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mirror of https://github.com/godotengine/godot.git synced 2025-11-18 14:21:41 +00:00

Float literals - fix math classes to allow 32 bit calculations

Converts float literals from double format (e.g. 0.0) to float format (e.g. 0.0f) where appropriate for 32 bit calculations, and cast to (real_t) or (float) as appropriate.

This ensures that appropriate calculations will be done at 32 bits when real_t is compiled as float, rather than promoted to 64 bits.
This commit is contained in:
lawnjelly
2022-02-24 08:41:35 +00:00
parent ae9fa90091
commit d24c715678
25 changed files with 264 additions and 264 deletions

View File

@@ -37,16 +37,16 @@
(elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1])
void Basis::from_z(const Vector3 &p_z) {
if (Math::abs(p_z.z) > Math_SQRT12) {
if (Math::abs(p_z.z) > (real_t)Math_SQRT12) {
// choose p in y-z plane
real_t a = p_z[1] * p_z[1] + p_z[2] * p_z[2];
real_t k = 1.0 / Math::sqrt(a);
real_t k = 1 / Math::sqrt(a);
elements[0] = Vector3(0, -p_z[2] * k, p_z[1] * k);
elements[1] = Vector3(a * k, -p_z[0] * elements[0][2], p_z[0] * elements[0][1]);
} else {
// choose p in x-y plane
real_t a = p_z.x * p_z.x + p_z.y * p_z.y;
real_t k = 1.0 / Math::sqrt(a);
real_t k = 1 / Math::sqrt(a);
elements[0] = Vector3(-p_z.y * k, p_z.x * k, 0);
elements[1] = Vector3(-p_z.z * elements[0].y, p_z.z * elements[0].x, a * k);
}
@@ -63,7 +63,7 @@ void Basis::invert() {
#ifdef MATH_CHECKS
ERR_FAIL_COND(det == 0);
#endif
real_t s = 1.0 / det;
real_t s = 1 / det;
set(co[0] * s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s,
co[1] * s, cofac(0, 0, 2, 2) * s, cofac(0, 2, 1, 0) * s,
@@ -113,13 +113,13 @@ bool Basis::is_rotation() const {
}
bool Basis::is_symmetric() const {
if (!Math::is_equal_approx_ratio(elements[0][1], elements[1][0], UNIT_EPSILON)) {
if (!Math::is_equal_approx_ratio(elements[0][1], elements[1][0], (real_t)UNIT_EPSILON)) {
return false;
}
if (!Math::is_equal_approx_ratio(elements[0][2], elements[2][0], UNIT_EPSILON)) {
if (!Math::is_equal_approx_ratio(elements[0][2], elements[2][0], (real_t)UNIT_EPSILON)) {
return false;
}
if (!Math::is_equal_approx_ratio(elements[1][2], elements[2][1], UNIT_EPSILON)) {
if (!Math::is_equal_approx_ratio(elements[1][2], elements[2][1], (real_t)UNIT_EPSILON)) {
return false;
}
@@ -138,7 +138,7 @@ Basis Basis::diagonalize() {
int ite = 0;
Basis acc_rot;
while (off_matrix_norm_2 > CMP_EPSILON2 && ite++ < ite_max) {
while (off_matrix_norm_2 > (real_t)CMP_EPSILON2 && ite++ < ite_max) {
real_t el01_2 = elements[0][1] * elements[0][1];
real_t el02_2 = elements[0][2] * elements[0][2];
real_t el12_2 = elements[1][2] * elements[1][2];
@@ -167,7 +167,7 @@ Basis Basis::diagonalize() {
if (Math::is_equal_approx(elements[j][j], elements[i][i])) {
angle = Math_PI / 4;
} else {
angle = 0.5 * Math::atan(2 * elements[i][j] / (elements[j][j] - elements[i][i]));
angle = 0.5f * Math::atan(2 * elements[i][j] / (elements[j][j] - elements[i][i]));
}
// Compute the rotation matrix
@@ -412,10 +412,10 @@ Vector3 Basis::get_euler_xyz() const {
Vector3 euler;
real_t sy = elements[0][2];
if (sy < (1.0 - CMP_EPSILON)) {
if (sy > -(1.0 - CMP_EPSILON)) {
if (sy < (1 - (real_t)CMP_EPSILON)) {
if (sy > -(1 - (real_t)CMP_EPSILON)) {
// is this a pure Y rotation?
if (elements[1][0] == 0.0 && elements[0][1] == 0.0 && elements[1][2] == 0 && elements[2][1] == 0 && elements[1][1] == 1) {
if (elements[1][0] == 0 && elements[0][1] == 0 && elements[1][2] == 0 && elements[2][1] == 0 && elements[1][1] == 1) {
// return the simplest form (human friendlier in editor and scripts)
euler.x = 0;
euler.y = atan2(elements[0][2], elements[0][0]);
