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https://github.com/godotengine/godot.git
synced 2024-11-22 12:12:28 +00:00
Float literals - fix main primitives to use .f
Converts float literals from double format (e.g. 0.0) to float format (e.g. 0.0f) where appropriate for 32 bit calculations.
This commit is contained in:
parent
38c851a3fa
commit
5298e16e80
@ -119,7 +119,7 @@ struct _NO_DISCARD_ AABB {
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}
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_FORCE_INLINE_ Vector3 get_center() const {
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return position + (size * 0.5);
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return position + (size * 0.5f);
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}
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operator String() const;
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@ -208,7 +208,7 @@ inline bool AABB::encloses(const AABB &p_aabb) const {
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}
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Vector3 AABB::get_support(const Vector3 &p_normal) const {
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Vector3 half_extents = size * 0.5;
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Vector3 half_extents = size * 0.5f;
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Vector3 ofs = position + half_extents;
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return Vector3(
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@ -242,7 +242,7 @@ Vector3 AABB::get_endpoint(int p_point) const {
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}
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bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
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Vector3 half_extents = size * 0.5;
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Vector3 half_extents = size * 0.5f;
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Vector3 ofs = position + half_extents;
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for (int i = 0; i < p_plane_count; i++) {
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@ -284,7 +284,7 @@ bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count, con
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}
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bool AABB::inside_convex_shape(const Plane *p_planes, int p_plane_count) const {
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Vector3 half_extents = size * 0.5;
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Vector3 half_extents = size * 0.5f;
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Vector3 ofs = position + half_extents;
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for (int i = 0; i < p_plane_count; i++) {
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@ -364,7 +364,7 @@ inline void AABB::expand_to(const Vector3 &p_vector) {
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}
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void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
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Vector3 half_extents(size.x * 0.5, size.y * 0.5, size.z * 0.5);
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Vector3 half_extents(size.x * 0.5f, size.y * 0.5f, size.z * 0.5f);
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Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
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real_t length = p_plane.normal.abs().dot(half_extents);
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@ -407,9 +407,9 @@ bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real
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ERR_PRINT("AABB size is negative, this is not supported. Use AABB.abs() to get an AABB with a positive size.");
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}
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#endif
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real_t divx = 1.0 / p_dir.x;
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real_t divy = 1.0 / p_dir.y;
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real_t divz = 1.0 / p_dir.z;
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real_t divx = 1.0f / p_dir.x;
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real_t divy = 1.0f / p_dir.y;
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real_t divz = 1.0f / p_dir.z;
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Vector3 upbound = position + size;
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real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
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@ -459,9 +459,9 @@ void AABB::grow_by(real_t p_amount) {
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position.x -= p_amount;
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position.y -= p_amount;
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position.z -= p_amount;
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size.x += 2.0 * p_amount;
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size.y += 2.0 * p_amount;
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size.z += 2.0 * p_amount;
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size.x += 2.0f * p_amount;
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size.y += 2.0f * p_amount;
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size.z += 2.0f * p_amount;
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}
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void AABB::quantize(real_t p_unit) {
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@ -40,13 +40,13 @@ void Basis::from_z(const Vector3 &p_z) {
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if (Math::abs(p_z.z) > Math_SQRT12) {
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// choose p in y-z plane
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real_t a = p_z[1] * p_z[1] + p_z[2] * p_z[2];
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real_t k = 1.0 / Math::sqrt(a);
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real_t k = 1.0f / Math::sqrt(a);
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elements[0] = Vector3(0, -p_z[2] * k, p_z[1] * k);
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elements[1] = Vector3(a * k, -p_z[0] * elements[0][2], p_z[0] * elements[0][1]);
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} else {
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// choose p in x-y plane
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real_t a = p_z.x * p_z.x + p_z.y * p_z.y;
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real_t k = 1.0 / Math::sqrt(a);
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real_t k = 1.0f / Math::sqrt(a);
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elements[0] = Vector3(-p_z.y * k, p_z.x * k, 0);
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elements[1] = Vector3(-p_z.z * elements[0].y, p_z.z * elements[0].x, a * k);
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}
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@ -63,7 +63,7 @@ void Basis::invert() {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND(det == 0);
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#endif
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real_t s = 1.0 / det;
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real_t s = 1.0f / det;
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set(co[0] * s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s,
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co[1] * s, cofac(0, 0, 2, 2) * s, cofac(0, 2, 1, 0) * s,
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@ -182,7 +182,7 @@ Basis Basis::diagonalize() {
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if (Math::is_equal_approx(elements[j][j], elements[i][i])) {
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angle = Math_PI / 4;
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} else {
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angle = 0.5 * Math::atan(2 * elements[i][j] / (elements[j][j] - elements[i][i]));
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angle = 0.5f * Math::atan(2 * elements[i][j] / (elements[j][j] - elements[i][i]));
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}
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// Compute the rotation matrix
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@ -268,11 +268,11 @@ Basis Basis::scaled_orthogonal(const Vector3 &p_scale) const {
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}
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float Basis::get_uniform_scale() const {
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return (elements[0].length() + elements[1].length() + elements[2].length()) / 3.0;
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return (elements[0].length() + elements[1].length() + elements[2].length()) / 3.0f;
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}
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void Basis::make_scale_uniform() {
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float l = (elements[0].length() + elements[1].length() + elements[2].length()) / 3.0;
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float l = (elements[0].length() + elements[1].length() + elements[2].length()) / 3.0f;
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for (int i = 0; i < 3; i++) {
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elements[i].normalize();
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elements[i] *= l;
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@ -415,7 +415,7 @@ void Basis::rotate_to_align(Vector3 p_start_direction, Vector3 p_end_direction)
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const Vector3 axis = p_start_direction.cross(p_end_direction).normalized();
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if (axis.length_squared() != 0) {
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real_t dot = p_start_direction.dot(p_end_direction);
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dot = CLAMP(dot, -1.0, 1.0);
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dot = CLAMP(dot, -1.0f, 1.0f);
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const real_t angle_rads = Math::acos(dot);
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set_axis_angle(axis, angle_rads);
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}
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@ -463,10 +463,10 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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Vector3 euler;
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real_t sy = elements[0][2];
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if (sy < (1.0 - CMP_EPSILON)) {
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if (sy > -(1.0 - CMP_EPSILON)) {
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if (sy < (1.0f - CMP_EPSILON)) {
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if (sy > -(1.0f - CMP_EPSILON)) {
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// is this a pure Y rotation?
