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https://github.com/Relintai/gdnative_cpp.git
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Use the built in macros.
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@ -346,7 +346,7 @@ bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *
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c2[i] = (end[i] - p_from[i]) / p_dir[i];
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if (c1[i] > c2[i]) {
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std::swap(c1, c2);
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SWAP(c1, c2);
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}
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if (c1[i] > near) {
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near = c1[i];
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@ -106,9 +106,9 @@ bool Basis::is_rotation() const {
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}
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void Basis::transpose() {
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std::swap(elements[0][1], elements[1][0]);
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std::swap(elements[0][2], elements[2][0]);
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std::swap(elements[1][2], elements[2][1]);
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SWAP(elements[0][1], elements[1][0]);
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SWAP(elements[0][2], elements[2][0]);
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SWAP(elements[1][2], elements[2][1]);
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}
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Basis Basis::inverse() const {
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@ -195,11 +195,11 @@ inline bool is_equal_approx(real_t a, real_t b) {
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return true;
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}
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// Then check for approximate equality.
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real_t tolerance = CMP_EPSILON * std::abs(a);
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real_t tolerance = CMP_EPSILON * ABS(a);
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if (tolerance < CMP_EPSILON) {
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tolerance = CMP_EPSILON;
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}
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return std::abs(a - b) < tolerance;
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return ABS(a - b) < tolerance;
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}
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inline bool is_equal_approx(real_t a, real_t b, real_t tolerance) {
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@ -208,11 +208,11 @@ inline bool is_equal_approx(real_t a, real_t b, real_t tolerance) {
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return true;
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}
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// Then check for approximate equality.
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return std::abs(a - b) < tolerance;
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return ABS(a - b) < tolerance;
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}
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inline bool is_zero_approx(real_t s) {
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return std::abs(s) < CMP_EPSILON;
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return ABS(s) < CMP_EPSILON;
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}
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inline double smoothstep(double p_from, double p_to, double p_weight) {
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@ -231,11 +231,11 @@ inline float smoothstep(float p_from, float p_to, float p_weight) {
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}
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inline double move_toward(double p_from, double p_to, double p_delta) {
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return std::abs(p_to - p_from) <= p_delta ? p_to : p_from + sign(p_to - p_from) * p_delta;
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return ABS(p_to - p_from) <= p_delta ? p_to : p_from + sign(p_to - p_from) * p_delta;
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}
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inline float move_toward(float p_from, float p_to, float p_delta) {
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return std::abs(p_to - p_from) <= p_delta ? p_to : p_from + sign(p_to - p_from) * p_delta;
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return ABS(p_to - p_from) <= p_delta ? p_to : p_from + sign(p_to - p_from) * p_delta;
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}
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inline double linear2db(double p_linear) {
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@ -561,7 +561,7 @@ real_t Projection::get_fov() const {
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right_plane.normalize();
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if ((matrix[8] == 0) && (matrix[9] == 0)) {
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return Mathp::rad2deg(acos(std::abs(right_plane.normal.x))) * 2.0;
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return Mathp::rad2deg(acos(ABS(right_plane.normal.x))) * 2.0;
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} else {
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// our frustum is asymmetrical need to calculate the left planes angle separately..
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Plane left_plane = Plane(matrix[3] + matrix[0],
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@ -570,7 +570,7 @@ real_t Projection::get_fov() const {
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matrix[15] + matrix[12]);
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left_plane.normalize();
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return Mathp::rad2deg(acos(std::abs(left_plane.normal.x))) + Mathp::rad2deg(acos(std::abs(right_plane.normal.x)));
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return Mathp::rad2deg(acos(ABS(left_plane.normal.x))) + Mathp::rad2deg(acos(ABS(right_plane.normal.x)));
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}
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}
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@ -39,10 +39,6 @@
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#include <vector>
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namespace {
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} // namespace
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struct Projection {
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enum Planes {
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PLANE_NEAR,
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@ -122,7 +122,7 @@ Quaternion Quaternion::normalized() const {
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}
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bool Quaternion::is_normalized() const {
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return std::abs(length_squared() - 1.0) < 0.00001;
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return ABS(length_squared() - 1.0) < 0.00001;
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}
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Quaternion Quaternion::inverse() const {
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@ -35,10 +35,6 @@
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#include "vector3.h"
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// #include "basis.h"
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class Quaternion {
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public:
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static const Quaternion IDENTITY;
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@ -120,6 +116,4 @@ public:
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}
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};
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#endif // QUAT_H
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@ -115,7 +115,7 @@ Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {
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void Transform2D::invert() {
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// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
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// Transform2D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
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std::swap(elements[0][1], elements[1][0]);
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SWAP(elements[0][1], elements[1][0]);
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elements[2] = basis_xform(-elements[2]);
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}
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@ -130,7 +130,7 @@ void Transform2D::affine_invert() {
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ERR_FAIL_COND(det == 0);
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real_t idet = 1.0 / det;
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std::swap(elements[0][0], elements[1][1]);
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SWAP(elements[0][0], elements[1][1]);
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elements[0] *= Vector2(idet, -idet);
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elements[1] *= Vector2(-idet, idet);
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@ -37,8 +37,6 @@
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#include <math_funcs.h>
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class Basis;
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class String;
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@ -257,7 +255,7 @@ struct Vector3 {
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}
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inline real_t angle_to(const Vector3 &b) const {
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return std::atan2(cross(b).length(), dot(b));
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return Mathp::atan2(cross(b).length(), dot(b));
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}
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inline Vector3 direction_to(const Vector3 &p_b) const {
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@ -275,7 +273,7 @@ struct Vector3 {
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}
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inline bool is_normalized() const {
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return std::abs(length_squared() - 1.f) < 0.00001f;
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return ABS(length_squared() - 1.f) < 0.00001f;
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}
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Basis outer(const Vector3 &b) const;
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@ -336,6 +334,4 @@ inline Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) {
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return p_a.cross(p_b);
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}
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#endif // VECTOR3_H
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