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mirror of https://github.com/godotengine/godot.git synced 2025-11-08 12:40:44 +00:00

Replace float with real_t, default Vectors, other misc C# improvements

Replace float with real_t in most files, defined at the top of each file via using. Objects such as Vector3 now accept doubles as inputs, and convert to real_t internally. I've added default Vectors such as Vector3.Zero. Other misc C# improvements such as Mathf.RoundToInt(). Color continues to use float only because high precision is not needed for 8-bit color math and to keep things simple. Everything seems to compile and work fine, but testing is requested, as this is the first time I've ever contributed to Godot.
This commit is contained in:
Aaron Franke
2018-03-01 01:51:35 -06:00
parent c094e90b25
commit ff97c97c93
13 changed files with 473 additions and 291 deletions

View File

@@ -1,6 +1,12 @@
using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
namespace Godot
{
[StructLayout(LayoutKind.Sequential)]
@@ -98,7 +104,7 @@ namespace Godot
}
}
public float this[int index, int axis]
public real_t this[int index, int axis]
{
get
{
@@ -143,7 +149,7 @@ namespace Godot
);
}
public float Determinant()
public real_t Determinant()
{
return this[0, 0] * (this[1, 1] * this[2, 2] - this[2, 1] * this[1, 2]) -
this[1, 0] * (this[0, 1] * this[2, 2] - this[2, 1] * this[0, 2]) +
@@ -162,7 +168,7 @@ namespace Godot
Vector3 euler;
euler.z = 0.0f;
float mxy = m.y[2];
real_t mxy = m.y[2];
if (mxy < 1.0f)
@@ -196,7 +202,7 @@ namespace Godot
{
for (int j = 0; j < 3; j++)
{
float v = orth[i, j];
real_t v = orth[i, j];
if (v > 0.5f)
v = 1.0f;
@@ -222,26 +228,26 @@ namespace Godot
{
Basis inv = this;
float[] co = new float[3]
real_t[] co = new real_t[3]
{
inv[1, 1] * inv[2, 2] - inv[1, 2] * inv[2, 1],
inv[1, 2] * inv[2, 0] - inv[1, 0] * inv[2, 2],
inv[1, 0] * inv[2, 1] - inv[1, 1] * inv[2, 0]
};
float det = inv[0, 0] * co[0] + inv[0, 1] * co[1] + inv[0, 2] * co[2];
real_t det = inv[0, 0] * co[0] + inv[0, 1] * co[1] + inv[0, 2] * co[2];
if (det == 0)
{
return new Basis
(
float.NaN, float.NaN, float.NaN,
float.NaN, float.NaN, float.NaN,
float.NaN, float.NaN, float.NaN
real_t.NaN, real_t.NaN, real_t.NaN,
real_t.NaN, real_t.NaN, real_t.NaN,
real_t.NaN, real_t.NaN, real_t.NaN
);
}
float s = 1.0f / det;
real_t s = 1.0f / det;
inv = new Basis
(
@@ -274,7 +280,7 @@ namespace Godot
return Basis.CreateFromAxes(xAxis, yAxis, zAxis);
}
public Basis Rotated(Vector3 axis, float phi)
public Basis Rotated(Vector3 axis, real_t phi)
{
return new Basis(axis, phi) * this;
}
@@ -296,17 +302,17 @@ namespace Godot
return m;
}
public float Tdotx(Vector3 with)
public real_t Tdotx(Vector3 with)
{
return this[0, 0] * with[0] + this[1, 0] * with[1] + this[2, 0] * with[2];
}
public float Tdoty(Vector3 with)
public real_t Tdoty(Vector3 with)
{
return this[0, 1] * with[0] + this[1, 1] * with[1] + this[2, 1] * with[2];
}
public float Tdotz(Vector3 with)
public real_t Tdotz(Vector3 with)
{
return this[0, 2] * with[0] + this[1, 2] * with[1] + this[2, 2] * with[2];
}
@@ -315,7 +321,7 @@ namespace Godot
{
Basis tr = this;
float temp = this[0, 1];
real_t temp = this[0, 1];
this[0, 1] = this[1, 0];