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if (elements[1][0] == 0.0 && elements[0][1] == 0.0 && elements[1][2] == 0 && elements[2][1] == 0 && elements[1][1] == 1) {
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if (elements[1][0] == 0 && elements[0][1] == 0 && elements[1][2] == 0 && elements[2][1] == 0 && elements[1][1] == 1) {
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// return the simplest form (human friendlier in editor and scripts)
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euler.x = 0;
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euler.y = atan2(elements[0][2], elements[0][0]);
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@ -478,13 +478,13 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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}
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} else {
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euler.x = Math::atan2(elements[2][1], elements[1][1]);
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euler.y = -Math_PI / 2.0;
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euler.z = 0.0;
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euler.y = -Math_PI / 2.0f;
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euler.z = 0.0f;
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}
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} else {
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euler.x = Math::atan2(elements[2][1], elements[1][1]);
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euler.y = Math_PI / 2.0;
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euler.z = 0.0;
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euler.y = Math_PI / 2.0f;
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euler.z = 0.0f;
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}
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return euler;
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} break;
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@ -498,22 +498,22 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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Vector3 euler;
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real_t sz = elements[0][1];
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if (sz < (1.0 - CMP_EPSILON)) {
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if (sz > -(1.0 - CMP_EPSILON)) {
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if (sz < (1.0f - CMP_EPSILON)) {
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if (sz > -(1.0f - CMP_EPSILON)) {
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euler.x = Math::atan2(elements[2][1], elements[1][1]);
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euler.y = Math::atan2(elements[0][2], elements[0][0]);
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euler.z = Math::asin(-sz);
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} else {
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// It's -1
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euler.x = -Math::atan2(elements[1][2], elements[2][2]);
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euler.y = 0.0;
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euler.z = Math_PI / 2.0;
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euler.y = 0.0f;
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euler.z = Math_PI / 2.0f;
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}
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} else {
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// It's 1
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euler.x = -Math::atan2(elements[1][2], elements[2][2]);
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euler.y = 0.0;
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euler.z = -Math_PI / 2.0;
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euler.y = 0.0f;
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euler.z = -Math_PI / 2.0f;
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}
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return euler;
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} break;
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@ -543,12 +543,12 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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euler.z = atan2(elements[1][0], elements[1][1]);
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}
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} else { // m12 == -1
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euler.x = Math_PI * 0.5;
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euler.x = Math_PI * 0.5f;
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euler.y = atan2(elements[0][1], elements[0][0]);
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euler.z = 0;
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}
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} else { // m12 == 1
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euler.x = -Math_PI * 0.5;
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euler.x = -Math_PI * 0.5f;
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euler.y = -atan2(elements[0][1], elements[0][0]);
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euler.z = 0;
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}
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@ -565,22 +565,22 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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Vector3 euler;
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real_t sz = elements[1][0];
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if (sz < (1.0 - CMP_EPSILON)) {
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if (sz > -(1.0 - CMP_EPSILON)) {
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if (sz < (1.0f - CMP_EPSILON)) {
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if (sz > -(1.0f - CMP_EPSILON)) {
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euler.x = Math::atan2(-elements[1][2], elements[1][1]);
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euler.y = Math::atan2(-elements[2][0], elements[0][0]);
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euler.z = Math::asin(sz);
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} else {
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// It's -1
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euler.x = Math::atan2(elements[2][1], elements[2][2]);
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euler.y = 0.0;
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euler.z = -Math_PI / 2.0;
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euler.y = 0.0f;
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euler.z = -Math_PI / 2.0f;
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}
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} else {
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// It's 1
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euler.x = Math::atan2(elements[2][1], elements[2][2]);
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euler.y = 0.0;
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euler.z = Math_PI / 2.0;
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euler.y = 0.0f;
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euler.z = Math_PI / 2.0f;
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}
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return euler;
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} break;
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@ -593,20 +593,20 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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// -cx*sy sx cx*cy
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Vector3 euler;
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real_t sx = elements[2][1];
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if (sx < (1.0 - CMP_EPSILON)) {
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if (sx > -(1.0 - CMP_EPSILON)) {
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if (sx < (1.0f - CMP_EPSILON)) {
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if (sx > -(1.0f - CMP_EPSILON)) {
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euler.x = Math::asin(sx);
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euler.y = Math::atan2(-elements[2][0], elements[2][2]);
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euler.z = Math::atan2(-elements[0][1], elements[1][1]);
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} else {
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// It's -1
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euler.x = -Math_PI / 2.0;
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euler.x = -Math_PI / 2.0f;
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euler.y = Math::atan2(elements[0][2], elements[0][0]);
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euler.z = 0;
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}
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} else {
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// It's 1
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euler.x = Math_PI / 2.0;
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euler.x = Math_PI / 2.0f;
