/*************************************************************************/ /* test_math.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "test_math.h" #include "camera_matrix.h" #include "math_funcs.h" #include "matrix3.h" #include "os/keyboard.h" #include "os/os.h" #include "print_string.h" #include "scene/main/node.h" #include "scene/resources/texture.h" #include "servers/visual/shader_language.h" #include "transform.h" #include "ustring.h" #include "variant.h" #include "vmap.h" #include "method_ptrcall.h" namespace TestMath { void test_vec(Plane p_vec) { CameraMatrix cm; cm.set_perspective(45, 1, 0, 100); Plane v0 = cm.xform4(p_vec); print_line("out: " + v0); v0.normal.z = (v0.d / 100.0 * 2.0 - 1.0) * v0.d; print_line("out_F: " + v0); /*v0: 0, 0, -0.1, 0.1 v1: 0, 0, 0, 0.1 fix: 0, 0, 0, 0.1 v0: 0, 0, 1.302803, 1.5 v1: 0, 0, 1.401401, 1.5 fix: 0, 0, 1.401401, 1.5 v0: 0, 0, 25.851850, 26 v1: 0, 0, 25.925926, 26 fix: 0, 0, 25.925924, 26 v0: 0, 0, 49.899902, 50 v1: 0, 0, 49.949947, 50 fix: 0, 0, 49.949951, 50 v0: 0, 0, 100, 100 v1: 0, 0, 100, 100 fix: 0, 0, 100, 100 */ } uint32_t ihash(uint32_t a) { a = (a + 0x7ed55d16) + (a << 12); a = (a ^ 0xc761c23c) ^ (a >> 19); a = (a + 0x165667b1) + (a << 5); a = (a + 0xd3a2646c) ^ (a << 9); a = (a + 0xfd7046c5) + (a << 3); a = (a ^ 0xb55a4f09) ^ (a >> 16); return a; } uint32_t ihash2(uint32_t a) { a = (a ^ 61) ^ (a >> 16); a = a + (a << 3); a = a ^ (a >> 4); a = a * 0x27d4eb2d; a = a ^ (a >> 15); return a; } uint32_t ihash3(uint32_t a) { a = (a + 0x479ab41d) + (a << 8); a = (a ^ 0xe4aa10ce) ^ (a >> 5); a = (a + 0x9942f0a6) - (a << 14); a = (a ^ 0x5aedd67d) ^ (a >> 3); a = (a + 0x17bea992) + (a << 7); return a; } MainLoop *test() { print_line(itos(Math::step_decimals(0.0001))); return NULL; { Vector hashes; List tl; ObjectTypeDB::get_type_list(&tl); for (List::Element *E = tl.front(); E; E = E->next()) { Vector m5b = E->get().operator String().md5_buffer(); hashes.push_back(hashes.size()); } //hashes.resize(50); for (int i = nearest_shift(hashes.size()); i < 20; i++) { bool success = true; for (int s = 0; s < 10000; s++) { Set existing; success = true; for (int j = 0; j < hashes.size(); j++) { uint32_t eh = ihash2(ihash3(hashes[j] + ihash(s) + s)) & ((1 << i) - 1); if (existing.has(eh)) { success = false; break; } existing.insert(eh); } if (success) { print_line("success at " + itos(i) + "/" + itos(nearest_shift(hashes.size())) + " shift " + itos(s)); break; } } if (success) break; } print_line("DONE"); return NULL; } { // print_line("NUM: "+itos(237641278346127)); print_line("NUM: " + itos(-128)); return NULL; } { Vector3 v(1, 2, 3); v.normalize(); float a = 0.3; //Quat q(v,a); Matrix3 m(v, a); Vector3 v2(7, 3, 1); v2.normalize(); float a2 = 0.8; //Quat q(v,a); Matrix3 m2(v2, a2); Quat q = m; Quat q2 = m2; Matrix3 m3 = m.inverse() * m2; Quat q3 = (q.inverse() * q2); //.normalized(); print_line(Quat(m3)); print_line(q3); print_line("before v: " + v + " a: " + rtos(a)); q.get_axis_and_angle(v, a); print_line("after v: " + v + " a: " + rtos(a)); } return NULL; String ret; List args; args.push_back("-l"); Error err = OS::get_singleton()->execute("/bin/ls", args, true, NULL, &ret); print_line("error: " + itos(err)); print_line(ret); return NULL; Matrix3 m3; m3.rotate(Vector3(1, 0, 0), 0.2); m3.rotate(Vector3(0, 1, 0), 1.77); m3.rotate(Vector3(0, 0, 1), 212); Matrix3 m32; m32.set_euler(m3.get_euler()); print_line("ELEULEEEEEEEEEEEEEEEEEER: " + m3.get_euler() + " vs " + m32.get_euler()); return NULL; { Dictionary d; d["momo"] = 1; Dictionary b = d; b["44"] = 4; } return NULL; print_line("inters: " + rtos(Geometry::segment_intersects_circle(Vector2(-5, 0), Vector2(-2, 0), Vector2(), 1.0))); print_line("cross: " + Vector3(1, 2, 3).cross(Vector3(4, 5, 7))); print_line("dot: " + rtos(Vector3(1, 2, 3).dot(Vector3(4, 5, 7)))); print_line("abs: " + Vector3(-1, 2, -3).abs()); print_line("distance_to: " + rtos(Vector3(1, 2, 3).distance_to(Vector3(4, 5, 7)))); print_line("distance_squared_to: " + rtos(Vector3(1, 2, 3).distance_squared_to(Vector3(4, 5, 7)))); print_line("plus: " + (Vector3(1, 2, 3) + Vector3(Vector3(4, 5, 7)))); print_line("minus: " + (Vector3(1, 2, 3) - Vector3(Vector3(4, 5, 7)))); print_line("mul: " + (Vector3(1, 2, 3) * Vector3(Vector3(4, 5, 7)))); print_line("div: " + (Vector3(1, 2, 3) / Vector3(Vector3(4, 5, 7)))); print_line("mul scalar: " + (Vector3(1, 2, 3) * 2)); print_line("premul scalar: " + (2 * Vector3(1, 2, 3))); print_line("div scalar: " + (Vector3(1, 2, 3) / 3.0)); print_line("length: " + rtos(Vector3(1, 2, 3).length())); print_line("length squared: " + rtos(Vector3(1, 2, 3).length_squared())); print_line("normalized: " + Vector3(1, 2, 3).normalized()); print_line("inverse: " + Vector3(1, 2, 3).inverse()); { Vector3 v(4, 5, 7); v.normalize(); print_line("normalize: " + v); } { Vector3 v(4, 5, 7); v += Vector3(1, 2, 3); print_line("+=: " + v); } { Vector3 v(4, 5, 7); v -= Vector3(1, 2, 3); print_line("-=: " + v); } { Vector3 v(4, 5, 7); v *= Vector3(1, 2, 3); print_line("*=: " + v); } { Vector3 v(4, 5, 7); v /= Vector3(1, 2, 3); print_line("/=: " + v); } { Vector3 v(4, 5, 7); v *= 2.0; print_line("scalar *=: " + v); } { Vector3 v(4, 5, 7); v /= 2.0; print_line("scalar /=: " + v); } #if 0 print_line(String("C:\\momo\\.\\popo\\..\\gongo").simplify_path()); print_line(String("res://../popo/..//gongo").simplify_path()); print_line(String("res://..").simplify_path()); DVector a; DVector b; a.resize(20); b=a; b.resize(30); a=b; #endif #if 0 String za = String::utf8("รก"); printf("unicode: %x\n",za[0]); CharString cs=za.utf8(); for(int i=0;i path; path.push_back("three"); path.push_back("two"); path.push_back("one"); path.push_back("comeon"); path.revert(); NodePath np(path,true); print_line(np); return NULL; bool a=2; print_line(Variant(a)); Matrix32 mat2_1; mat2_1.rotate(0.5); Matrix32 mat2_2; mat2_2.translate(Vector2(1,2)); Matrix32 mat2_3 = mat2_1 * mat2_2; mat2_3.affine_invert(); print_line(mat2_3.elements[0]); print_line(mat2_3.elements[1]); print_line(mat2_3.elements[2]); Transform mat3_1; mat3_1.basis.rotate(Vector3(0,0,1),0.5); Transform mat3_2; mat3_2.translate(Vector3(1,2,0)); Transform mat3_3 = mat3_1 * mat3_2; mat3_3.affine_invert(); print_line(mat3_3.basis.get_axis(0)); print_line(mat3_3.basis.get_axis(1)); print_line(mat3_3.origin); #endif return NULL; } }