vector2::operator String() const {
return "(" + String::num_real(x, true) + ", " + String::num_real(y, true) + ")";
}
Vector2::operator Vector2i() const {
return Vector2i(x, y);
}

333
core/math/vector2.h Normal file
View File

@@ -0,0 +1,333 @@
/**************************************************************************/
/* vector2.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/error/error_macros.h"
#include "core/math/math_funcs.h"
class String;
struct Vector2i;
struct [[nodiscard]] Vector2 {
static const int AXIS_COUNT = 2;
enum Axis {
AXIS_X,
AXIS_Y,
};
union {
// NOLINTBEGIN(modernize-use-default-member-init)
struct {
real_t x;
real_t y;
};
struct {
real_t width;
real_t height;
};
real_t coord[2] = { 0 };
// NOLINTEND(modernize-use-default-member-init)
};
_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_axis) const {
DEV_ASSERT((unsigned int)p_axis < 2);
return coord[p_axis];
}
_FORCE_INLINE_ Vector2::Axis min_axis_index() const {
return x < y ? Vector2::AXIS_X : Vector2::AXIS_Y;
}
_FORCE_INLINE_ Vector2::Axis max_axis_index() const {
return x < y ? Vector2::AXIS_Y : Vector2::AXIS_X;
}
void normalize();
Vector2 normalized() const;
bool is_normalized() const;
real_t length() const;
real_t length_squared() 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));
}
Vector2 minf(real_t p_scalar) const {
return Vector2(MIN(x, p_scalar), MIN(y, p_scalar));
}
Vector2 max(const Vector2 &p_vector2) const {
return Vector2(MAX(x, p_vector2.x), MAX(y, p_vector2.y));
}
Vector2 maxf(real_t p_scalar) const {
return Vector2(MAX(x, p_scalar), MAX(y, p_scalar));
}
real_t distance_to(const Vector2 &p_vector2) const;
real_t distance_squared_to(const Vector2 &p_vector2) const;
real_t angle_to(const Vector2 &p_vector2) const;
real_t angle_to_point(const Vector2 &p_vector2) const;
_FORCE_INLINE_ Vector2 direction_to(const Vector2 &p_to) const;
real_t dot(const Vector2 &p_other) const;
real_t cross(const Vector2 &p_other) 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(real_t p_d, const Vector2 &p_vec) 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, real_t p_delta) const;
Vector2 slide(const Vector2 &p_normal) const;
Vector2 bounce(const Vector2 &p_normal) const;
Vector2 reflect(const Vector2 &p_normal) const;
bool is_equal_approx(const Vector2 &p_v) const;
bool is_same(const Vector2 &p_v) const;
bool is_zero_approx() const;
bool is_finite() const;
constexpr Vector2 operator+(const Vector2 &p_v) const;
constexpr void operator+=(const Vector2 &p_v);
constexpr Vector2 operator-(const Vector2 &p_v) const;
constexpr void operator-=(const Vector2 &p_v);
constexpr Vector2 operator*(const Vector2 &p_v1) const;
constexpr Vector2 operator*(real_t p_rvalue) const;
constexpr void operator*=(real_t p_rvalue);
constexpr void operator*=(const Vector2 &p_rvalue) { *this = *this * p_rvalue; }
constexpr Vector2 operator/(const Vector2 &p_v1) const;
constexpr Vector2 operator/(real_t p_rvalue) const;
constexpr void operator/=(real_t p_rvalue);
constexpr void operator/=(const Vector2 &p_rvalue) { *this = *this / p_rvalue; }
constexpr Vector2 operator-() const;
constexpr bool operator==(const Vector2 &p_vec2) const;
constexpr bool operator!=(const Vector2 &p_vec2) const;
constexpr bool operator<(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y < p_vec2.y) : (x < p_vec2.x); }
constexpr bool operator>(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y > p_vec2.y) : (x > p_vec2.x); }
constexpr bool operator<=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
constexpr 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(real_t p_angle);
_FORCE_INLINE_ Vector2 abs() const {
return Vector2(Math::abs(x), Math::abs(y));
}
Vector2 rotated(real_t p_by) const;
Vector2 orthogonal() const {
return Vector2(y, -x);
}
Vector2 sign() const;
Vector2 floor() const;
Vector2 ceil() const;
Vector2 round() const;
Vector2 snapped(const Vector2 &p_by) const;
Vector2 snappedf(real_t p_by) const;
Vector2 clamp(const Vector2 &p_min, const Vector2 &p_max) const;
Vector2 clampf(real_t p_min, real_t p_max) const;
real_t aspect() const { return width / height; }
explicit operator String() const;
operator Vector2i() const;
// NOLINTBEGIN(cppcoreguidelines-pro-type-member-init)
constexpr Vector2() :
x(0), y(0) {}
constexpr Vector2(real_t p_x, real_t p_y) :
x(p_x), y(p_y) {}
// NOLINTEND(cppcoreguidelines-pro-type-member-init)
};
_FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
return p_vec - *this * (dot(p_vec) - p_d);
}
constexpr Vector2 Vector2::operator+(const Vector2 &p_v) const {
return Vector2(x + p_v.x, y + p_v.y);
}
constexpr void Vector2::operator+=(const Vector2 &p_v) {
x += p_v.x;
y += p_v.y;
}
constexpr Vector2 Vector2::operator-(const Vector2 &p_v) const {
return Vector2(x - p_v.x, y - p_v.y);
}
constexpr void Vector2::operator-=(const Vector2 &p_v) {
x -= p_v.x;
y -= p_v.y;
}
constexpr Vector2 Vector2::operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
}
constexpr Vector2 Vector2::operator*(real_t p_rvalue) const {
return Vector2(x * p_rvalue, y * p_rvalue);
}
constexpr void Vector2::operator*=(real_t p_rvalue) {
x *= p_rvalue;
y *= p_rvalue;
}
constexpr Vector2 Vector2::operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
}
constexpr Vector2 Vector2::operator/(real_t p_rvalue) const {
return Vector2(x / p_rvalue, y / p_rvalue);
}
constexpr void Vector2::operator/=(real_t p_rvalue) {
x /= p_rvalue;
y /= p_rvalue;
}
constexpr Vector2 Vector2::operator-() const {
return Vector2(-x, -y);
}
constexpr bool Vector2::operator==(const Vector2 &p_vec2) const {
return x == p_vec2.x && y == p_vec2.y;
}
constexpr bool Vector2::operator!=(const Vector2 &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}
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, 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)) {
// Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
return lerp(p_to, p_weight);
}
real_t start_length = Math::sqrt(start_length_sq);
real_t result_length = Math::lerp(start_length, Math::sqrt(end_length_sq), p_weight);
real_t angle = angle_to(p_to);
return rotated(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, 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, 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, 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, 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);
return res;
}
Vector2 Vector2::direction_to(const Vector2 &p_to) const {
Vector2 ret(p_to.x - x, p_to.y - y);
ret.normalize();
return ret;
}
// Multiplication operators required to workaround issues with LLVM using implicit conversion
// to Vector2i instead for integers where it should not.
constexpr Vector2 operator*(float p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
constexpr Vector2 operator*(double p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
constexpr Vector2 operator*(int32_t p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
constexpr Vector2 operator*(int64_t p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
typedef Vector2 Size2;
typedef Vector2 Point2;
template <>
struct is_zero_constructible<Vector2> : std::true_type {};

74
core/math/vector2i.cpp Normal file
View File

@@ -0,0 +1,74 @@
/**************************************************************************/
/* vector2i.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "vector2i.h"
#include "core/math/vector2.h"
#include "core/string/ustring.h"
Vector2i Vector2i::clamp(const Vector2i &p_min, const Vector2i &p_max) const {
return Vector2i(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y));
}
Vector2i Vector2i::clampi(int32_t p_min, int32_t p_max) const {
return Vector2i(
CLAMP(x, p_min, p_max),
CLAMP(y, p_min, p_max));
}
Vector2i Vector2i::snapped(const Vector2i &p_step) const {
return Vector2i(
Math::snapped(x, p_step.x),
Math::snapped(y, p_step.y));
}
Vector2i Vector2i::snappedi(int32_t p_step) const {
return Vector2i(
Math::snapped(x, p_step),
Math::snapped(y, p_step));
}
int64_t Vector2i::length_squared() const {
return x * (int64_t)x + y * (int64_t)y;
}
double Vector2i::length() const {
return Math::sqrt((double)length_squared());
}
Vector2i::operator String() const {
return "(" + itos(x) + ", " + itos(y) + ")";
}
Vector2i::operator Vector2() const {
return Vector2((int32_t)x, (int32_t)y);
}