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euler.y = Math::atan2(elements[0][2], elements[0][0]);
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euler.z = 0;
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}
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@ -621,21 +621,21 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
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// -sy cy*sx cy*cx
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Vector3 euler;
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real_t sy = elements[2][0];
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if (sy < (1.0 - CMP_EPSILON)) {
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if (sy > -(1.0 - CMP_EPSILON)) {
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if (sy < (1.0f - CMP_EPSILON)) {
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if (sy > -(1.0f - CMP_EPSILON)) {
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euler.x = Math::atan2(elements[2][1], elements[2][2]);
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euler.y = Math::asin(-sy);
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euler.z = Math::atan2(elements[1][0], elements[0][0]);
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} else {
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// It's -1
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euler.x = 0;
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euler.y = Math_PI / 2.0;
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euler.y = Math_PI / 2.0f;
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euler.z = -Math::atan2(elements[0][1], elements[1][1]);
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}
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} else {
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// It's 1
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euler.x = 0;
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euler.y = -Math_PI / 2.0;
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euler.y = -Math_PI / 2.0f;
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euler.z = -Math::atan2(elements[0][1], elements[1][1]);
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}
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return euler;
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@ -652,15 +652,15 @@ void Basis::set_euler(const Vector3 &p_euler, EulerOrder p_order) {
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c = Math::cos(p_euler.x);
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s = Math::sin(p_euler.x);
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Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c);
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Basis xmat(1, 0, 0, 0, c, -s, 0, s, c);
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c = Math::cos(p_euler.y);
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s = Math::sin(p_euler.y);
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Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c);
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Basis ymat(c, 0, s, 0, 1, 0, -s, 0, c);
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c = Math::cos(p_euler.z);
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s = Math::sin(p_euler.z);
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Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0);
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Basis zmat(c, -s, 0, s, c, 0, 0, 0, 1);
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switch (p_order) {
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case EULER_ORDER_XYZ: {
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@ -722,10 +722,10 @@ Quaternion Basis::get_quaternion() const {
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real_t trace = m.elements[0][0] + m.elements[1][1] + m.elements[2][2];
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real_t temp[4];
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if (trace > 0.0) {
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real_t s = Math::sqrt(trace + 1.0);
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temp[3] = (s * 0.5);
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s = 0.5 / s;
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if (trace > 0.0f) {
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real_t s = Math::sqrt(trace + 1.0f);
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temp[3] = (s * 0.5f);
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s = 0.5f / s;
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temp[0] = ((m.elements[2][1] - m.elements[1][2]) * s);
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temp[1] = ((m.elements[0][2] - m.elements[2][0]) * s);
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@ -737,9 +737,9 @@ Quaternion Basis::get_quaternion() const {
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int j = (i + 1) % 3;
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int k = (i + 2) % 3;
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real_t s = Math::sqrt(m.elements[i][i] - m.elements[j][j] - m.elements[k][k] + 1.0);
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temp[i] = s * 0.5;
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s = 0.5 / s;
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real_t s = Math::sqrt(m.elements[i][i] - m.elements[j][j] - m.elements[k][k] + 1.0f);
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temp[i] = s * 0.5f;
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s = 0.5f / s;
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temp[3] = (m.elements[k][j] - m.elements[j][k]) * s;
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temp[j] = (m.elements[j][i] + m.elements[i][j]) * s;
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@ -782,10 +782,10 @@ int Basis::get_orthogonal_index() const {
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for (int i = 0; i < 3; i++) {
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for (int j = 0; j < 3; j++) {
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real_t v = orth[i][j];
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if (v > 0.5) {
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v = 1.0;
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} else if (v < -0.5) {
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v = -1.0;
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if (v > 0.5f) {
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v = 1.0f;
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} else if (v < -0.5f) {
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v = -1.0f;
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} else {
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v = 0;
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}
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@ -890,14 +890,14 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
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void Basis::set_quaternion(const Quaternion &p_quaternion) {
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real_t d = p_quaternion.length_squared();
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real_t s = 2.0 / d;
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real_t s = 2.0f / d;
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real_t xs = p_quaternion.x * s, ys = p_quaternion.y * s, zs = p_quaternion.z * s;
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real_t wx = p_quaternion.w * xs, wy = p_quaternion.w * ys, wz = p_quaternion.w * zs;
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real_t xx = p_quaternion.x * xs, xy = p_quaternion.x * ys, xz = p_quaternion.x * zs;
|
||||
real_t yy = p_quaternion.y * ys, yz = p_quaternion.y * zs, zz = p_quaternion.z * zs;
|
||||
set(1.0 - (yy + zz), xy - wz, xz + wy,
|
||||
xy + wz, 1.0 - (xx + zz), yz - wx,
|
||||
xz - wy, yz + wx, 1.0 - (xx + yy));
|
||||
set(1.0f - (yy + zz), xy - wz, xz + wy,
|
||||
xy + wz, 1.0f - (xx + zz), yz - wx,
|
||||
xz - wy, yz + wx, 1.0f - (xx + yy));
|
||||
}
|
||||
|
||||
void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
|
||||
@ -907,9 +907,9 @@ void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
|
||||
#endif
|
||||
Vector3 axis_sq(p_axis.x * p_axis.x, p_axis.y * p_axis.y, p_axis.z * p_axis.z);
|
||||
real_t cosine = Math::cos(p_phi);
|
||||
elements[0][0] = axis_sq.x + cosine * (1.0 - axis_sq.x);
|
||||
elements[1][1] = axis_sq.y + cosine * (1.0 - axis_sq.y);
|
||||
elements[2][2] = axis_sq.z + cosine * (1.0 - axis_sq.z);
|
||||
elements[0][0] = axis_sq.x + cosine * (1.0f - axis_sq.x);
|
||||
elements[1][1] = axis_sq.y + cosine * (1.0f - axis_sq.y);
|
||||
elements[2][2] = axis_sq.z + cosine * (1.0f - axis_sq.z);
|
||||
|
||||
real_t sine = Math::sin(p_phi);
|
||||
real_t t = 1 - cosine;
|
||||
|
@ -161,9 +161,9 @@ float Color::get_h() const {
|
||||
h = 4 + (r - g) / delta; // between magenta & cyan
|
||||
}
|
||||
|
||||
h /= 6.0;
|
||||
h /= 6.0f;
|
||||
if (h < 0) {
|
||||
h += 1.0;
|
||||
h += 1.0f;
|
||||
}
|
||||
|
||||
return h;
|
||||
@ -197,7 +197,7 @@ void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
|
||||
return;
|
||||
}
|
||||
|
||||
p_h *= 6.0;