this[1, 0] = temp;
@@ -350,76 +356,77 @@ namespace Godot
);
}
public Quat Quat() {
float trace = x[0] + y[1] + z[2];
if (trace > 0.0f) {
float s = Mathf.Sqrt(trace + 1.0f) * 2f;
float inv_s = 1f / s;
return new Quat(
(z[1] - y[2]) * inv_s,
(x[2] - z[0]) * inv_s,
(y[0] - x[1]) * inv_s,
s * 0.25f
);
} else if (x[0] > y[1] && x[0] > z[2]) {
float s = Mathf.Sqrt(x[0] - y[1] - z[2] + 1.0f) * 2f;
float inv_s = 1f / s;
return new Quat(
s * 0.25f,
(x[1] + y[0]) * inv_s,
(x[2] + z[0]) * inv_s,
(z[1] - y[2]) * inv_s
);
} else if (y[1] > z[2]) {
float s = Mathf.Sqrt(-x[0] + y[1] - z[2] + 1.0f) * 2f;
float inv_s = 1f / s;
return new Quat(
(x[1] + y[0]) * inv_s,
s * 0.25f,
(y[2] + z[1]) * inv_s,
(x[2] - z[0]) * inv_s
);
} else {
float s = Mathf.Sqrt(-x[0] - y[1] + z[2] + 1.0f) * 2f;
float inv_s = 1f / s;
return new Quat(
(x[2] + z[0]) * inv_s,
(y[2] + z[1]) * inv_s,
s * 0.25f,
(y[0] - x[1]) * inv_s
);
}
}
public Quat Quat() {
real_t trace = x[0] + y[1] + z[2];
if (trace > 0.0f) {
real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
(z[1] - y[2]) * inv_s,
(x[2] - z[0]) * inv_s,
(y[0] - x[1]) * inv_s,
s * 0.25f
);
} else if (x[0] > y[1] && x[0] > z[2]) {
real_t s = Mathf.Sqrt(x[0] - y[1] - z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
s * 0.25f,
(x[1] + y[0]) * inv_s,
(x[2] + z[0]) * inv_s,
(z[1] - y[2]) * inv_s
);
} else if (y[1] > z[2]) {
real_t s = Mathf.Sqrt(-x[0] + y[1] - z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
(x[1] + y[0]) * inv_s,
s * 0.25f,
(y[2] + z[1]) * inv_s,
(x[2] - z[0]) * inv_s
);
} else {
real_t s = Mathf.Sqrt(-x[0] - y[1] + z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s;
return new Quat(
(x[2] + z[0]) * inv_s,
(y[2] + z[1]) * inv_s,
s * 0.25f,
(y[0] - x[1]) * inv_s
);
}
}
// Constructors
public Basis(Quat quat)
{
float s = 2.0f / quat.LengthSquared();
real_t s = 2.0f / quat.LengthSquared();
float xs = quat.x * s;
float ys = quat.y * s;
float zs = quat.z * s;
float wx = quat.w * xs;
float wy = quat.w * ys;
float wz = quat.w * zs;
float xx = quat.x * xs;
float xy = quat.x * ys;
float xz = quat.x * zs;
float yy = quat.y * ys;
float yz = quat.y * zs;
float zz = quat.z * zs;
real_t xs = quat.x * s;
real_t ys = quat.y * s;
real_t zs = quat.z * s;
real_t wx = quat.w * xs;
real_t wy = quat.w * ys;
real_t wz = quat.w * zs;
real_t xx = quat.x * xs;
real_t xy = quat.x * ys;
real_t xz = quat.x * zs;
real_t yy = quat.y * ys;
real_t yz = quat.y * zs;
real_t zz = quat.z * zs;
this.x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
this.y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
this.z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
}
public Basis(Vector3 axis, float phi)
public Basis(Vector3 axis, real_t phi)
{
Vector3 axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
float cosine = Mathf.Cos(phi);
float sine = Mathf.Sin(phi);
real_t cosine = Mathf.Cos( (real_t)phi);
real_t sine = Mathf.Sin( (real_t)phi);
this.x = new Vector3
(
@@ -450,7 +457,7 @@ namespace Godot
this.z = zAxis;
}
public Basis(float xx, float xy, float xz, float yx, float yy, float yz, float zx, float zy, float zz)
public Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz)
{
this.x = new Vector3(xx, yx, zx);
this.y = new Vector3(xy, yy, zy);