@@ -447,15 +447,15 @@ void Basis::set_euler_xyz(const Vector3 &p_euler) {
c = Math::cos(p_euler.x);
s = Math::sin(p_euler.x);
Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c);
Basis xmat(1, 0, 0, 0, c, -s, 0, s, c);
c = Math::cos(p_euler.y);
s = Math::sin(p_euler.y);
Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c);
Basis ymat(c, 0, s, 0, 1, 0, -s, 0, c);
c = Math::cos(p_euler.z);
s = Math::sin(p_euler.z);
Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0);
Basis zmat(c, -s, 0, s, c, 0, 0, 0, 1);
//optimizer will optimize away all this anyway
*this = xmat * (ymat * zmat);
@@ -471,8 +471,8 @@ Vector3 Basis::get_euler_xzy() const {
Vector3 euler;
real_t sz = elements[0][1];
if (sz < (1.0 - CMP_EPSILON)) {
if (sz > -(1.0 - CMP_EPSILON)) {
if (sz < (1 - (real_t)CMP_EPSILON)) {
if (sz > -(1 - (real_t)CMP_EPSILON)) {
euler.x = Math::atan2(elements[2][1], elements[1][1]);
euler.y = Math::atan2(elements[0][2], elements[0][0]);
euler.z = Math::asin(-sz);
@@ -496,15 +496,15 @@ void Basis::set_euler_xzy(const Vector3 &p_euler) {
c = Math::cos(p_euler.x);
s = Math::sin(p_euler.x);
Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c);
Basis xmat(1, 0, 0, 0, c, -s, 0, s, c);
c = Math::cos(p_euler.y);
s = Math::sin(p_euler.y);
Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c);
Basis ymat(c, 0, s, 0, 1, 0, -s, 0, c);
c = Math::cos(p_euler.z);
s = Math::sin(p_euler.z);
Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0);
Basis zmat(c, -s, 0, s, c, 0, 0, 0, 1);
*this = xmat * zmat * ymat;
}
@@ -519,8 +519,8 @@ Vector3 Basis::get_euler_yzx() const {
Vector3 euler;
real_t sz = elements[1][0];
if (sz < (1.0 - CMP_EPSILON)) {
if (sz > -(1.0 - CMP_EPSILON)) {
if (sz < (1 - (real_t)CMP_EPSILON)) {
if (sz > -(1 - (real_t)CMP_EPSILON)) {
euler.x = Math::atan2(-elements[1][2], elements[1][1]);
euler.y = Math::atan2(-elements[2][0], elements[0][0]);
euler.z = Math::asin(sz);
@@ -544,15 +544,15 @@ void Basis::set_euler_yzx(const Vector3 &p_euler) {
c = Math::cos(p_euler.x);
s = Math::sin(p_euler.x);
Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c);
Basis xmat(1, 0, 0, 0, c, -s, 0, s, c);
c = Math::cos(p_euler.y);
s = Math::sin(p_euler.y);
Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c);
Basis ymat(c, 0, s, 0, 1, 0, -s, 0, c);
c = Math::cos(p_euler.z);
s = Math::sin(p_euler.z);
Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0);
Basis zmat(c, -s, 0, s, c, 0, 0, 0, 1);
*this = ymat * zmat * xmat;
}
@@ -572,8 +572,8 @@ Vector3 Basis::get_euler_yxz() const {
real_t m12 = elements[1][2];
if (m12 < (1 - CMP_EPSILON)) {
if (m12 > -(1 - CMP_EPSILON)) {
if (m12 < (1 - (real_t)CMP_EPSILON)) {
if (m12 > -(1 - (real_t)CMP_EPSILON)) {
// is this a pure X rotation?
if (elements[1][0] == 0 && elements[0][1] == 0 && elements[0][2] == 0 && elements[2][0] == 0 && elements[0][0] == 1) {
// return the simplest form (human friendlier in editor and scripts)
@@ -608,15 +608,15 @@ void Basis::set_euler_yxz(const Vector3 &p_euler) {
c = Math::cos(p_euler.x);
s = Math::sin(p_euler.x);
Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c);
Basis xmat(1, 0, 0, 0, c, -s, 0, s, c);
c = Math::cos(p_euler.y);
s = Math::sin(p_euler.y);
Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c);
Basis ymat(c, 0, s, 0, 1, 0, -s, 0, c);
c = Math::cos(p_euler.z);
s = Math::sin(p_euler.z);
Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0);
Basis zmat(c, -s, 0, s, c, 0, 0, 0, 1);
//optimizer will optimize away all this anyway
*this = ymat * xmat * zmat;
@@ -631,8 +631,8 @@ Vector3 Basis::get_euler_zxy() const {
// -cx*sy sx cx*cy
Vector3 euler;
real_t sx = elements[2][1];
if (sx < (1.0 - CMP_EPSILON)) {
if (sx > -(1.0 - CMP_EPSILON)) {
if (sx < (1 - (real_t)CMP_EPSILON)) {