|
||||
p_h *= 6.0f;
|
||||
p_h = Math::fmod(p_h, 6);
|
||||
i = Math::floor(p_h);
|
||||
|
||||
@ -253,31 +253,31 @@ Color Color::clamp(const Color &p_min, const Color &p_max) const {
|
||||
}
|
||||
|
||||
void Color::invert() {
|
||||
r = 1.0 - r;
|
||||
g = 1.0 - g;
|
||||
b = 1.0 - b;
|
||||
r = 1.0f - r;
|
||||
g = 1.0f - g;
|
||||
b = 1.0f - b;
|
||||
}
|
||||
|
||||
Color Color::hex(uint32_t p_hex) {
|
||||
float a = (p_hex & 0xFF) / 255.0;
|
||||
float a = (p_hex & 0xFF) / 255.0f;
|
||||
p_hex >>= 8;
|
||||
float b = (p_hex & 0xFF) / 255.0;
|
||||
float b = (p_hex & 0xFF) / 255.0f;
|
||||
p_hex >>= 8;
|
||||
float g = (p_hex & 0xFF) / 255.0;
|
||||
float g = (p_hex & 0xFF) / 255.0f;
|
||||
p_hex >>= 8;
|
||||
float r = (p_hex & 0xFF) / 255.0;
|
||||
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) / 65535.0;
|
||||
float a = (p_hex & 0xFFFF) / 65535.0f;
|
||||
p_hex >>= 16;
|
||||
float b = (p_hex & 0xFFFF) / 65535.0;
|
||||
float b = (p_hex & 0xFFFF) / 65535.0f;
|
||||
p_hex >>= 16;
|
||||
float g = (p_hex & 0xFFFF) / 65535.0;
|
||||
float g = (p_hex & 0xFFFF) / 65535.0f;
|
||||
p_hex >>= 16;
|
||||
float r = (p_hex & 0xFFFF) / 65535.0;
|
||||
float r = (p_hex & 0xFFFF) / 65535.0f;
|
||||
|
||||
return Color(r, g, b, a);
|
||||
}
|
||||
@ -333,18 +333,18 @@ Color Color::html(const String &p_rgba) {
|
||||
|
||||
float r, g, b, a = 1.0;
|
||||
if (is_shorthand) {
|
||||
r = _parse_col4(color, 0) / 15.0;
|
||||
g = _parse_col4(color, 1) / 15.0;
|
||||
b = _parse_col4(color, 2) / 15.0;
|
||||
r = _parse_col4(color, 0) / 15.0f;
|
||||
g = _parse_col4(color, 1) / 15.0f;
|
||||
b = _parse_col4(color, 2) / 15.0f;
|
||||
if (alpha) {
|
||||
a = _parse_col4(color, 3) / 15.0;
|
||||
a = _parse_col4(color, 3) / 15.0f;
|
||||
}
|
||||
} else {
|
||||
r = _parse_col8(color, 0) / 255.0;
|
||||
g = _parse_col8(color, 2) / 255.0;
|
||||
b = _parse_col8(color, 4) / 255.0;
|
||||
r = _parse_col8(color, 0) / 255.0f;
|
||||
g = _parse_col8(color, 2) / 255.0f;
|
||||
b = _parse_col8(color, 4) / 255.0f;
|
||||
if (alpha) {
|
||||
a = _parse_col8(color, 6) / 255.0;
|
||||
a = _parse_col8(color, 6) / 255.0f;
|
||||
}
|
||||
}
|
||||
ERR_FAIL_COND_V_MSG(r < 0, Color(), "Invalid color code: " + p_rgba + ".");
|
||||
@ -458,7 +458,7 @@ Color Color::from_rgbe9995(uint32_t p_rgbe) {
|
||||
float g = (p_rgbe >> 9) & 0x1ff;
|
||||
float b = (p_rgbe >> 18) & 0x1ff;
|
||||
float e = (p_rgbe >> 27);
|
||||
float m = Math::pow(2, e - 15.0 - 9.0);
|
||||
float m = Math::pow(2, e - 15.0f - 9.0f);
|
||||
|
||||
float rd = r * m;
|
||||
float gd = g * m;
|
||||
@ -563,8 +563,8 @@ void Color::operator/=(float p_scalar) {
|
||||
|
||||
Color Color::operator-() const {
|
||||
return Color(
|
||||
1.0 - r,
|
||||
1.0 - g,
|
||||
1.0 - b,
|
||||
1.0 - a);
|
||||
1.0f - r,
|
||||
1.0f - g,
|
||||
1.0f - b,
|
||||
1.0f - a);
|
||||
}
|
||||
|
@ -95,7 +95,7 @@ struct _NO_DISCARD_ Color {
|
||||
Color inverted() const;
|
||||
|
||||
_FORCE_INLINE_ float get_luminance() const {
|
||||
return 0.2126 * r + 0.7152 * g + 0.0722 * b;
|
||||
return 0.2126f * r + 0.7152f * g + 0.0722f * b;
|
||||
}
|
||||
|
||||
_FORCE_INLINE_ Color lerp(const Color &p_to, float p_weight) const {
|
||||
@ -144,7 +144,7 @@ struct _NO_DISCARD_ Color {
|
||||
|
||||
float exps = expp + 1.0f;
|
||||
|
||||
if (0.0 <= sMax && sMax < pow2to9) {
|
||||
if (0.0f <= sMax && sMax < pow2to9) {
|
||||
exps = expp;
|
||||
}
|
||||
|
||||
@ -157,7 +157,7 @@ struct _NO_DISCARD_ Color {
|
||||
|
||||
_FORCE_INLINE_ Color blend(const Color &p_over) const {
|
||||
Color res;
|
||||
float sa = 1.0 - p_over.a;
|
||||
float sa = 1.0f - p_over.a;
|
||||
res.a = a * sa + p_over.a;
|
||||
if (res.a == 0) {
|
||||
return Color(0, 0, 0, 0);
|
||||
@ -171,16 +171,16 @@ struct _NO_DISCARD_ Color {
|
||||
|
||||
_FORCE_INLINE_ Color to_linear() const {
|
||||
return Color(
|
||||
r < 0.04045 ? r * (1.0 / 12.92) : Math::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
|
||||
g < 0.04045 ? g * (1.0 / 12.92) : Math::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
|
||||
b < 0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
|
||||
r < 0.04045f ? r * (1.0 / 12.92) : Math::pow((r + 0.055f) * (float)(1.0 / (1 + 0.055)), 2.4f),
|
||||
g < 0.04045f ? g * (1.0 / 12.92) : Math::pow((g + 0.055f) * (float)(1.0 / (1 + 0.055)), 2.4f),
|
||||
b < 0.04045f ? b * (1.0 / 12.92) : Math::pow((b + 0.055f) * (float)(1.0 / (1 + 0.055)), 2.4f),
|
||||
a);
|
||||
}
|
||||
_FORCE_INLINE_ Color to_srgb() const {
|
||||
return Color(
|
||||
r < 0.0031308 ? 12.92 * r : (1.0 + 0.055) * Math::pow(r, 1.0f / 2.4f) - 0.055,
|
||||
g < 0.0031308 ? 12.92 * g : (1.0 + 0.055) * Math::pow(g, 1.0f / 2.4f) - 0.055,
|
||||
b < 0.0031308 ? 12.92 * b : (1.0 + 0.055) * Math::pow(b, 1.0f / 2.4f) - 0.055, a);
|
||||
r < 0.0031308f ? 12.92f * r : (1.0f + 0.055f) * Math::pow(r, 1.0f / 2.4f) - 0.055f,
|
||||
g < 0.0031308f ? 12.92f * g : (1.0f + 0.055f) * Math::pow(g, 1.0f / 2.4f) - 0.055f,
|
||||
b < 0.0031308f ? 12.92f * b : (1.0f + 0.055f) * Math::pow(b, 1.0f / 2.4f) - 0.055f, a);
|
||||
}
|
||||
|
||||
static Color hex(uint32_t p_hex);
|
||||
@ -201,13 +201,13 @@ struct _NO_DISCARD_ Color {
|
||||
operator String() const;
|
||||
|
||||
// For the binder.
|
||||
_FORCE_INLINE_ void set_r8(int32_t r8) { r = (CLAMP(r8, 0, 255) / 255.0); }
|
||||
_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) / 255.0); }
|
||||
_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) / 255.0); }
|
||||
_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) / 255.0); }
|
||||
_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()); }
|
||||
@ -234,7 +234,7 @@ struct _NO_DISCARD_ Color {
|
||||
r = p_r;
|
||||
g = p_g;
|
||||
b = p_b;
|
||||
a = 1.0;
|
||||
a = 1.0f;
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -157,7 +157,7 @@ Vector3 Face3::get_random_point_inside() const {
|
||||
SWAP(a, b);
|
||||
}
|
||||
|
||||
return vertex[0] * a + vertex[1] * (b - a) + vertex[2] * (1.0 - b);
|
||||
return vertex[0] * a + vertex[1] * (b - a) + vertex[2] * (1.0f - b);
|
||||
}
|
||||
|
||||
Plane Face3::get_plane(ClockDirection p_dir) const {
|
||||
@ -165,11 +165,11 @@ Plane Face3::get_plane(ClockDirection p_dir) const {
|
||||
}
|
||||
|
||||
Vector3 Face3::get_median_point() const {
|
||||
return (vertex[0] + vertex[1] + vertex[2]) / 3.0;
|
||||
return (vertex[0] + vertex[1] + vertex[2]) / 3.0f;
|
||||
}
|
||||
|
||||
real_t Face3::get_area() const {
|
||||
return vec3_cross(vertex[0] - vertex[1], vertex[0] - vertex[2]).length() * 0.5;
|
||||
return vec3_cross(vertex[0] - vertex[1], vertex[0] - vertex[2]).length() * 0.5f;
|
||||
}
|
||||
|
||||
ClockDirection Face3::get_clock_dir() const {
|
||||
@ -223,7 +223,7 @@ bool Face3::intersects_aabb(const AABB &p_aabb) const {
|
||||
|
||||
Vector3 axis = vec3_cross(e1, e2);
|
||||
|
||||
if (axis.length_squared() < 0.0001) {
|
||||
if (axis.length_squared() < 0.0001f) {
|
||||
continue; // coplanar
|
||||
}
|
||||
axis.normalize();
|
||||
|
@ -95,7 +95,7 @@ struct _NO_DISCARD_ Face3 {
|
||||
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 * 0.5;
|
||||
Vector3 half_extents = p_aabb.size * 0.5f;
|
||||
Vector3 ofs = p_aabb.position + half_extents;
|
||||
|
||||
Vector3 sup = Vector3(
|
||||
@ -206,7 +206,7 @@ bool Face3::intersects_aabb2(const AABB &p_aabb) const {
|
||||
|
||||
Vector3 axis = vec3_cross(e1, e2);
|
||||
|
||||
if (axis.length_squared() < 0.0001) {
|
||||
if (axis.length_squared() < 0.0001f) {
|
||||
continue; // coplanar
|
||||
}
|
||||
//axis.normalize();
|
||||
|
@ -290,7 +290,7 @@ Vector<Vector<Point2>> Geometry2D::_polypath_offset(const Vector<Point2> &p_poly
|
||||
et = etOpenRound;
|
||||
break;
|
||||
}
|
||||
ClipperOffset co(2.0, 0.25 * SCALE_FACTOR); // Defaults from ClipperOffset.
|
||||
ClipperOffset co(2.0, 0.25f * SCALE_FACTOR); // Defaults from ClipperOffset.
|
||||
Path path;
|
||||
|
||||
// Need to scale points (Clipper's requirement for robust computation).
|
||||
|
@ -61,21 +61,21 @@ public:
|
||||
// First segment degenerates into a point.
|
||||
s = 0.0;
|
||||
t = f / e; // s = 0 => t = (b*s + f) / e = f / e
|
||||
t = CLAMP(t, 0.0, 1.0);
|
||||
t = CLAMP(t, 0.0f, 1.0f);
|
||||
} else {
|
||||
real_t c = d1.dot(r);
|
||||
if (e <= CMP_EPSILON) {
|
||||
// Second segment degenerates into a point.
|
||||
t = 0.0;
|
||||
s = CLAMP(-c / a, 0.0, 1.0); // t = 0 => s = (b*t - c) / a = -c / a
|
||||
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 != 0.0) {
|
||||
s = CLAMP((b * f - c * e) / denom, 0.0, 1.0);
|
||||
if (denom != 0.0f) {
|
||||
s = CLAMP((b * f - c * e) / denom, 0.0f, 1.0f);
|
||||
} else {
|
||||
s = 0.0;
|
||||
}
|
||||
@ -86,12 +86,12 @@ public:
|
||||
//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 < 0.0) {
|
||||
if (t < 0.0f) {
|
||||
t = 0.0;
|
||||
s = CLAMP(-c / a, 0.0, 1.0);
|
||||
} else if (t > 1.0) {
|
||||
s = CLAMP(-c / a, 0.0f, 1.0f);
|
||||
} else if (t > 1.0f) {
|
||||
t = 1.0;
|
||||
s = CLAMP((b - c) / a, 0.0, 1.0);
|
||||
s = CLAMP((b - c) / a, 0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -104,15 +104,15 @@ public:
|
||||
Vector2 p = p_point - p_segment[0];
|
||||
Vector2 n = p_segment[1] - p_segment[0];
|
||||
real_t l2 = n.length_squared();
|
||||
if (l2 < 1e-20) {
|
||||
if (l2 < 1e-20f) {
|
||||
return p_segment[0]; // Both points are the same, just give any.