244
core/math/vector2i.h Normal file
View File

@@ -0,0 +1,244 @@
/**************************************************************************/
/* vector2i.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/error/error_macros.h"
#include "core/math/math_funcs.h"
class String;
struct Vector2;
struct [[nodiscard]] Vector2i {
static const int AXIS_COUNT = 2;
enum Axis {
AXIS_X,
AXIS_Y,
};
union {
// NOLINTBEGIN(modernize-use-default-member-init)
struct {
int32_t x;
int32_t y;
};
struct {
int32_t width;
int32_t height;
};
int32_t coord[2] = { 0 };
// NOLINTEND(modernize-use-default-member-init)
};
_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_axis) const {
DEV_ASSERT((unsigned int)p_axis < 2);
return coord[p_axis];
}
_FORCE_INLINE_ Vector2i::Axis min_axis_index() const {
return x < y ? Vector2i::AXIS_X : Vector2i::AXIS_Y;
}
_FORCE_INLINE_ Vector2i::Axis max_axis_index() const {
return x < y ? Vector2i::AXIS_Y : Vector2i::AXIS_X;
}
Vector2i min(const Vector2i &p_vector2i) const {
return Vector2i(MIN(x, p_vector2i.x), MIN(y, p_vector2i.y));
}
Vector2i mini(int32_t p_scalar) const {
return Vector2i(MIN(x, p_scalar), MIN(y, p_scalar));
}
Vector2i max(const Vector2i &p_vector2i) const {
return Vector2i(MAX(x, p_vector2i.x), MAX(y, p_vector2i.y));
}
Vector2i maxi(int32_t p_scalar) const {
return Vector2i(MAX(x, p_scalar), MAX(y, p_scalar));
}
double distance_to(const Vector2i &p_to) const {
return (p_to - *this).length();
}
int64_t distance_squared_to(const Vector2i &p_to) const {
return (p_to - *this).length_squared();
}
constexpr Vector2i operator+(const Vector2i &p_v) const;
constexpr void operator+=(const Vector2i &p_v);
constexpr Vector2i operator-(const Vector2i &p_v) const;
constexpr void operator-=(const Vector2i &p_v);
constexpr Vector2i operator*(const Vector2i &p_v1) const;
constexpr Vector2i operator*(int32_t p_rvalue) const;
constexpr void operator*=(int32_t p_rvalue);
constexpr Vector2i operator/(const Vector2i &p_v1) const;
constexpr Vector2i operator/(int32_t p_rvalue) const;
constexpr void operator/=(int32_t p_rvalue);
constexpr Vector2i operator%(const Vector2i &p_v1) const;
constexpr Vector2i operator%(int32_t p_rvalue) const;
constexpr void operator%=(int32_t p_rvalue);
constexpr Vector2i operator-() const;
constexpr bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
constexpr bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
constexpr bool operator<=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
constexpr bool operator>=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
constexpr bool operator==(const Vector2i &p_vec2) const;
constexpr bool operator!=(const Vector2i &p_vec2) const;
int64_t length_squared() const;
double length() const;
real_t aspect() const { return width / (real_t)height; }
Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
Vector2i clampi(int32_t p_min, int32_t p_max) const;
Vector2i snapped(const Vector2i &p_step) const;
Vector2i snappedi(int32_t p_step) const;
explicit operator String() const;
operator Vector2() const;
// NOLINTBEGIN(cppcoreguidelines-pro-type-member-init)
constexpr Vector2i() :
x(0), y(0) {}
constexpr Vector2i(int32_t p_x, int32_t p_y) :
x(p_x), y(p_y) {}
// NOLINTEND(cppcoreguidelines-pro-type-member-init)
};
constexpr Vector2i Vector2i::operator+(const Vector2i &p_v) const {
return Vector2i(x + p_v.x, y + p_v.y);
}
constexpr void Vector2i::operator+=(const Vector2i &p_v) {
x += p_v.x;
y += p_v.y;
}
constexpr Vector2i Vector2i::operator-(const Vector2i &p_v) const {
return Vector2i(x - p_v.x, y - p_v.y);
}
constexpr void Vector2i::operator-=(const Vector2i &p_v) {
x -= p_v.x;
y -= p_v.y;
}
constexpr Vector2i Vector2i::operator*(const Vector2i &p_v1) const {
return Vector2i(x * p_v1.x, y * p_v1.y);
}
constexpr Vector2i Vector2i::operator*(int32_t p_rvalue) const {
return Vector2i(x * p_rvalue, y * p_rvalue);
}
constexpr void Vector2i::operator*=(int32_t p_rvalue) {
x *= p_rvalue;
y *= p_rvalue;
}
constexpr Vector2i Vector2i::operator/(const Vector2i &p_v1) const {
return Vector2i(x / p_v1.x, y / p_v1.y);
}
constexpr Vector2i Vector2i::operator/(int32_t p_rvalue) const {
return Vector2i(x / p_rvalue, y / p_rvalue);
}
constexpr void Vector2i::operator/=(int32_t p_rvalue) {
x /= p_rvalue;
y /= p_rvalue;
}
constexpr Vector2i Vector2i::operator%(const Vector2i &p_v1) const {
return Vector2i(x % p_v1.x, y % p_v1.y);
}
constexpr Vector2i Vector2i::operator%(int32_t p_rvalue) const {
return Vector2i(x % p_rvalue, y % p_rvalue);
}
constexpr void Vector2i::operator%=(int32_t p_rvalue) {
x %= p_rvalue;
y %= p_rvalue;
}
constexpr Vector2i Vector2i::operator-() const {
return Vector2i(-x, -y);
}
constexpr bool Vector2i::operator==(const Vector2i &p_vec2) const {
return x == p_vec2.x && y == p_vec2.y;
}
constexpr bool Vector2i::operator!=(const Vector2i &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}
// Multiplication operators required to workaround issues with LLVM using implicit conversion.
constexpr Vector2i operator*(int32_t p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
constexpr Vector2i operator*(int64_t p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
constexpr Vector2i operator*(float p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
constexpr Vector2i operator*(double p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
typedef Vector2i Size2i;
typedef Vector2i Point2i;
template <>
struct is_zero_constructible<Vector2i> : std::true_type {};

177
core/math/vector3.cpp Normal file
View File

@@ -0,0 +1,177 @@
/**************************************************************************/
/* vector3.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "vector3.h"
#include "core/math/basis.h"
#include "core/math/vector2.h"
#include "core/math/vector3i.h"
#include "core/string/ustring.h"
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, real_t p_angle) const {
Vector3 r = *this;
r.rotate(p_axis, p_angle);
return r;
}
Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
return Vector3(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y),
CLAMP(z, p_min.z, p_max.z));
}
Vector3 Vector3::clampf(real_t p_min, real_t p_max) const {
return Vector3(
CLAMP(x, p_min, p_max),
CLAMP(y, p_min, p_max),
CLAMP(z, p_min, p_max));
}
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 v = *this;
v.snap(p_step);
return v;
}
void Vector3::snapf(real_t p_step) {
x = Math::snapped(x, p_step);
y = Math::snapped(y, p_step);
z = Math::snapped(z, p_step);
}
Vector3 Vector3::snappedf(real_t p_step) const {
Vector3 v = *this;
v.snapf(p_step);
return v;
}
Vector3 Vector3::limit_length(real_t p_len) const {
const real_t l = length();
Vector3 v = *this;
if (l > 0 && p_len < l) {
v /= l;
v *= p_len;
}
return v;
}
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();
return len <= p_delta || len < (real_t)CMP_EPSILON ? p_to : v + vd / len * p_delta;
}
Vector2 Vector3::octahedron_encode() const {
Vector3 n = *this;
n /= Math::abs(n.x) + Math::abs(n.y) + Math::abs(n.z);
Vector2 o;
if (n.z >= 0.0f) {
o.x = n.x;
o.y = n.y;
} else {
o.x = (1.0f - Math::abs(n.y)) * (n.x >= 0.0f ? 1.0f : -1.0f);
o.y = (1.0f - Math::abs(n.x)) * (n.y >= 0.0f ? 1.0f : -1.0f);
}
o.x = o.x * 0.5f + 0.5f;
o.y = o.y * 0.5f + 0.5f;
return o;
}
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));
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 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;
res.y = p_sign >= 0.0f ? res.y : 1 - res.y;
return res;
}
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;
*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;
}
Basis Vector3::outer(const Vector3 &p_with) const {
Basis basis;
basis.rows[0] = Vector3(x * p_with.x, x * p_with.y, x * p_with.z);
basis.rows[1] = Vector3(y * p_with.x, y * p_with.y, y * p_with.z);
basis.rows[2] = Vector3(z * p_with.x, z * p_with.y, z * p_with.z);
return basis;
}
bool Vector3::is_equal_approx(const Vector3 &p_v) const {
return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y) && Math::is_equal_approx(z, p_v.z);
}
bool Vector3::is_same(const Vector3 &p_v) const {
return Math::is_same(x, p_v.x) && Math::is_same(y, p_v.y) && Math::is_same(z, p_v.z);
}
bool Vector3::is_zero_approx() const {
return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z);
}
bool Vector3::is_finite() const {
return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z);
}
Vector3::operator String() const {
return "(" + String::num_real(x, true) + ", " + String::num_real(y, true) + ", " + String::num_real(z, true) + ")";
}
Vector3::operator Vector3i() const {
return Vector3i(x, y, z);
}