if (sx > -(1 - (real_t)CMP_EPSILON)) {
euler.x = Math::asin(sx);
euler.y = Math::atan2(-elements[2][0], elements[2][2]);
euler.z = Math::atan2(-elements[0][1], elements[1][1]);
@@ -656,15 +656,15 @@ void Basis::set_euler_zxy(const Vector3 &p_euler) {
c = Math::cos(p_euler.x);
s = Math::sin(p_euler.x);
Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c);
Basis xmat(1, 0, 0, 0, c, -s, 0, s, c);
c = Math::cos(p_euler.y);
s = Math::sin(p_euler.y);
Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c);
Basis ymat(c, 0, s, 0, 1, 0, -s, 0, c);
c = Math::cos(p_euler.z);
s = Math::sin(p_euler.z);
Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0);
Basis zmat(c, -s, 0, s, c, 0, 0, 0, 1);
*this = zmat * xmat * ymat;
}
@@ -678,8 +678,8 @@ Vector3 Basis::get_euler_zyx() const {
// -sy cy*sx cy*cx
Vector3 euler;
real_t sy = elements[2][0];
if (sy < (1.0 - CMP_EPSILON)) {
if (sy > -(1.0 - CMP_EPSILON)) {
if (sy < (1 - (real_t)CMP_EPSILON)) {
if (sy > -(1 - (real_t)CMP_EPSILON)) {
euler.x = Math::atan2(elements[2][1], elements[2][2]);
euler.y = Math::asin(-sy);
euler.z = Math::atan2(elements[1][0], elements[0][0]);
@@ -703,15 +703,15 @@ void Basis::set_euler_zyx(const Vector3 &p_euler) {
c = Math::cos(p_euler.x);
s = Math::sin(p_euler.x);
Basis xmat(1.0, 0.0, 0.0, 0.0, c, -s, 0.0, s, c);
Basis xmat(1, 0, 0, 0, c, -s, 0, s, c);
c = Math::cos(p_euler.y);
s = Math::sin(p_euler.y);
Basis ymat(c, 0.0, s, 0.0, 1.0, 0.0, -s, 0.0, c);
Basis ymat(c, 0, s, 0, 1, 0, -s, 0, c);
c = Math::cos(p_euler.z);
s = Math::sin(p_euler.z);
Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0);
Basis zmat(c, -s, 0, s, c, 0, 0, 0, 1);
*this = zmat * ymat * xmat;
}
@@ -772,10 +772,10 @@ Quat Basis::get_quat() const {
real_t trace = m.elements[0][0] + m.elements[1][1] + m.elements[2][2];
real_t temp[4];
if (trace > 0.0) {
real_t s = Math::sqrt(trace + 1.0);
temp[3] = (s * 0.5);
s = 0.5 / s;
if (trace > 0) {
real_t s = Math::sqrt(trace + 1);
temp[3] = (s * 0.5f);
s = 0.5f / s;
temp[0] = ((m.elements[2][1] - m.elements[1][2]) * s);
temp[1] = ((m.elements[0][2] - m.elements[2][0]) * s);
@@ -787,9 +787,9 @@ Quat Basis::get_quat() const {
int j = (i + 1) % 3;
int k = (i + 2) % 3;
real_t s = Math::sqrt(m.elements[i][i] - m.elements[j][j] - m.elements[k][k] + 1.0);
temp[i] = s * 0.5;
s = 0.5 / s;
real_t s = Math::sqrt(m.elements[i][i] - m.elements[j][j] - m.elements[k][k] + 1);
temp[i] = s * 0.5f;
s = 0.5f / s;
temp[3] = (m.elements[k][j] - m.elements[j][k]) * s;
temp[j] = (m.elements[j][i] + m.elements[i][j]) * s;
@@ -832,10 +832,10 @@ int Basis::get_orthogonal_index() const {
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
real_t v = orth[i][j];
if (v > 0.5) {
v = 1.0;
} else if (v < -0.5) {
v = -1.0;
if (v > 0.5f) {
v = 1;
} else if (v < -0.5f) {
v = -1;
} else {
v = 0;
}
@@ -940,14 +940,14 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
void Basis::set_quat(const Quat &p_quat) {
real_t d = p_quat.length_squared();
real_t s = 2.0 / d;
real_t s = 2 / d;
real_t xs = p_quat.x * s, ys = p_quat.y * s, zs = p_quat.z * s;
real_t wx = p_quat.w * xs, wy = p_quat.w * ys, wz = p_quat.w * zs;
real_t xx = p_quat.x * xs, xy = p_quat.x * ys, xz = p_quat.x * zs;
real_t yy = p_quat.y * ys, yz = p_quat.y * zs, zz = p_quat.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 - (yy + zz), xy - wz, xz + wy,
xy + wz, 1 - (xx + zz), yz - wx,
xz - wy, yz + wx, 1 - (xx + yy));
}
void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
@@ -957,9 +957,9 @@ 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 - axis_sq.x);
elements[1][1] = axis_sq.y + cosine * (1 - axis_sq.y);
elements[2][2] = axis_sq.z + cosine * (1 - axis_sq.z);
real_t sine = Math::sin(p_phi);
real_t t = 1 - cosine;