|
||||
}
|
||||
|
||||
real_t d = n.dot(p) / l2;
|
||||
|
||||
if (d <= 0.0) {
|
||||
if (d <= 0.0f) {
|
||||
return p_segment[0]; // Before first point.
|
||||
} else if (d >= 1.0) {
|
||||
} else if (d >= 1.0f) {
|
||||
return p_segment[1]; // After first point.
|
||||
} else {
|
||||
return p_segment[0] + n * d; // Inside.
|
||||
@ -137,7 +137,7 @@ public:
|
||||
Vector2 p = p_point - p_segment[0];
|
||||
Vector2 n = p_segment[1] - p_segment[0];
|
||||
real_t l2 = n.length_squared();
|
||||
if (l2 < 1e-20) {
|
||||
if (l2 < 1e-20f) {
|
||||
return p_segment[0]; // Both points are the same, just give any.
|
||||
}
|
||||
|
||||
@ -198,7 +198,7 @@ public:
|
||||
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 > 1.0) {
|
||||
if (ABpos < 0 || ABpos > 1.0f) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -124,8 +124,8 @@ static bool _connect_faces(_FaceClassify *p_faces, int len, int p_group) {
|
||||
Vector3 vj2 = p_faces[j].face.vertex[l];
|
||||
Vector3 vj1 = p_faces[j].face.vertex[(l + 1) % 3];
|
||||
|
||||
if (vi1.distance_to(vj1) < 0.00001 &&
|
||||
vi2.distance_to(vj2) < 0.00001) {
|
||||
if (vi1.distance_to(vj1) < 0.00001f &&
|
||||
vi2.distance_to(vj2) < 0.00001f) {
|
||||
if (p_faces[i].links[k].face != -1) {
|
||||
ERR_PRINT("already linked\n");
|
||||
error = true;
|
||||
@ -508,7 +508,7 @@ Vector<Face3> Geometry3D::wrap_geometry(Vector<Face3> p_array, real_t *p_error)
|
||||
}
|
||||
}
|
||||
|
||||
global_aabb.grow_by(0.01); // Avoid numerical error.
|
||||
global_aabb.grow_by(0.01f); // Avoid numerical error.
|
||||
|
||||
// Determine amount of cells in grid axis.
|
||||
int div_x, div_y, div_z;
|
||||
@ -638,7 +638,7 @@ Geometry3D::MeshData Geometry3D::build_convex_mesh(const Vector<Plane> &p_planes
|
||||
|
||||
Vector3 ref = Vector3(0.0, 1.0, 0.0);
|
||||
|
||||
if (ABS(p.normal.dot(ref)) > 0.95) {
|
||||
if (ABS(p.normal.dot(ref)) > 0.95f) {
|
||||
ref = Vector3(0.0, 0.0, 1.0); // Change axis.
|
||||
}
|
||||
|
||||
@ -663,7 +663,7 @@ Geometry3D::MeshData Geometry3D::build_convex_mesh(const Vector<Plane> &p_planes
|
||||
Vector<Vector3> new_vertices;
|
||||
Plane clip = p_planes[j];
|
||||
|
||||
if (clip.normal.dot(p.normal) > 0.95) {
|
||||
if (clip.normal.dot(p.normal) > 0.95f) {
|
||||
continue;
|
||||
}
|
||||
|
||||
@ -716,7 +716,7 @@ Geometry3D::MeshData Geometry3D::build_convex_mesh(const Vector<Plane> &p_planes
|
||||
for (int j = 0; j < vertices.size(); j++) {
|
||||
int idx = -1;
|
||||
for (int k = 0; k < mesh.vertices.size(); k++) {
|
||||
if (mesh.vertices[k].distance_to(vertices[j]) < 0.001) {
|
||||
if (mesh.vertices[k].distance_to(vertices[j]) < 0.001f) {
|
||||
idx = k;
|
||||
break;
|
||||
}
|
||||
@ -793,8 +793,8 @@ Vector<Plane> Geometry3D::build_cylinder_planes(real_t p_radius, real_t p_height
|
||||
Vector3 axis;
|
||||
axis[p_axis] = 1.0;
|
||||
|
||||
planes.push_back(Plane(axis, p_height * 0.5));
|
||||
planes.push_back(Plane(-axis, p_height * 0.5));
|
||||
planes.push_back(Plane(axis, p_height * 0.5f));
|
||||
planes.push_back(Plane(-axis, p_height * 0.5f));
|
||||
|
||||
return planes;
|
||||
}
|
||||
@ -853,7 +853,7 @@ Vector<Plane> Geometry3D::build_capsule_planes(real_t p_radius, real_t p_height,
|
||||
|
||||
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 * 0.5 + plane_normal * p_radius;
|
||||
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));
|
||||
}
|
||||
|
@ -77,15 +77,15 @@ public:
|
||||
|
||||
// Compute the line parameters of the two closest points.
|
||||
if (D < CMP_EPSILON) { // The lines are almost parallel.
|
||||
sN = 0.0; // Force using point P0 on segment S1
|
||||
sD = 1.0; // to prevent possible division by 0.0 later.
|
||||
sN = 0.0f; // Force using point P0 on segment S1
|
||||
sD = 1.0f; // to prevent possible division by 0.0 later.
|
||||
tN = e;
|
||||
tD = c;
|
||||
} else { // Get the closest points on the infinite lines
|
||||
sN = (b * e - c * d);
|
||||
tN = (a * e - b * d);
|
||||
if (sN < 0.0) { // sc < 0 => the s=0 edge is visible.
|
||||
sN = 0.0;
|
||||
if (sN < 0.0f) { // sc < 0 => the s=0 edge is visible.
|
||||
sN = 0.0f;
|
||||
tN = e;
|
||||
tD = c;
|
||||
} else if (sN > sD) { // sc > 1 => the s=1 edge is visible.
|
||||
@ -95,11 +95,11 @@ public:
|
||||
}
|
||||
}
|
||||
|
||||
if (tN < 0.0) { // tc < 0 => the t=0 edge is visible.
|
||||
tN = 0.0;
|
||||
if (tN < 0.0f) { // tc < 0 => the t=0 edge is visible.
|
||||
tN = 0.0f;
|
||||
// Recompute sc for this edge.
|
||||
if (-d < 0.0) {
|
||||
sN = 0.0;
|
||||
if (-d < 0.0f) {
|
||||
sN = 0.0f;
|
||||
} else if (-d > a) {
|
||||
sN = sD;
|
||||
} else {
|
||||
@ -109,7 +109,7 @@ public:
|
||||
} else if (tN > tD) { // tc > 1 => the t=1 edge is visible.
|
||||
tN = tD;
|
||||
// Recompute sc for this edge.
|
||||
if ((-d + b) < 0.0) {
|
||||
if ((-d + b) < 0.0f) {
|
||||
sN = 0;
|
||||
} else if ((-d + b) > a) {
|
||||
sN = sD;
|
||||
@ -119,8 +119,8 @@ public:
|
||||
}
|
||||
}
|
||||
// Finally do the division to get sc and tc.
|
||||
sc = (Math::is_zero_approx(sN) ? 0.0 : sN / sD);
|
||||
tc = (Math::is_zero_approx(tN) ? 0.0 : tN / tD);
|
||||
sc = (Math::is_zero_approx(sN) ? 0.0f : sN / sD);
|
||||
tc = (Math::is_zero_approx(tN) ? 0.0f : tN / tD);
|
||||
|
||||
// Get the difference of the two closest points.