554
core/math/vector3.h Normal file
View File

@@ -0,0 +1,554 @@
/**************************************************************************/
/* vector3.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/error/error_macros.h"
#include "core/math/math_funcs.h"
#include "core/string/ustring.h"
struct Basis;
struct Vector2;
struct Vector3i;
struct [[nodiscard]] Vector3 {
static const int AXIS_COUNT = 3;
enum Axis {
AXIS_X,
AXIS_Y,
AXIS_Z,
};
union {
// NOLINTBEGIN(modernize-use-default-member-init)
struct {
real_t x;
real_t y;
real_t z;
};
real_t coord[3] = { 0 };
// NOLINTEND(modernize-use-default-member-init)
};
_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[](int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 3);
return coord[p_axis];
}
_FORCE_INLINE_ Vector3::Axis min_axis_index() const {
return x < y ? (x < z ? Vector3::AXIS_X : Vector3::AXIS_Z) : (y < z ? Vector3::AXIS_Y : Vector3::AXIS_Z);
}
_FORCE_INLINE_ Vector3::Axis max_axis_index() const {
return x < y ? (y < z ? Vector3::AXIS_Z : Vector3::AXIS_Y) : (x < z ? Vector3::AXIS_Z : Vector3::AXIS_X);
}
Vector3 min(const Vector3 &p_vector3) const {
return Vector3(MIN(x, p_vector3.x), MIN(y, p_vector3.y), MIN(z, p_vector3.z));
}
Vector3 minf(real_t p_scalar) const {
return Vector3(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar));
}
Vector3 max(const Vector3 &p_vector3) const {
return Vector3(MAX(x, p_vector3.x), MAX(y, p_vector3.y), MAX(z, p_vector3.z));
}
Vector3 maxf(real_t p_scalar) const {
return Vector3(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar));
}
_FORCE_INLINE_ real_t length() const;
_FORCE_INLINE_ real_t length_squared() const;
_FORCE_INLINE_ void normalize();
_FORCE_INLINE_ Vector3 normalized() const;
_FORCE_INLINE_ bool is_normalized() const;
_FORCE_INLINE_ Vector3 inverse() const;
Vector3 limit_length(real_t p_len = 1.0) const;
_FORCE_INLINE_ void zero();
void snap(const Vector3 &p_step);
void snapf(real_t p_step);
Vector3 snapped(const Vector3 &p_step) const;
Vector3 snappedf(real_t p_step) 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, 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, real_t p_delta) const;
Vector2 octahedron_encode() const;
static Vector3 octahedron_decode(const Vector2 &p_oct);
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;
Basis outer(const Vector3 &p_with) const;
_FORCE_INLINE_ Vector3 get_any_perpendicular() const;
_FORCE_INLINE_ Vector3 abs() const;
_FORCE_INLINE_ Vector3 floor() const;
_FORCE_INLINE_ Vector3 sign() const;
_FORCE_INLINE_ Vector3 ceil() const;
_FORCE_INLINE_ Vector3 round() const;
Vector3 clamp(const Vector3 &p_min, const Vector3 &p_max) const;
Vector3 clampf(real_t p_min, real_t p_max) const;
_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(real_t p_mod) const;
_FORCE_INLINE_ Vector3 posmodv(const Vector3 &p_modv) const;
_FORCE_INLINE_ Vector3 project(const Vector3 &p_to) const;
_FORCE_INLINE_ real_t angle_to(const Vector3 &p_to) const;
_FORCE_INLINE_ real_t signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const;
_FORCE_INLINE_ Vector3 direction_to(const Vector3 &p_to) const;
_FORCE_INLINE_ Vector3 slide(const Vector3 &p_normal) const;
_FORCE_INLINE_ Vector3 bounce(const Vector3 &p_normal) const;
_FORCE_INLINE_ Vector3 reflect(const Vector3 &p_normal) const;
bool is_equal_approx(const Vector3 &p_v) const;
bool is_same(const Vector3 &p_v) const;
bool is_zero_approx() const;
bool is_finite() const;
/* Operators */
constexpr Vector3 &operator+=(const Vector3 &p_v);
constexpr Vector3 operator+(const Vector3 &p_v) const;
constexpr Vector3 &operator-=(const Vector3 &p_v);
constexpr Vector3 operator-(const Vector3 &p_v) const;
constexpr Vector3 &operator*=(const Vector3 &p_v);
constexpr Vector3 operator*(const Vector3 &p_v) const;
constexpr Vector3 &operator/=(const Vector3 &p_v);
constexpr Vector3 operator/(const Vector3 &p_v) const;
constexpr Vector3 &operator*=(real_t p_scalar);
constexpr Vector3 operator*(real_t p_scalar) const;
constexpr Vector3 &operator/=(real_t p_scalar);
constexpr Vector3 operator/(real_t p_scalar) const;
constexpr Vector3 operator-() const;
constexpr bool operator==(const Vector3 &p_v) const;
constexpr bool operator!=(const Vector3 &p_v) const;
constexpr bool operator<(const Vector3 &p_v) const;
constexpr bool operator<=(const Vector3 &p_v) const;
constexpr bool operator>(const Vector3 &p_v) const;
constexpr bool operator>=(const Vector3 &p_v) const;
explicit operator String() const;
operator Vector3i() const;
constexpr Vector3() :
x(0), y(0), z(0) {}
constexpr Vector3(real_t p_x, real_t p_y, real_t p_z) :
x(p_x), y(p_y), z(p_z) {}
};
Vector3 Vector3::cross(const Vector3 &p_with) const {
Vector3 ret(
(y * p_with.z) - (z * p_with.y),
(z * p_with.x) - (x * p_with.z),
(x * p_with.y) - (y * p_with.x));
return ret;
}
real_t Vector3::dot(const Vector3 &p_with) const {
return x * p_with.x + y * p_with.y + z * p_with.z;
}
Vector3 Vector3::abs() const {
return Vector3(Math::abs(x), Math::abs(y), Math::abs(z));
}
Vector3 Vector3::sign() const {
return Vector3(SIGN(x), SIGN(y), SIGN(z));
}
Vector3 Vector3::floor() const {
return Vector3(Math::floor(x), Math::floor(y), Math::floor(z));
}
Vector3 Vector3::ceil() const {
return Vector3(Math::ceil(x), Math::ceil(y), Math::ceil(z));
}
Vector3 Vector3::round() const {
return Vector3(Math::round(x), Math::round(y), Math::round(z));
}
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);
res.z = Math::lerp(res.z, p_to.z, p_weight);
return res;
}
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();
real_t end_length_sq = p_to.length_squared();
if (unlikely(start_length_sq == 0.0f || end_length_sq == 0.0f)) {
// Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
return lerp(p_to, p_weight);
}
Vector3 axis = cross(p_to);
real_t axis_length_sq = axis.length_squared();
if (unlikely(axis_length_sq == 0.0f)) {
// Colinear vectors have no rotation axis or angle between them, so the best we can do is lerp.
return lerp(p_to, p_weight);
}
axis /= Math::sqrt(axis_length_sq);
real_t start_length = Math::sqrt(start_length_sq);
real_t result_length = Math::lerp(start_length, Math::sqrt(end_length_sq), p_weight);
real_t angle = angle_to(p_to);
return rotated(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, 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);
res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight);
return res;
}
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);
res.z = Math::cubic_interpolate_in_time(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
return res;
}
Vector3 Vector3::bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, 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);
res.z = Math::bezier_interpolate(res.z, p_control_1.z, p_control_2.z, p_end.z, p_t);
return res;
}
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);
res.z = Math::bezier_derivative(res.z, p_control_1.z, p_control_2.z, p_end.z, p_t);
return res;
}
real_t Vector3::distance_to(const Vector3 &p_to) const {
return (p_to - *this).length();
}
real_t Vector3::distance_squared_to(const Vector3 &p_to) const {
return (p_to - *this).length_squared();
}
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));
}
Vector3 Vector3::posmodv(const Vector3 &p_modv) const {
return Vector3(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z));
}
Vector3 Vector3::project(const Vector3 &p_to) const {
