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