|
||||
Vector3 dP = w + (sc * u) - (tc * v); // = S1(sc) - S2(tc)
|
||||
@ -137,12 +137,12 @@ public:
|
||||
return false;
|
||||
}
|
||||
|
||||
real_t f = 1.0 / a;
|
||||
real_t f = 1.0f / a;
|
||||
|
||||
Vector3 s = p_from - p_v0;
|
||||
real_t u = f * s.dot(h);
|
||||
|
||||
if (u < 0.0 || u > 1.0) {
|
||||
if (u < 0.0f || u > 1.0f) {
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -150,7 +150,7 @@ public:
|
||||
|
||||
real_t v = f * p_dir.dot(q);
|
||||
|
||||
if (v < 0.0 || u + v > 1.0) {
|
||||
if (v < 0.0f || u + v > 1.0f) {
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -158,7 +158,7 @@ public:
|
||||
// the intersection point is on the line.
|
||||
real_t t = f * e2.dot(q);
|
||||
|
||||
if (t > 0.00001) { // ray intersection
|
||||
if (t > 0.00001f) { // ray intersection
|
||||
if (r_res) {
|
||||
*r_res = p_from + p_dir * t;
|
||||
}
|
||||
@ -178,12 +178,12 @@ public:
|
||||
return false;
|
||||
}
|
||||
|
||||
real_t f = 1.0 / a;
|
||||
real_t f = 1.0f / a;
|
||||
|
||||
Vector3 s = p_from - p_v0;
|
||||
real_t u = f * s.dot(h);
|
||||
|
||||
if (u < 0.0 || u > 1.0) {
|
||||
if (u < 0.0f || u > 1.0f) {
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -191,7 +191,7 @@ public:
|
||||
|
||||
real_t v = f * rel.dot(q);
|
||||
|
||||
if (v < 0.0 || u + v > 1.0) {
|
||||
if (v < 0.0f || u + v > 1.0f) {
|
||||
return false;
|
||||
}
|
||||
|
||||
@ -199,7 +199,7 @@ public:
|
||||
// the intersection point is on the line.
|
||||
real_t t = f * e2.dot(q);
|
||||
|
||||
if (t > CMP_EPSILON && t <= 1.0) { // Ray intersection.
|
||||
if (t > CMP_EPSILON && t <= 1.0f) { // Ray intersection.
|
||||
if (r_res) {
|
||||
*r_res = p_from + rel * t;
|
||||
}
|
||||
@ -260,7 +260,7 @@ public:
|
||||
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] = 1.0;
|
||||
cylinder_axis[p_cylinder_axis] = 1.0f;
|
||||
|
||||
// First check if they are parallel.
|
||||
Vector3 normal = (rel / rel_l);
|
||||
@ -271,7 +271,7 @@ public:
|
||||
|
||||
if (crs_l < CMP_EPSILON) {
|
||||
Vector3 side_axis;
|
||||
side_axis[(p_cylinder_axis + 1) % 3] = 1.0; // Any side axis OK.
|
||||
side_axis[(p_cylinder_axis + 1) % 3] = 1.0f; // Any side axis OK.
|
||||
axis_dir = side_axis;
|
||||
} else {
|
||||
axis_dir = crs / crs_l;
|
||||
@ -288,7 +288,7 @@ public:
|
||||
if (w2 < CMP_EPSILON) {
|
||||
return false; // Avoid numerical error.
|
||||
}
|
||||
Size2 size(Math::sqrt(w2), p_height * 0.5);
|
||||
Size2 size(Math::sqrt(w2), p_height * 0.5f);
|
||||
|
||||
Vector3 side_dir = axis_dir.cross(cylinder_axis).normalized();
|
||||
|
||||
@ -417,15 +417,15 @@ public:
|
||||
Vector3 p = p_point - p_segment[0];
|
||||
Vector3 n = p_segment[1] - p_segment[0];
|
||||
real_t l2 = n.length_squared();
|
||||
if (l2 < 1e-20) {
|
||||
if (l2 < 1e-20f) {
|
||||
return p_segment[0]; // Both points are the same, just give any.
|
||||
}
|
||||
|
||||
real_t d = n.dot(p) / l2;
|
||||
|
||||
if (d <= 0.0) {
|
||||
if (d <= 0.0f) {
|
||||
return p_segment[0]; // Before first point.
|
||||
} else if (d >= 1.0) {
|
||||
} else if (d >= 1.0f) {
|
||||
return p_segment[1]; // After first point.
|
||||
} else {
|
||||
return p_segment[0] + n * d; // Inside.
|
||||
@ -436,7 +436,7 @@ public:
|
||||
Vector3 p = p_point - p_segment[0];
|
||||
Vector3 n = p_segment[1] - p_segment[0];
|
||||
real_t l2 = n.length_squared();
|
||||
if (l2 < 1e-20) {
|
||||
if (l2 < 1e-20f) {
|
||||
return p_segment[0]; // Both points are the same, just give any.
|
||||
}
|
||||
|
||||
@ -907,9 +907,9 @@ public:
|
||||
|
||||
_FORCE_INLINE_ static Vector3 octahedron_map_decode(const Vector2 &p_uv) {
|
||||
// https://twitter.com/Stubbesaurus/status/937994790553227264
|
||||
Vector2 f = p_uv * 2.0 - Vector2(1.0, 1.0);
|
||||
Vector2 f = p_uv * 2.0f - Vector2(1.0f, 1.0f);
|
||||
Vector3 n = Vector3(f.x, f.y, 1.0f - Math::abs(f.x) - Math::abs(f.y));
|
||||
float t = CLAMP(-n.z, 0.0, 1.0);
|
||||
float 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();
|
||||
|
@ -198,7 +198,7 @@ public:
|
||||
if ((value < 0 && p_y > 0) || (value > 0 && p_y < 0)) {
|
||||
value += p_y;
|
||||
}
|
||||
value += 0.0;
|
||||
value += 0.0f;
|
||||
return value;
|
||||
}
|
||||
static _ALWAYS_INLINE_ float fposmodp(float p_x, float p_y) {
|
||||
@ -206,7 +206,7 @@ public:
|
||||
if (value < 0) {
|
||||
value += p_y;
|
||||
}
|
||||
value += 0.0;
|
||||
value += 0.0f;
|
||||
return value;
|
||||
}
|
||||
static _ALWAYS_INLINE_ double fposmodp(double p_x, double p_y) {
|
||||
|
@ -58,7 +58,7 @@ Vector3 Plane::get_any_perpendicular_normal() const {
|
||||
static const Vector3 p2 = Vector3(0, 1, 0);
|
||||
Vector3 p;
|
||||
|
||||
if (ABS(normal.dot(p1)) > 0.99) { // if too similar to p1
|
||||
if (ABS(normal.dot(p1)) > 0.99f) { // if too similar to p1
|
||||
p = p2; // use p2
|
||||
} else {
|
||||
p = p1; // use p1
|
||||
@ -129,7 +129,7 @@ bool Plane::intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vec
|
||||
real_t dist = (normal.dot(p_begin) - d) / den;
|
||||
//printf("dist is %i\n",dist);
|
||||
|
||||
if (dist < -CMP_EPSILON || dist > (1.0 + CMP_EPSILON)) {
|
||||
if (dist < -CMP_EPSILON || dist > (1.0f + CMP_EPSILON)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
|
@ -114,7 +114,7 @@ Quaternion Quaternion::slerp(const Quaternion &p_to, const real_t &p_weight) con
|
||||
cosom = dot(p_to);
|
||||
|
||||
// adjust signs (if necessary)
|
||||
if (cosom < 0.0) {
|
||||
if (cosom < 0.0f) {
|
||||
cosom = -cosom;
|
||||
to1.x = -p_to.x;
|
||||
to1.y = -p_to.y;
|
||||
@ -129,7 +129,7 @@ Quaternion Quaternion::slerp(const Quaternion &p_to, const real_t &p_weight) con
|
||||
|
||||
// calculate coefficients
|
||||