return p_to * (dot(p_to) / p_to.length_squared());
}
real_t Vector3::angle_to(const Vector3 &p_to) const {
return Math::atan2(cross(p_to).length(), dot(p_to));
}
real_t Vector3::signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const {
Vector3 cross_to = cross(p_to);
real_t unsigned_angle = Math::atan2(cross_to.length(), dot(p_to));
real_t sign = cross_to.dot(p_axis);
return (sign < 0) ? -unsigned_angle : unsigned_angle;
}
Vector3 Vector3::direction_to(const Vector3 &p_to) const {
Vector3 ret(p_to.x - x, p_to.y - y, p_to.z - z);
ret.normalize();
return ret;
}
Vector3 Vector3::get_any_perpendicular() const {
// Return the any perpendicular vector by cross product with the Vector3.RIGHT or Vector3.UP,
// whichever has the greater angle to the current vector with the sign of each element positive.
// The only essence is "to avoid being parallel to the current vector", and there is no mathematical basis for using Vector3.RIGHT and Vector3.UP,
// since it could be a different vector depending on the prior branching code Math::abs(x) <= Math::abs(y) && Math::abs(x) <= Math::abs(z).
// However, it would be reasonable to use any of the axes of the basis, as it is simpler to calculate.
ERR_FAIL_COND_V_MSG(is_zero_approx(), Vector3(0, 0, 0), "The Vector3 must not be zero.");
return cross((Math::abs(x) <= Math::abs(y) && Math::abs(x) <= Math::abs(z)) ? Vector3(1, 0, 0) : Vector3(0, 1, 0)).normalized();
}
/* Operators */
constexpr Vector3 &Vector3::operator+=(const Vector3 &p_v) {
x += p_v.x;
y += p_v.y;
z += p_v.z;
return *this;
}
constexpr Vector3 Vector3::operator+(const Vector3 &p_v) const {
return Vector3(x + p_v.x, y + p_v.y, z + p_v.z);
}
constexpr Vector3 &Vector3::operator-=(const Vector3 &p_v) {
x -= p_v.x;
y -= p_v.y;
z -= p_v.z;
return *this;
}
constexpr Vector3 Vector3::operator-(const Vector3 &p_v) const {
return Vector3(x - p_v.x, y - p_v.y, z - p_v.z);
}
constexpr Vector3 &Vector3::operator*=(const Vector3 &p_v) {
x *= p_v.x;
y *= p_v.y;
z *= p_v.z;
return *this;
}
constexpr Vector3 Vector3::operator*(const Vector3 &p_v) const {
return Vector3(x * p_v.x, y * p_v.y, z * p_v.z);
}
constexpr Vector3 &Vector3::operator/=(const Vector3 &p_v) {
x /= p_v.x;
y /= p_v.y;
z /= p_v.z;
return *this;
}
constexpr Vector3 Vector3::operator/(const Vector3 &p_v) const {
return Vector3(x / p_v.x, y / p_v.y, z / p_v.z);
}
constexpr Vector3 &Vector3::operator*=(real_t p_scalar) {
x *= p_scalar;
y *= p_scalar;
z *= p_scalar;
return *this;
}
// Multiplication operators required to workaround issues with LLVM using implicit conversion
// to Vector3i instead for integers where it should not.
constexpr Vector3 operator*(float p_scalar, const Vector3 &p_vec) {
return p_vec * p_scalar;
}
constexpr Vector3 operator*(double p_scalar, const Vector3 &p_vec) {
return p_vec * p_scalar;
}
constexpr Vector3 operator*(int32_t p_scalar, const Vector3 &p_vec) {
return p_vec * p_scalar;
}
constexpr Vector3 operator*(int64_t p_scalar, const Vector3 &p_vec) {
return p_vec * p_scalar;
}
constexpr Vector3 Vector3::operator*(real_t p_scalar) const {
return Vector3(x * p_scalar, y * p_scalar, z * p_scalar);
}
constexpr Vector3 &Vector3::operator/=(real_t p_scalar) {
x /= p_scalar;
y /= p_scalar;
z /= p_scalar;
return *this;
}
constexpr Vector3 Vector3::operator/(real_t p_scalar) const {
return Vector3(x / p_scalar, y / p_scalar, z / p_scalar);
}
constexpr Vector3 Vector3::operator-() const {
return Vector3(-x, -y, -z);
}
constexpr bool Vector3::operator==(const Vector3 &p_v) const {
return x == p_v.x && y == p_v.y && z == p_v.z;
}
constexpr bool Vector3::operator!=(const Vector3 &p_v) const {
return x != p_v.x || y != p_v.y || z != p_v.z;
}
constexpr bool Vector3::operator<(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z < p_v.z;
}
return y < p_v.y;
}
return x < p_v.x;
}
constexpr bool Vector3::operator>(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z > p_v.z;
}
return y > p_v.y;
}
return x > p_v.x;
}
constexpr bool Vector3::operator<=(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z <= p_v.z;
}
return y < p_v.y;
}
return x < p_v.x;
}
constexpr bool Vector3::operator>=(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z >= p_v.z;
}
return y > p_v.y;
}
return x > p_v.x;
}
_FORCE_INLINE_ Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) {
return p_a.cross(p_b);
}
_FORCE_INLINE_ real_t vec3_dot(const Vector3 &p_a, const Vector3 &p_b) {
return p_a.dot(p_b);
}
real_t Vector3::length() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
return Math::sqrt(x2 + y2 + z2);
}
real_t Vector3::length_squared() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
return x2 + y2 + z2;
}
void Vector3::normalize() {
real_t lengthsq = length_squared();
if (lengthsq == 0) {
x = y = z = 0;
} else {
real_t length = Math::sqrt(lengthsq);
x /= length;
y /= length;
z /= length;
}
}
Vector3 Vector3::normalized() const {
Vector3 v = *this;
v.normalize();
return v;
}
bool Vector3::is_normalized() const {
// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON);
}
Vector3 Vector3::inverse() const {
return Vector3(1.0f / x, 1.0f / y, 1.0f / z);
}
void Vector3::zero() {
x = y = z = 0;
}
// slide returns the component of the vector along the given plane, specified by its normal vector.
Vector3 Vector3::slide(const Vector3 &p_normal) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector3(), "The normal Vector3 " + p_normal.operator String() + " must be normalized.");
#endif
return *this - p_normal * dot(p_normal);
}
Vector3 Vector3::bounce(const Vector3 &p_normal) const {
return -reflect(p_normal);
}
Vector3 Vector3::reflect(const Vector3 &p_normal) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector3(), "The normal Vector3 " + p_normal.operator String() + " must be normalized.");
#endif
return 2.0f * p_normal * dot(p_normal) - *this;
}
template <>
struct is_zero_constructible<Vector3> : std::true_type {};

78
core/math/vector3i.cpp Normal file
View File

@@ -0,0 +1,78 @@
/**************************************************************************/
/* vector3i.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "vector3i.h"
#include "core/math/vector3.h"
#include "core/string/ustring.h"
Vector3i::Axis Vector3i::min_axis_index() const {
return x < y ? (x < z ? Vector3i::AXIS_X : Vector3i::AXIS_Z) : (y < z ? Vector3i::AXIS_Y : Vector3i::AXIS_Z);
}
Vector3i::Axis Vector3i::max_axis_index() const {
return x < y ? (y < z ? Vector3i::AXIS_Z : Vector3i::AXIS_Y) : (x < z ? Vector3i::AXIS_Z : Vector3i::AXIS_X);
}
Vector3i Vector3i::clamp(const Vector3i &p_min, const Vector3i &p_max) const {
return Vector3i(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y),
CLAMP(z, p_min.z, p_max.z));
}
Vector3i Vector3i::clampi(int32_t p_min, int32_t p_max) const {
return Vector3i(
CLAMP(x, p_min, p_max),
CLAMP(y, p_min, p_max),
CLAMP(z, p_min, p_max));
}
Vector3i Vector3i::snapped(const Vector3i &p_step) const {
return Vector3i(
Math::snapped(x, p_step.x),
Math::snapped(y, p_step.y),
Math::snapped(z, p_step.z));
}
Vector3i Vector3i::snappedi(int32_t p_step) const {
return Vector3i(
Math::snapped(x, p_step),
Math::snapped(y, p_step),
Math::snapped(z, p_step));
}
Vector3i::operator String() const {
return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ")";
}
Vector3i::operator Vector3() const {
return Vector3(x, y, z);
}

