Fix mono basis GetEuler bug and marshalling/unmarshalling

(cherry picked from commit 91f271fa9e)
This commit is contained in:
Carter Anderson 2018-03-07 18:49:28 -08:00 committed by Hein-Pieter van Braam
parent 577f3ccaf9
commit c7adcc8dca

View file

@ -47,9 +47,27 @@ namespace Godot
new Basis(0f, -1f, 0f, 0f, 0f, -1f, 1f, 0f, 0f) new Basis(0f, -1f, 0f, 0f, 0f, -1f, 1f, 0f, 0f)
}; };
public Vector3 x; public Vector3 x
public Vector3 y; {
public Vector3 z; get => GetAxis(0);
set => SetAxis(0, value);
}
public Vector3 y
{
get => GetAxis(1);
set => SetAxis(1, value);
}
public Vector3 z
{
get => GetAxis(2);
set => SetAxis(2, value);
}
private Vector3 _x;
private Vector3 _y;
private Vector3 _z;
public static Basis Identity public static Basis Identity
{ {
@ -76,11 +94,11 @@ namespace Godot
switch (index) switch (index)
{ {
case 0: case 0:
return x; return _x;
case 1: case 1:
return y; return _y;
case 2: case 2:
return z; return _z;
default: default:
throw new IndexOutOfRangeException(); throw new IndexOutOfRangeException();
} }
@ -90,13 +108,13 @@ namespace Godot
switch (index) switch (index)
{ {
case 0: case 0:
x = value; _x = value;
return; return;
case 1: case 1:
y = value; _y = value;
return; return;
case 2: case 2:
z = value; _z = value;
return; return;
default: default:
throw new IndexOutOfRangeException(); throw new IndexOutOfRangeException();
@ -111,11 +129,11 @@ namespace Godot
switch (index) switch (index)
{ {
case 0: case 0:
return x[axis]; return _x[axis];
case 1: case 1:
return y[axis]; return _y[axis];
case 2: case 2:
return z[axis]; return _z[axis];
default: default:
throw new IndexOutOfRangeException(); throw new IndexOutOfRangeException();
} }
@ -125,13 +143,13 @@ namespace Godot
switch (index) switch (index)
{ {
case 0: case 0:
x[axis] = value; _x[axis] = value;
return; return;
case 1: case 1:
y[axis] = value; _y[axis] = value;
return; return;
case 2: case 2:
z[axis] = value; _z[axis] = value;
return; return;
default: default:
throw new IndexOutOfRangeException(); throw new IndexOutOfRangeException();
@ -161,6 +179,13 @@ namespace Godot
return new Vector3(this[0, axis], this[1, axis], this[2, axis]); return new Vector3(this[0, axis], this[1, axis], this[2, axis]);
} }
public void SetAxis(int axis, Vector3 value)
{
this[0, axis] = value.x;
this[1, axis] = value.y;
this[2, axis] = value.z;
}
public Vector3 GetEuler() public Vector3 GetEuler()
{ {
Basis m = this.Orthonormalized(); Basis m = this.Orthonormalized();
@ -168,7 +193,7 @@ namespace Godot
Vector3 euler; Vector3 euler;
euler.z = 0.0f; euler.z = 0.0f;
real_t mxy = m.y[2]; real_t mxy = m[1, 2];
if (mxy < 1.0f) if (mxy < 1.0f)
@ -176,19 +201,19 @@ namespace Godot
if (mxy > -1.0f) if (mxy > -1.0f)
{ {
euler.x = Mathf.Asin(-mxy); euler.x = Mathf.Asin(-mxy);
euler.y = Mathf.Atan2(m.x[2], m.z[2]); euler.y = Mathf.Atan2(m[0, 2], m[2, 2]);
euler.z = Mathf.Atan2(m.y[0], m.y[1]); euler.z = Mathf.Atan2(m[1, 0], m[1, 1]);
} }
else else
{ {
euler.x = Mathf.PI * 0.5f; euler.x = Mathf.PI * 0.5f;
euler.y = -Mathf.Atan2(-m.x[1], m.x[0]); euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
} }
} }
else else
{ {
euler.x = -Mathf.PI * 0.5f; euler.x = -Mathf.PI * 0.5f;
euler.y = -Mathf.Atan2(m.x[1], m.x[0]); euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
} }
return euler; return euler;
@ -357,48 +382,47 @@ namespace Godot
} }
public Quat Quat() { public Quat Quat() {
real_t trace = x[0] + y[1] + z[2]; real_t trace = _x[0] + _y[1] + _z[2];
if (trace > 0.0f) { if (trace > 0.0f) {
real_t s = Mathf.Sqrt(trace + 1.0f) * 2f; real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
real_t inv_s = 1f / s; real_t inv_s = 1f / s;
return new Quat( return new Quat(
(z[1] - y[2]) * inv_s, (_z[1] - _y[2]) * inv_s,
(x[2] - z[0]) * inv_s, (_x[2] - _z[0]) * inv_s,
(y[0] - x[1]) * inv_s, (_y[0] - _x[1]) * inv_s,
s * 0.25f s * 0.25f
); );
} else if (x[0] > y[1] && x[0] > z[2]) { } 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 s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s; real_t inv_s = 1f / s;
return new Quat( return new Quat(
s * 0.25f, s * 0.25f,
(x[1] + y[0]) * inv_s, (_x[1] + _y[0]) * inv_s,
(x[2] + z[0]) * inv_s, (_x[2] + _z[0]) * inv_s,
(z[1] - y[2]) * inv_s (_z[1] - _y[2]) * inv_s
); );
} else if (y[1] > z[2]) { } else if (_y[1] > _z[2]) {