|
||||
if ((1.0 - cosom) > CMP_EPSILON) {
|
||||
if ((1.0f - cosom) > CMP_EPSILON) {
|
||||
// standard case (slerp)
|
||||
omega = Math::acos(cosom);
|
||||
sinom = Math::sin(omega);
|
||||
@ -138,7 +138,7 @@ Quaternion Quaternion::slerp(const Quaternion &p_to, const real_t &p_weight) con
|
||||
} else {
|
||||
// "from" and "to" quaternions are very close
|
||||
// ... so we can do a linear interpolation
|
||||
scale0 = 1.0 - p_weight;
|
||||
scale0 = 1.0f - p_weight;
|
||||
scale1 = p_weight;
|
||||
}
|
||||
// calculate final values
|
||||
@ -158,14 +158,14 @@ Quaternion Quaternion::slerpni(const Quaternion &p_to, const real_t &p_weight) c
|
||||
|
||||
real_t dot = from.dot(p_to);
|
||||
|
||||
if (Math::absf(dot) > 0.9999) {
|
||||
if (Math::absf(dot) > 0.9999f) {
|
||||
return from;
|
||||
}
|
||||
|
||||
real_t theta = Math::acos(dot),
|
||||
sinT = 1.0 / Math::sin(theta),
|
||||
sinT = 1.0f / Math::sin(theta),
|
||||
newFactor = Math::sin(p_weight * theta) * sinT,
|
||||
invFactor = Math::sin((1.0 - 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,
|
||||
@ -179,7 +179,7 @@ Quaternion Quaternion::cubic_slerp(const Quaternion &p_b, const Quaternion &p_pr
|
||||
ERR_FAIL_COND_V_MSG(!p_b.is_normalized(), Quaternion(), "The end quaternion must be normalized.");
|
||||
#endif
|
||||
//the only way to do slerp :|
|
||||
real_t t2 = (1.0 - p_weight) * p_weight * 2;
|
||||
real_t t2 = (1.0f - p_weight) * p_weight * 2;
|
||||
Quaternion sp = this->slerp(p_b, p_weight);
|
||||
Quaternion sq = p_pre_a.slerpni(p_post_b, p_weight);
|
||||
return sp.slerpni(sq, t2);
|
||||
@ -209,8 +209,8 @@ Quaternion::Quaternion(const Vector3 &p_axis, real_t p_angle) {
|
||||
z = 0;
|
||||
w = 0;
|
||||
} else {
|
||||
real_t sin_angle = Math::sin(p_angle * 0.5);
|
||||
real_t cos_angle = Math::cos(p_angle * 0.5);
|
||||
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;
|
||||
@ -224,9 +224,9 @@ Quaternion::Quaternion(const Vector3 &p_axis, real_t p_angle) {
|
||||
// and similar for other axes.
|
||||
// This implementation uses YXZ convention (Z is the first rotation).
|
||||
Quaternion::Quaternion(const Vector3 &p_euler) {
|
||||
real_t half_a1 = p_euler.y * 0.5;
|
||||
real_t half_a2 = p_euler.x * 0.5;
|
||||
real_t half_a3 = p_euler.z * 0.5;
|
||||
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)
|
||||
|
@ -145,19 +145,19 @@ struct _NO_DISCARD_ Quaternion {
|
||||
Vector3 c = v0.cross(v1);
|
||||
real_t d = v0.dot(v1);
|
||||
|
||||
if (d < -1.0 + CMP_EPSILON) {
|
||||
if (d < -1.0f + CMP_EPSILON) {
|
||||
x = 0;
|
||||
y = 1;
|
||||
z = 0;
|
||||
w = 0;
|
||||
} else {
|
||||
real_t s = Math::sqrt((1.0 + d) * 2.0);
|
||||
real_t rs = 1.0 / s;
|
||||
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 * 0.5;
|
||||
w = s * 0.5f;
|
||||
}
|
||||
}
|
||||
};
|
||||
@ -192,7 +192,7 @@ void Quaternion::operator*=(const real_t &s) {
|
||||
}
|
||||
|
||||
void Quaternion::operator/=(const real_t &s) {
|
||||
*this *= 1.0 / s;
|
||||
*this *= 1.0f / s;
|
||||
}
|
||||
|
||||
Quaternion Quaternion::operator+(const Quaternion &q2) const {
|
||||
@ -215,7 +215,7 @@ Quaternion Quaternion::operator*(const real_t &s) const {
|
||||
}
|
||||
|
||||
Quaternion Quaternion::operator/(const real_t &s) const {
|
||||
return *this * (1.0 / s);
|
||||
return *this * (1.0f / s);
|
||||
}
|
||||
|
||||
bool Quaternion::operator==(const Quaternion &p_quaternion) const {
|
||||
|
@ -49,7 +49,7 @@ struct _NO_DISCARD_ Rect2 {
|
||||
|
||||
real_t get_area() const { return size.width * size.height; }
|
||||
|
||||
_FORCE_INLINE_ Vector2 get_center() const { return position + (size * 0.5); }
|
||||
_FORCE_INLINE_ Vector2 get_center() const { return position + (size * 0.5f); }
|
||||
|
||||
inline bool intersects(const Rect2 &p_rect, const bool p_include_borders = false) const {
|
||||
#ifdef MATH_CHECKS
|
||||
@ -285,7 +285,7 @@ struct _NO_DISCARD_ Rect2 {
|
||||
}
|
||||
|
||||
Vector2 get_support(const Vector2 &p_normal) const {
|
||||
Vector2 half_extents = size * 0.5;
|
||||
Vector2 half_extents = size * 0.5f;
|
||||
Vector2 ofs = position + half_extents;
|
||||
return Vector2(
|
||||
(p_normal.x > 0) ? -half_extents.x : half_extents.x,
|
||||
@ -307,14 +307,14 @@ struct _NO_DISCARD_ Rect2 {
|
||||
|
||||
Vector2 r = (b - a);
|
||||
float l = r.length();
|
||||
if (l == 0.0) {
|
||||
if (l == 0.0f) {
|
||||
continue;
|
||||
}
|
||||
|
||||
//check inside
|
||||
Vector2 tg = r.orthogonal();
|
||||
float s = tg.dot(center) - tg.dot(a);
|
||||
if (s < 0.0) {
|
||||
if (s < 0.0f) {
|
||||
side_plus++;
|
||||
} else {
|
||||
side_minus++;
|
||||
@ -322,7 +322,7 @@ struct _NO_DISCARD_ Rect2 {
|
||||
|
||||
//check ray box
|
||||
r /= l;
|
||||
Vector2 ir(1.0 / r.x, 1.0 / r.y);
|
||||
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
|
||||
|
@ -50,7 +50,7 @@ void Transform2D::affine_invert() {
|
||||
#ifdef MATH_CHECKS
|
||||
ERR_FAIL_COND(det == 0);
|
||||
#endif
|
||||
real_t idet = 1.0 / det;
|
||||
real_t idet = 1.0f / det;
|
||||
|
||||
SWAP(elements[0][0], elements[1][1]);
|
||||
elements[0] *= Vector2(idet, -idet);
|
||||
@ -71,12 +71,12 @@ void Transform2D::rotate(const real_t p_phi) {
|
||||
|
||||
real_t Transform2D::get_skew() const {
|
||||
real_t det = basis_determinant();
|
||||
return Math::acos(elements[0].normalized().dot(SIGN(det) * elements[1].normalized())) - Math_PI * 0.5;
|
||||
return Math::acos(elements[0].normalized().dot(SIGN(det) * elements[1].normalized())) - Math_PI * 0.5f;
|
||||
}
|
||||
|
||||
void Transform2D::set_skew(const real_t p_angle) {
|
||||
real_t det = basis_determinant();
|
||||