339
core/math/vector3i.h Normal file
View File

@@ -0,0 +1,339 @@
/**************************************************************************/
/* vector3i.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/error/error_macros.h"
#include "core/math/math_funcs.h"
class String;
struct Vector3;
struct [[nodiscard]] Vector3i {
static const int AXIS_COUNT = 3;
enum Axis {
AXIS_X,
AXIS_Y,
AXIS_Z,
};
union {
// NOLINTBEGIN(modernize-use-default-member-init)
struct {
int32_t x;
int32_t y;
int32_t z;
};
int32_t coord[3] = { 0 };
// NOLINTEND(modernize-use-default-member-init)
};
_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[](int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 3);
return coord[p_axis];
}
Vector3i::Axis min_axis_index() const;
Vector3i::Axis max_axis_index() const;
Vector3i min(const Vector3i &p_vector3i) const {
return Vector3i(MIN(x, p_vector3i.x), MIN(y, p_vector3i.y), MIN(z, p_vector3i.z));
}
Vector3i mini(int32_t p_scalar) const {
return Vector3i(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar));
}
Vector3i max(const Vector3i &p_vector3i) const {
return Vector3i(MAX(x, p_vector3i.x), MAX(y, p_vector3i.y), MAX(z, p_vector3i.z));
}
Vector3i maxi(int32_t p_scalar) const {
return Vector3i(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar));
}
_FORCE_INLINE_ int64_t length_squared() const;
_FORCE_INLINE_ double length() const;
_FORCE_INLINE_ void zero();
_FORCE_INLINE_ Vector3i abs() const;
_FORCE_INLINE_ Vector3i sign() const;
Vector3i clamp(const Vector3i &p_min, const Vector3i &p_max) const;
Vector3i clampi(int32_t p_min, int32_t p_max) const;
Vector3i snapped(const Vector3i &p_step) const;
Vector3i snappedi(int32_t p_step) const;
_FORCE_INLINE_ double distance_to(const Vector3i &p_to) const;
_FORCE_INLINE_ int64_t distance_squared_to(const Vector3i &p_to) const;
/* Operators */
constexpr Vector3i &operator+=(const Vector3i &p_v);
constexpr Vector3i operator+(const Vector3i &p_v) const;
constexpr Vector3i &operator-=(const Vector3i &p_v);
constexpr Vector3i operator-(const Vector3i &p_v) const;
constexpr Vector3i &operator*=(const Vector3i &p_v);
constexpr Vector3i operator*(const Vector3i &p_v) const;
constexpr Vector3i &operator/=(const Vector3i &p_v);
constexpr Vector3i operator/(const Vector3i &p_v) const;
constexpr Vector3i &operator%=(const Vector3i &p_v);
constexpr Vector3i operator%(const Vector3i &p_v) const;
constexpr Vector3i &operator*=(int32_t p_scalar);
constexpr Vector3i operator*(int32_t p_scalar) const;
constexpr Vector3i &operator/=(int32_t p_scalar);
constexpr Vector3i operator/(int32_t p_scalar) const;
constexpr Vector3i &operator%=(int32_t p_scalar);
constexpr Vector3i operator%(int32_t p_scalar) const;
constexpr Vector3i operator-() const;
constexpr bool operator==(const Vector3i &p_v) const;
constexpr bool operator!=(const Vector3i &p_v) const;
constexpr bool operator<(const Vector3i &p_v) const;
constexpr bool operator<=(const Vector3i &p_v) const;
constexpr bool operator>(const Vector3i &p_v) const;
constexpr bool operator>=(const Vector3i &p_v) const;
explicit operator String() const;
operator Vector3() const;
constexpr Vector3i() :
x(0), y(0), z(0) {}
constexpr Vector3i(int32_t p_x, int32_t p_y, int32_t p_z) :
x(p_x), y(p_y), z(p_z) {}
};
int64_t Vector3i::length_squared() const {
return x * (int64_t)x + y * (int64_t)y + z * (int64_t)z;
}
double Vector3i::length() const {
return Math::sqrt((double)length_squared());
}
Vector3i Vector3i::abs() const {
return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z));
}
Vector3i Vector3i::sign() const {
return Vector3i(SIGN(x), SIGN(y), SIGN(z));
}
double Vector3i::distance_to(const Vector3i &p_to) const {
return (p_to - *this).length();
}
int64_t Vector3i::distance_squared_to(const Vector3i &p_to) const {
return (p_to - *this).length_squared();
}
/* Operators */
constexpr Vector3i &Vector3i::operator+=(const Vector3i &p_v) {
x += p_v.x;
y += p_v.y;
z += p_v.z;
return *this;
}
constexpr Vector3i Vector3i::operator+(const Vector3i &p_v) const {
return Vector3i(x + p_v.x, y + p_v.y, z + p_v.z);
}
constexpr Vector3i &Vector3i::operator-=(const Vector3i &p_v) {
x -= p_v.x;
y -= p_v.y;
z -= p_v.z;
return *this;
}
constexpr Vector3i Vector3i::operator-(const Vector3i &p_v) const {
return Vector3i(x - p_v.x, y - p_v.y, z - p_v.z);
}
constexpr Vector3i &Vector3i::operator*=(const Vector3i &p_v) {
x *= p_v.x;
y *= p_v.y;
z *= p_v.z;
return *this;
}
constexpr Vector3i Vector3i::operator*(const Vector3i &p_v) const {
return Vector3i(x * p_v.x, y * p_v.y, z * p_v.z);
}
constexpr Vector3i &Vector3i::operator/=(const Vector3i &p_v) {
x /= p_v.x;
y /= p_v.y;
z /= p_v.z;
return *this;
}
constexpr Vector3i Vector3i::operator/(const Vector3i &p_v) const {
return Vector3i(x / p_v.x, y / p_v.y, z / p_v.z);
}
constexpr Vector3i &Vector3i::operator%=(const Vector3i &p_v) {
x %= p_v.x;
y %= p_v.y;
z %= p_v.z;
return *this;
}
constexpr Vector3i Vector3i::operator%(const Vector3i &p_v) const {
return Vector3i(x % p_v.x, y % p_v.y, z % p_v.z);
}
constexpr Vector3i &Vector3i::operator*=(int32_t p_scalar) {
x *= p_scalar;
y *= p_scalar;
z *= p_scalar;
return *this;
}
constexpr 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.
constexpr Vector3i operator*(int32_t p_scalar, const Vector3i &p_vector) {
return p_vector * p_scalar;
}
constexpr Vector3i operator*(int64_t p_scalar, const Vector3i &p_vector) {
return p_vector * p_scalar;
}
constexpr Vector3i operator*(float p_scalar, const Vector3i &p_vector) {
return p_vector * p_scalar;
}
constexpr Vector3i operator*(double p_scalar, const Vector3i &p_vector) {
return p_vector * p_scalar;
}
constexpr Vector3i &Vector3i::operator/=(int32_t p_scalar) {
x /= p_scalar;
y /= p_scalar;
z /= p_scalar;
return *this;
}
constexpr Vector3i Vector3i::operator/(int32_t p_scalar) const {
return Vector3i(x / p_scalar, y / p_scalar, z / p_scalar);
}
constexpr Vector3i &Vector3i::operator%=(int32_t p_scalar) {
x %= p_scalar;
y %= p_scalar;
z %= p_scalar;
return *this;
}
constexpr Vector3i Vector3i::operator%(int32_t p_scalar) const {
return Vector3i(x % p_scalar, y % p_scalar, z % p_scalar);
}
constexpr Vector3i Vector3i::operator-() const {
return Vector3i(-x, -y, -z);
}
constexpr bool Vector3i::operator==(const Vector3i &p_v) const {
return (x == p_v.x && y == p_v.y && z == p_v.z);
}
constexpr bool Vector3i::operator!=(const Vector3i &p_v) const {
return (x != p_v.x || y != p_v.y || z != p_v.z);
}
constexpr bool Vector3i::operator<(const Vector3i &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z < p_v.z;
} else {
return y < p_v.y;
}
} else {
return x < p_v.x;
}
}
constexpr bool Vector3i::operator>(const Vector3i &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z > p_v.z;
} else {
return y > p_v.y;
}
} else {
return x > p_v.x;
}
}
constexpr bool Vector3i::operator<=(const Vector3i &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z <= p_v.z;
} else {
return y < p_v.y;
}
} else {
return x < p_v.x;
}
}
constexpr bool Vector3i::operator>=(const Vector3i &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z >= p_v.z;
} else {
return y > p_v.y;
}
} else {
return x > p_v.x;
}
}
void Vector3i::zero() {
x = y = z = 0;
}
template <>
struct is_zero_constructible<Vector3i> : std::true_type {};