real_t s = Mathf.Sqrt(-x[0] + y[1] - z[2] + 1.0f) * 2f; real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s; real_t inv_s = 1f / s;
return new Quat( return new Quat(
(x[1] + y[0]) * inv_s, (_x[1] + _y[0]) * inv_s,
s * 0.25f, s * 0.25f,
(y[2] + z[1]) * inv_s, (_y[2] + _z[1]) * inv_s,
(x[2] - z[0]) * inv_s (_x[2] - _z[0]) * inv_s
); );
} else { } else {
real_t s = Mathf.Sqrt(-x[0] - y[1] + z[2] + 1.0f) * 2f; real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
real_t inv_s = 1f / s; real_t inv_s = 1f / s;
return new Quat( return new Quat(
(x[2] + z[0]) * inv_s, (_x[2] + _z[0]) * inv_s,
(y[2] + z[1]) * inv_s, (_y[2] + _z[1]) * inv_s,
s * 0.25f, s * 0.25f,
(y[0] - x[1]) * inv_s (_y[0] - _x[1]) * inv_s
); );
} }
} }
// Constructors
public Basis(Quat quat) public Basis(Quat quat)
{ {
real_t s = 2.0f / quat.LengthSquared(); real_t s = 2.0f / quat.LengthSquared();
@ -416,9 +440,9 @@ namespace Godot
real_t yz = quat.y * zs; real_t yz = quat.y * zs;
real_t zz = quat.z * zs; real_t zz = quat.z * zs;
this.x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy); 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._y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
this.z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy)); this._z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
} }
public Basis(Vector3 axis, real_t phi) public Basis(Vector3 axis, real_t phi)
@ -428,21 +452,21 @@ namespace Godot
real_t cosine = Mathf.Cos( (real_t)phi); real_t cosine = Mathf.Cos( (real_t)phi);
real_t sine = Mathf.Sin( (real_t)phi); real_t sine = Mathf.Sin( (real_t)phi);
this.x = new Vector3 this._x = new Vector3
( (
axis_sq.x + cosine * (1.0f - axis_sq.x), axis_sq.x + cosine * (1.0f - axis_sq.x),
axis.x * axis.y * (1.0f - cosine) - axis.z * sine, axis.x * axis.y * (1.0f - cosine) - axis.z * sine,
axis.z * axis.x * (1.0f - cosine) + axis.y * sine axis.z * axis.x * (1.0f - cosine) + axis.y * sine
); );
this.y = new Vector3 this._y = new Vector3
( (
axis.x * axis.y * (1.0f - cosine) + axis.z * sine, axis.x * axis.y * (1.0f - cosine) + axis.z * sine,
axis_sq.y + cosine * (1.0f - axis_sq.y), axis_sq.y + cosine * (1.0f - axis_sq.y),
axis.y * axis.z * (1.0f - cosine) - axis.x * sine axis.y * axis.z * (1.0f - cosine) - axis.x * sine
); );
this.z = new Vector3 this._z = new Vector3
( (
axis.z * axis.x * (1.0f - cosine) - axis.y * sine, axis.z * axis.x * (1.0f - cosine) - axis.y * sine,
axis.y * axis.z * (1.0f - cosine) + axis.x * sine, axis.y * axis.z * (1.0f - cosine) + axis.x * sine,
@ -452,16 +476,16 @@ namespace Godot
public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis) public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
{ {
this.x = xAxis; this._x = xAxis;
this.y = yAxis; this._y = yAxis;
this.z = zAxis; this._z = zAxis;
} }
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) 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, xy, xz); this._x = new Vector3(xx, xy, xz);
this.y = new Vector3(yx, yy, yz); this._y = new Vector3(yx, yy, yz);
this.z = new Vector3(zx, zy, zz); this._z = new Vector3(zx, zy, zz);
} }
public static Basis operator *(Basis left, Basis right) public static Basis operator *(Basis left, Basis right)
@ -496,21 +520,21 @@ namespace Godot
public bool Equals(Basis other) public bool Equals(Basis other)
{ {
return x.Equals(other.x) && y.Equals(other.y) && z.Equals(other.z); return _x.Equals(other[0]) && _y.Equals(other[1]) && _z.Equals(other[2]);
} }
public override int GetHashCode() public override int GetHashCode()
{ {
return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode(); return _x.GetHashCode() ^ _y.GetHashCode() ^ _z.GetHashCode();
} }
public override string ToString() public override string ToString()
{ {
return String.Format("({0}, {1}, {2})", new object[] return String.Format("({0}, {1}, {2})", new object[]
{ {
this.x.ToString(), this._x.ToString(),
this.y.ToString(), this._y.ToString(),
this.z.ToString() this._z.ToString()
}); });
} }
@ -518,9 +542,9 @@ namespace Godot
{ {
return String.Format("({0}, {1}, {2})", new object[] return String.Format("({0}, {1}, {2})", new object[]
{ {
this.x.ToString(format), this._x.ToString(format),
this.y.ToString(format), this._y.ToString(format),
this.z.ToString(format) this._z.ToString(format)
}); });
} }
} }