elements[1] = SIGN(det) * elements[0].rotated((Math_PI * 0.5 + p_angle)).normalized() * elements[1].length();
|
||||
elements[1] = SIGN(det) * elements[0].rotated((Math_PI * 0.5f + p_angle)).normalized() * elements[1].length();
|
||||
}
|
||||
|
||||
real_t Transform2D::get_rotation() const {
|
||||
@ -268,11 +268,11 @@ Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, const
|
||||
|
||||
real_t dot = v1.dot(v2);
|
||||
|
||||
dot = CLAMP(dot, -1.0, 1.0);
|
||||
dot = CLAMP(dot, -1.0f, 1.0f);
|
||||
|
||||
Vector2 v;
|
||||
|
||||
if (dot > 0.9995) {
|
||||
if (dot > 0.9995f) {
|
||||
v = v1.lerp(v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
|
||||
} else {
|
||||
real_t angle = p_c * Math::acos(dot);
|
||||
|
@ -39,7 +39,7 @@ real_t Triangulate::get_area(const Vector<Vector2> &contour) {
|
||||
for (int p = n - 1, q = 0; q < n; p = q++) {
|
||||
A += c[p].cross(c[q]);
|
||||
}
|
||||
return A * 0.5;
|
||||
return A * 0.5f;
|
||||
}
|
||||
|
||||
/* `is_inside_triangle` decides if a point P is inside the triangle
|
||||
@ -70,9 +70,9 @@ bool Triangulate::is_inside_triangle(real_t Ax, real_t Ay,
|
||||
bCROSScp = bx * cpy - by * cpx;
|
||||
|
||||
if (include_edges) {
|
||||
return ((aCROSSbp > 0.0) && (bCROSScp > 0.0) && (cCROSSap > 0.0));
|
||||
return ((aCROSSbp > 0.0f) && (bCROSScp > 0.0f) && (cCROSSap > 0.0f));
|
||||
} else {
|
||||
return ((aCROSSbp >= 0.0) && (bCROSScp >= 0.0) && (cCROSSap >= 0.0));
|
||||
return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
|
||||
}
|
||||
}
|
||||
|
||||
@ -128,7 +128,7 @@ bool Triangulate::triangulate(const Vector<Vector2> &contour, Vector<int> &resul
|
||||
|
||||
/* we want a counter-clockwise polygon in V */
|
||||
|
||||
if (0.0 < get_area(contour)) {
|
||||
if (0.0f < get_area(contour)) {
|
||||
for (int v = 0; v < n; v++) {
|
||||
V.write[v] = v;
|
||||
}
|
||||
|
@ -163,11 +163,11 @@ Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, c
|
||||
real_t t3 = t2 * t;
|
||||
|
||||
Vector2 out;
|
||||
out = 0.5 *
|
||||
((p1 * 2.0) +
|
||||
out = 0.5f *
|
||||
((p1 * 2.0f) +
|
||||
(-p0 + p2) * t +
|
||||
(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
|
||||
(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
|
||||
(2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
|
||||
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
|
||||
return out;
|
||||
}
|
||||
|
||||
@ -194,7 +194,7 @@ Vector2 Vector2::reflect(const Vector2 &p_normal) const {
|
||||
#ifdef MATH_CHECKS
|
||||
ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector2(), "The normal Vector2 must be normalized.");
|
||||
#endif
|
||||
return 2.0 * p_normal * this->dot(p_normal) - *this;
|
||||
return 2.0f * p_normal * this->dot(p_normal) - *this;
|
||||
}
|
||||
|
||||
bool Vector2::is_equal_approx(const Vector2 &p_v) const {
|
||||
|
@ -248,7 +248,7 @@ Vector2 Vector2::lerp(const Vector2 &p_to, const real_t p_weight) const {
|
||||
Vector2 Vector2::slerp(const Vector2 &p_to, const 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 == 0.0 || end_length_sq == 0.0)) {
|
||||
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);
|
||||
}
|
||||
|
@ -93,11 +93,11 @@ Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, c
|
||||
real_t t3 = t2 * t;
|
||||
|
||||
Vector3 out;
|
||||
out = 0.5 *
|
||||
((p1 * 2.0) +
|
||||
out = 0.5f *
|
||||
((p1 * 2.0f) +
|
||||
(-p0 + p2) * t +
|
||||
(2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 +
|
||||
(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
|
||||
(2.0f * p0 - 5.0f * p1 + 4.0f * p2 - p3) * t2 +
|
||||
(-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
|
||||
return out;
|
||||
}
|
||||
|
||||
|
@ -108,22 +108,22 @@ struct _NO_DISCARD_ Vector3 {
|
||||
Vector3 n = *this;
|
||||
n /= Math::abs(n.x) + Math::abs(n.y) + Math::abs(n.z);
|
||||
Vector2 o;
|
||||
if (n.z >= 0.0) {
|
||||
if (n.z >= 0.0f) {
|
||||
o.x = n.x;
|
||||
o.y = n.y;
|
||||
} else {
|
||||
o.x = (1.0 - Math::abs(n.y)) * (n.x >= 0.0 ? 1.0 : -1.0);
|
||||
o.y = (1.0 - Math::abs(n.x)) * (n.y >= 0.0 ? 1.0 : -1.0);
|
||||
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 * 0.5 + 0.5;
|
||||
o.y = o.y * 0.5 + 0.5;
|
||||
o.x = o.x * 0.5f + 0.5f;
|
||||
o.y = o.y * 0.5f + 0.5f;
|
||||
return o;
|
||||
}
|
||||
|
||||
static _FORCE_INLINE_ Vector3 octahedron_decode(const Vector2 &p_oct) {
|
||||
Vector2 f(p_oct.x * 2.0 - 1.0, p_oct.y * 2.0 - 1.0);
|
||||
Vector2 f(p_oct.x * 2.0f - 1.0f, p_oct.y * 2.0f - 1.0f);
|
||||
Vector3 n(f.x, f.y, 1.0f - Math::abs(f.x) - Math::abs(f.y));
|
||||
float t = CLAMP(-n.z, 0.0, 1.0);
|
||||
float 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();
|
||||
@ -243,7 +243,7 @@ Vector3 Vector3::lerp(const Vector3 &p_to, const real_t p_weight) const {
|
||||
Vector3 Vector3::slerp(const Vector3 &p_to, const 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 == 0.0 || end_length_sq == 0.0)) {
|
||||
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);
|
||||
}
|
||||
@ -477,7 +477,7 @@ bool Vector3::is_normalized() const {
|
||||
}
|
||||
|
||||
Vector3 Vector3::inverse() const {
|
||||
return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
|
||||
return Vector3(1.0f / x, 1.0f / y, 1.0f / z);
|
||||
}
|
||||
|
||||
void Vector3::zero() {
|
||||
@ -500,7 +500,7 @@ Vector3 Vector3::reflect(const Vector3 &p_normal) const {
|
||||
#ifdef MATH_CHECKS
|
||||
ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector3(), "The normal Vector3 must be normalized.");
|
||||
#endif
|
||||
return 2.0 * p_normal * this->dot(p_normal) - *this;
|
||||
return 2.0f * p_normal * this->dot(p_normal) - *this;
|
||||
}
|
||||
|
||||
#endif // VECTOR3_H
|
||||
|
Loading…
Reference in New Issue
Block a user