227
core/math/vector4.cpp Normal file
View File

@@ -0,0 +1,227 @@
/**************************************************************************/
/* vector4.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "vector4.h"
#include "core/math/math_funcs.h"
#include "core/math/vector4i.h"
#include "core/string/ustring.h"
Vector4::Axis Vector4::min_axis_index() const {
uint32_t min_index = 0;
real_t min_value = x;
for (uint32_t i = 1; i < 4; i++) {
if (operator[](i) <= min_value) {
min_index = i;
min_value = operator[](i);
}
}
return Vector4::Axis(min_index);
}
Vector4::Axis Vector4::max_axis_index() const {
uint32_t max_index = 0;
real_t max_value = x;
for (uint32_t i = 1; i < 4; i++) {
if (operator[](i) > max_value) {
max_index = i;
max_value = operator[](i);
}
}
return Vector4::Axis(max_index);
}
bool Vector4::is_equal_approx(const Vector4 &p_vec4) const {
return Math::is_equal_approx(x, p_vec4.x) && Math::is_equal_approx(y, p_vec4.y) && Math::is_equal_approx(z, p_vec4.z) && Math::is_equal_approx(w, p_vec4.w);
}
bool Vector4::is_same(const Vector4 &p_vec4) const {
return Math::is_same(x, p_vec4.x) && Math::is_same(y, p_vec4.y) && Math::is_same(z, p_vec4.z) && Math::is_same(w, p_vec4.w);
}
bool Vector4::is_zero_approx() const {
return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z) && Math::is_zero_approx(w);
}
bool Vector4::is_finite() const {
return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z) && Math::is_finite(w);
}
real_t Vector4::length() const {
return Math::sqrt(length_squared());
}
void Vector4::normalize() {
real_t lengthsq = length_squared();
if (lengthsq == 0) {
x = y = z = w = 0;
} else {
real_t length = Math::sqrt(lengthsq);
x /= length;
y /= length;
z /= length;
w /= length;
}
}
Vector4 Vector4::normalized() const {
Vector4 v = *this;
v.normalize();
return v;
}
bool Vector4::is_normalized() const {
return Math::is_equal_approx(length_squared(), (real_t)1, (real_t)UNIT_EPSILON);
}
real_t Vector4::distance_to(const Vector4 &p_to) const {
return (p_to - *this).length();
}
real_t Vector4::distance_squared_to(const Vector4 &p_to) const {
return (p_to - *this).length_squared();
}
Vector4 Vector4::direction_to(const Vector4 &p_to) const {
Vector4 ret(p_to.x - x, p_to.y - y, p_to.z - z, p_to.w - w);
ret.normalize();
return ret;
}
Vector4 Vector4::abs() const {
return Vector4(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
}
Vector4 Vector4::sign() const {
return Vector4(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
}
Vector4 Vector4::floor() const {
return Vector4(Math::floor(x), Math::floor(y), Math::floor(z), Math::floor(w));
}
Vector4 Vector4::ceil() const {
return Vector4(Math::ceil(x), Math::ceil(y), Math::ceil(z), Math::ceil(w));
}
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, 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);
res.z = Math::lerp(res.z, p_to.z, p_weight);
res.w = Math::lerp(res.w, p_to.w, p_weight);
return res;
}
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);
res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight);
res.w = Math::cubic_interpolate(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight);
return res;
}
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);
res.z = Math::cubic_interpolate_in_time(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
res.w = Math::cubic_interpolate_in_time(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
return res;
}
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));
}
Vector4 Vector4::posmodv(const Vector4 &p_modv) const {
return Vector4(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z), Math::fposmod(w, p_modv.w));
}
void Vector4::snap(const Vector4 &p_step) {
x = Math::snapped(x, p_step.x);
y = Math::snapped(y, p_step.y);
z = Math::snapped(z, p_step.z);
w = Math::snapped(w, p_step.w);
}
void Vector4::snapf(real_t p_step) {
x = Math::snapped(x, p_step);
y = Math::snapped(y, p_step);
z = Math::snapped(z, p_step);
w = Math::snapped(w, p_step);
}
Vector4 Vector4::snapped(const Vector4 &p_step) const {
Vector4 v = *this;
v.snap(p_step);
return v;
}
Vector4 Vector4::snappedf(real_t p_step) const {
Vector4 v = *this;
v.snapf(p_step);
return v;
}
Vector4 Vector4::inverse() const {
return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
}
Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const {
return Vector4(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y),
CLAMP(z, p_min.z, p_max.z),
CLAMP(w, p_min.w, p_max.w));
}
Vector4 Vector4::clampf(real_t p_min, real_t p_max) const {
return Vector4(
CLAMP(x, p_min, p_max),
CLAMP(y, p_min, p_max),
CLAMP(z, p_min, p_max),
CLAMP(w, p_min, p_max));
}
Vector4::operator String() const {
return "(" + String::num_real(x, true) + ", " + String::num_real(y, true) + ", " + String::num_real(z, true) + ", " + String::num_real(w, true) + ")";
}
static_assert(sizeof(Vector4) == 4 * sizeof(real_t));
Vector4::operator Vector4i() const {
return Vector4i(x, y, z, w);
}

306
core/math/vector4.h Normal file
View File

@@ -0,0 +1,306 @@
/**************************************************************************/
/* vector4.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/error/error_macros.h"
#include "core/math/math_defs.h"
#include "core/typedefs.h"
class String;
struct Vector4i;
struct [[nodiscard]] Vector4 {
static const int AXIS_COUNT = 4;
enum Axis {
AXIS_X,
AXIS_Y,
AXIS_Z,
AXIS_W,
};
union {
// NOLINTBEGIN(modernize-use-default-member-init)
struct {
real_t x;
real_t y;
real_t z;
real_t w;
};
real_t coord[4] = { 0, 0, 0, 0 };
// NOLINTEND(modernize-use-default-member-init)
};
_FORCE_INLINE_ real_t &operator[](int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 4);
return coord[p_axis];
}
_FORCE_INLINE_ const real_t &operator[](int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 4);
return coord[p_axis];
}
Vector4::Axis min_axis_index() const;
Vector4::Axis max_axis_index() const;
Vector4 min(const Vector4 &p_vector4) const {
return Vector4(MIN(x, p_vector4.x), MIN(y, p_vector4.y), MIN(z, p_vector4.z), MIN(w, p_vector4.w));
}
Vector4 minf(real_t p_scalar) const {
return Vector4(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar), MIN(w, p_scalar));
}
Vector4 max(const Vector4 &p_vector4) const {
return Vector4(MAX(x, p_vector4.x), MAX(y, p_vector4.y), MAX(z, p_vector4.z), MAX(w, p_vector4.w));
}
Vector4 maxf(real_t p_scalar) const {
return Vector4(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar), MAX(w, p_scalar));
}
_FORCE_INLINE_ real_t length_squared() const;
bool is_equal_approx(const Vector4 &p_vec4) const;
bool is_zero_approx() const;
bool is_same(const Vector4 &p_vec4) const;
bool is_finite() const;
real_t length() const;
void normalize();
Vector4 normalized() const;
bool is_normalized() const;
real_t distance_to(const Vector4 &p_to) const;
real_t distance_squared_to(const Vector4 &p_to) const;
Vector4 direction_to(const Vector4 &p_to) const;
Vector4 abs() const;
Vector4 sign() const;
Vector4 floor() const;
Vector4 ceil() const;
Vector4 round() 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(real_t p_mod) const;
Vector4 posmodv(const Vector4 &p_modv) const;
void snap(const Vector4 &p_step);
void snapf(real_t p_step);
Vector4 snapped(const Vector4 &p_step) const;
Vector4 snappedf(real_t p_step) const;
Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
Vector4 clampf(real_t p_min, real_t p_max) const;
Vector4 inverse() const;
_FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
constexpr void operator+=(const Vector4 &p_vec4);
constexpr void operator-=(const Vector4 &p_vec4);
constexpr void operator*=(const Vector4 &p_vec4);
constexpr void operator/=(const Vector4 &p_vec4);
constexpr void operator*=(real_t p_s);
constexpr void operator/=(real_t p_s);
constexpr Vector4 operator+(const Vector4 &p_vec4) const;
constexpr Vector4 operator-(const Vector4 &p_vec4) const;
constexpr Vector4 operator*(const Vector4 &p_vec4) const;
constexpr Vector4 operator/(const Vector4 &p_vec4) const;
constexpr Vector4 operator-() const;
constexpr Vector4 operator*(real_t p_s) const;
constexpr Vector4 operator/(real_t p_s) const;
constexpr bool operator==(const Vector4 &p_vec4) const;
constexpr bool operator!=(const Vector4 &p_vec4) const;
constexpr bool operator>(const Vector4 &p_vec4) const;
constexpr bool operator<(const Vector4 &p_vec4) const;
constexpr bool operator>=(const Vector4 &p_vec4) const;
constexpr bool operator<=(const Vector4 &p_vec4) const;
explicit operator String() const;
operator Vector4i() const;
constexpr Vector4() :
x(0), y(0), z(0), w(0) {}
constexpr Vector4(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
x(p_x), y(p_y), z(p_z), w(p_w) {}
};
real_t Vector4::dot(const Vector4 &p_vec4) const {
return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w;
}
real_t Vector4::length_squared() const {
return dot(*this);
}
constexpr void Vector4::operator+=(const Vector4 &p_vec4) {
x += p_vec4.x;
y += p_vec4.y;
z += p_vec4.z;
w += p_vec4.w;
}
constexpr void Vector4::operator-=(const Vector4 &p_vec4) {
x -= p_vec4.x;
y -= p_vec4.y;
z -= p_vec4.z;
w -= p_vec4.w;
}
constexpr void Vector4::operator*=(const Vector4 &p_vec4) {
x *= p_vec4.x;
y *= p_vec4.y;
z *= p_vec4.z;
w *= p_vec4.w;
}
constexpr void Vector4::operator/=(const Vector4 &p_vec4) {
x /= p_vec4.x;
y /= p_vec4.y;
z /= p_vec4.z;
w /= p_vec4.w;
}
constexpr void Vector4::operator*=(real_t p_s) {
x *= p_s;
y *= p_s;
z *= p_s;
w *= p_s;
}
constexpr void Vector4::operator/=(real_t p_s) {
*this *= (1 / p_s);
}
constexpr Vector4 Vector4::operator+(const Vector4 &p_vec4) const {
return Vector4(x + p_vec4.x, y + p_vec4.y, z + p_vec4.z, w + p_vec4.w);
}
constexpr Vector4 Vector4::operator-(const Vector4 &p_vec4) const {
return Vector4(x - p_vec4.x, y - p_vec4.y, z - p_vec4.z, w - p_vec4.w);
}
constexpr Vector4 Vector4::operator*(const Vector4 &p_vec4) const {
return Vector4(x * p_vec4.x, y * p_vec4.y, z * p_vec4.z, w * p_vec4.w);
}
constexpr Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
return Vector4(x / p_vec4.x, y / p_vec4.y, z / p_vec4.z, w / p_vec4.w);
}
constexpr Vector4 Vector4::operator-() const {
return Vector4(-x, -y, -z, -w);
}
constexpr Vector4 Vector4::operator*(real_t p_s) const {
return Vector4(x * p_s, y * p_s, z * p_s, w * p_s);
}
constexpr Vector4 Vector4::operator/(real_t p_s) const {
return *this * (1 / p_s);
}
constexpr bool Vector4::operator==(const Vector4 &p_vec4) const {
return x == p_vec4.x && y == p_vec4.y && z == p_vec4.z && w == p_vec4.w;
}
constexpr bool Vector4::operator!=(const Vector4 &p_vec4) const {
return x != p_vec4.x || y != p_vec4.y || z != p_vec4.z || w != p_vec4.w;
}
constexpr bool Vector4::operator<(const Vector4 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
if (z == p_v.z) {
return w < p_v.w;
}
return z < p_v.z;
}
return y < p_v.y;
}
return x < p_v.x;
}
constexpr bool Vector4::operator>(const Vector4 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
if (z == p_v.z) {
return w > p_v.w;
}
return z > p_v.z;
}
return y > p_v.y;
}
return x > p_v.x;
}
constexpr bool Vector4::operator<=(const Vector4 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
if (z == p_v.z) {
return w <= p_v.w;
}
return z < p_v.z;
}
return y < p_v.y;
}
return x < p_v.x;
}
constexpr bool Vector4::operator>=(const Vector4 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
if (z == p_v.z) {
return w >= p_v.w;
}
return z > p_v.z;
}
return y > p_v.y;
}
return x > p_v.x;
}
constexpr Vector4 operator*(float p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
constexpr Vector4 operator*(double p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
constexpr Vector4 operator*(int32_t p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
constexpr Vector4 operator*(int64_t p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
}
template <>
struct is_zero_constructible<Vector4> : std::true_type {};

107
core/math/vector4i.cpp Normal file
View File

@@ -0,0 +1,107 @@
/**************************************************************************/
/* vector4i.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "vector4i.h"
#include "core/math/vector4.h"
#include "core/string/ustring.h"
Vector4i::Axis Vector4i::min_axis_index() const {
uint32_t min_index = 0;
int32_t min_value = x;
for (uint32_t i = 1; i < 4; i++) {
if (operator[](i) <= min_value) {
min_index = i;
min_value = operator[](i);
}
}
return Vector4i::Axis(min_index);
}
Vector4i::Axis Vector4i::max_axis_index() const {
uint32_t max_index = 0;
int32_t max_value = x;
for (uint32_t i = 1; i < 4; i++) {
if (operator[](i) > max_value) {
max_index = i;
max_value = operator[](i);
}
}
return Vector4i::Axis(max_index);
}
Vector4i Vector4i::clamp(const Vector4i &p_min, const Vector4i &p_max) const {
return Vector4i(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y),
CLAMP(z, p_min.z, p_max.z),
CLAMP(w, p_min.w, p_max.w));
}
Vector4i Vector4i::clampi(int32_t p_min, int32_t p_max) const {
return Vector4i(
CLAMP(x, p_min, p_max),
CLAMP(y, p_min, p_max),
CLAMP(z, p_min, p_max),
CLAMP(w, p_min, p_max));
}
Vector4i Vector4i::snapped(const Vector4i &p_step) const {
return Vector4i(
Math::snapped(x, p_step.x),
Math::snapped(y, p_step.y),
Math::snapped(z, p_step.z),
Math::snapped(w, p_step.w));
}
Vector4i Vector4i::snappedi(int32_t p_step) const {
return Vector4i(
Math::snapped(x, p_step),
Math::snapped(y, p_step),
Math::snapped(z, p_step),
Math::snapped(w, p_step));
}
Vector4i::operator String() const {
return "(" + itos(x) + ", " + itos(y) + ", " + itos(z) + ", " + itos(w) + ")";
}
Vector4i::operator Vector4() const {
return Vector4(x, y, z, w);
}
Vector4i::Vector4i(const Vector4 &p_vec4) {
x = (int32_t)p_vec4.x;
y = (int32_t)p_vec4.y;
z = (int32_t)p_vec4.z;
w = (int32_t)p_vec4.w;
}
static_assert(sizeof(Vector4i) == 4 * sizeof(int32_t));

366
core/math/vector4i.h Normal file
View File

@@ -0,0 +1,366 @@
/**************************************************************************/
/* vector4i.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#pragma once
#include "core/error/error_macros.h"
#include "core/math/math_funcs.h"
class String;
struct Vector4;
struct [[nodiscard]] Vector4i {
static const int AXIS_COUNT = 4;
enum Axis {
AXIS_X,
AXIS_Y,
AXIS_Z,
AXIS_W,
};
union {
// NOLINTBEGIN(modernize-use-default-member-init)
struct {
int32_t x;
int32_t y;
int32_t z;
int32_t w;
};
int32_t coord[4] = { 0 };
// NOLINTEND(modernize-use-default-member-init)
};
_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[](int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 4);
return coord[p_axis];
}
Vector4i::Axis min_axis_index() const;
Vector4i::Axis max_axis_index() const;
Vector4i min(const Vector4i &p_vector4i) const {
return Vector4i(MIN(x, p_vector4i.x), MIN(y, p_vector4i.y), MIN(z, p_vector4i.z), MIN(w, p_vector4i.w));
}
Vector4i mini(int32_t p_scalar) const {
return Vector4i(MIN(x, p_scalar), MIN(y, p_scalar), MIN(z, p_scalar), MIN(w, p_scalar));
}
Vector4i max(const Vector4i &p_vector4i) const {
return Vector4i(MAX(x, p_vector4i.x), MAX(y, p_vector4i.y), MAX(z, p_vector4i.z), MAX(w, p_vector4i.w));
}
Vector4i maxi(int32_t p_scalar) const {
return Vector4i(MAX(x, p_scalar), MAX(y, p_scalar), MAX(z, p_scalar), MAX(w, p_scalar));
}
_FORCE_INLINE_ int64_t length_squared() const;
_FORCE_INLINE_ double length() const;
_FORCE_INLINE_ void zero();
_FORCE_INLINE_ double distance_to(const Vector4i &p_to) const;
_FORCE_INLINE_ int64_t distance_squared_to(const Vector4i &p_to) const;
_FORCE_INLINE_ Vector4i abs() const;
_FORCE_INLINE_ Vector4i sign() const;
Vector4i clamp(const Vector4i &p_min, const Vector4i &p_max) const;
Vector4i clampi(int32_t p_min, int32_t p_max) const;
Vector4i snapped(const Vector4i &p_step) const;
Vector4i snappedi(int32_t p_step) const;
/* Operators */
constexpr Vector4i &operator+=(const Vector4i &p_v);
constexpr Vector4i operator+(const Vector4i &p_v) const;
constexpr Vector4i &operator-=(const Vector4i &p_v);
constexpr Vector4i operator-(const Vector4i &p_v) const;
constexpr Vector4i &operator*=(const Vector4i &p_v);
constexpr Vector4i operator*(const Vector4i &p_v) const;
constexpr Vector4i &operator/=(const Vector4i &p_v);
constexpr Vector4i operator/(const Vector4i &p_v) const;
constexpr Vector4i &operator%=(const Vector4i &p_v);
constexpr Vector4i operator%(const Vector4i &p_v) const;
constexpr Vector4i &operator*=(int32_t p_scalar);
constexpr Vector4i operator*(int32_t p_scalar) const;
constexpr Vector4i &operator/=(int32_t p_scalar);
constexpr Vector4i operator/(int32_t p_scalar) const;
constexpr Vector4i &operator%=(int32_t p_scalar);
constexpr Vector4i operator%(int32_t p_scalar) const;
constexpr Vector4i operator-() const;
constexpr bool operator==(const Vector4i &p_v) const;
constexpr bool operator!=(const Vector4i &p_v) const;
constexpr bool operator<(const Vector4i &p_v) const;
constexpr bool operator<=(const Vector4i &p_v) const;
constexpr bool operator>(const Vector4i &p_v) const;
constexpr bool operator>=(const Vector4i &p_v) const;
explicit operator String() const;
operator Vector4() const;
constexpr Vector4i() :
x(0), y(0), z(0), w(0) {}
Vector4i(const Vector4 &p_vec4);
constexpr 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), w(p_w) {}
};
int64_t Vector4i::length_squared() const {
return x * (int64_t)x + y * (int64_t)y + z * (int64_t)z + w * (int64_t)w;
}
double Vector4i::length() const {
return Math::sqrt((double)length_squared());
}
double Vector4i::distance_to(const Vector4i &p_to) const {
return (p_to - *this).length();
}
int64_t Vector4i::distance_squared_to(const Vector4i &p_to) const {
return (p_to - *this).length_squared();
}
Vector4i Vector4i::abs() const {
return Vector4i(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
}
Vector4i Vector4i::sign() const {
return Vector4i(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
}
/* Operators */
constexpr Vector4i &Vector4i::operator+=(const Vector4i &p_v) {
x += p_v.x;
y += p_v.y;
z += p_v.z;
w += p_v.w;
return *this;
}
constexpr 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);
}
constexpr Vector4i &Vector4i::operator-=(const Vector4i &p_v) {
x -= p_v.x;
y -= p_v.y;
z -= p_v.z;
w -= p_v.w;
return *this;
}
constexpr 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);
}
constexpr Vector4i &Vector4i::operator*=(const Vector4i &p_v) {
x *= p_v.x;
y *= p_v.y;
z *= p_v.z;
w *= p_v.w;
return *this;
}
constexpr 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);
}
constexpr Vector4i &Vector4i::operator/=(const Vector4i &p_v) {
x /= p_v.x;
y /= p_v.y;
z /= p_v.z;
w /= p_v.w;
return *this;
}
constexpr 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);
}
constexpr Vector4i &Vector4i::operator%=(const Vector4i &p_v) {
x %= p_v.x;
y %= p_v.y;
z %= p_v.z;
w %= p_v.w;
return *this;
}
constexpr 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);
}
constexpr Vector4i &Vector4i::operator*=(int32_t p_scalar) {
x *= p_scalar;
y *= p_scalar;
z *= p_scalar;
w *= p_scalar;
return *this;
}
constexpr 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.
constexpr Vector4i operator*(int32_t p_scalar, const Vector4i &p_vector) {
return p_vector * p_scalar;
}
constexpr Vector4i operator*(int64_t p_scalar, const Vector4i &p_vector) {
return p_vector * p_scalar;
}
constexpr Vector4i operator*(float p_scalar, const Vector4i &p_vector) {
return p_vector * p_scalar;
}
constexpr Vector4i operator*(double p_scalar, const Vector4i &p_vector) {
return p_vector * p_scalar;
}
constexpr Vector4i &Vector4i::operator/=(int32_t p_scalar) {
x /= p_scalar;
y /= p_scalar;
z /= p_scalar;
w /= p_scalar;
return *this;
}
constexpr Vector4i Vector4i::operator/(int32_t p_scalar) const {
return Vector4i(x / p_scalar, y / p_scalar, z / p_scalar, w / p_scalar);
}
constexpr Vector4i &Vector4i::operator%=(int32_t p_scalar) {
x %= p_scalar;
y %= p_scalar;
z %= p_scalar;
w %= p_scalar;
return *this;
}
constexpr Vector4i Vector4i::operator%(int32_t p_scalar) const {
return Vector4i(x % p_scalar, y % p_scalar, z % p_scalar, w % p_scalar);
}
constexpr Vector4i Vector4i::operator-() const {
return Vector4i(-x, -y, -z, -w);
}
constexpr bool Vector4i::operator==(const Vector4i &p_v) const {
return (x == p_v.x && y == p_v.y && z == p_v.z && w == p_v.w);
}
constexpr bool Vector4i::operator!=(const Vector4i &p_v) const {
return (x != p_v.x || y != p_v.y || z != p_v.z || w != p_v.w);
}
constexpr bool Vector4i::operator<(const Vector4i &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
if (z == p_v.z) {
return w < p_v.w;
} else {
return z < p_v.z;
}
} else {
return y < p_v.y;
}
} else {
return x < p_v.x;
}
}
constexpr bool Vector4i::operator>(const Vector4i &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
if (z == p_v.z) {
return w > p_v.w;
} else {
return z > p_v.z;
}
} else {
return y > p_v.y;
}
} else {
return x > p_v.x;
}
}
constexpr bool Vector4i::operator<=(const Vector4i &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
if (z == p_v.z) {
return w <= p_v.w;
} else {
return z < p_v.z;
}
} else {
return y < p_v.y;
}
} else {
return x < p_v.x;
}
}
constexpr bool Vector4i::operator>=(const Vector4i &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
if (z == p_v.z) {
return w >= p_v.w;
} else {
return z > p_v.z;
}
} else {
return y > p_v.y;
}
} else {
return x > p_v.x;
}
}
void Vector4i::zero() {
x = y = z = w = 0;
}
template <>
struct is_zero_constructible<Vector4i> : std::true_type {};