Replace Vector3.to_diagonal_matrix with Basis.from_scale

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Aaron Franke 2021-09-06 15:39:01 -05:00
parent b8fdeb6467
commit bf0213470c
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GPG Key ID: 40A1750B977E56BF
8 changed files with 27 additions and 29 deletions

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@ -207,6 +207,10 @@ Basis Basis::transposed() const {
return tr;
}
Basis Basis::from_scale(const Vector3 &p_scale) {
return Basis(p_scale.x, 0, 0, 0, p_scale.y, 0, 0, 0, p_scale.z);
}
// Multiplies the matrix from left by the scaling matrix: M -> S.M
// See the comment for Basis::rotated for further explanation.
void Basis::scale(const Vector3 &p_scale) {
@ -246,10 +250,7 @@ void Basis::make_scale_uniform() {
}
Basis Basis::scaled_local(const Vector3 &p_scale) const {
Basis b;
b.set_diagonal(p_scale);
return (*this) * b;
return (*this) * Basis::from_scale(p_scale);
}
Vector3 Basis::get_scale_abs() const {
@ -991,21 +992,23 @@ void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
}
void Basis::set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) {
set_diagonal(p_scale);
_set_diagonal(p_scale);
rotate(p_axis, p_phi);
}
void Basis::set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale) {
set_diagonal(p_scale);
_set_diagonal(p_scale);
rotate(p_euler);
}
void Basis::set_quaternion_scale(const Quaternion &p_quaternion, const Vector3 &p_scale) {
set_diagonal(p_scale);
_set_diagonal(p_scale);
rotate(p_quaternion);
}
void Basis::set_diagonal(const Vector3 &p_diag) {
// This also sets the non-diagonal elements to 0, which is misleading from the
// name, so we want this method to be private. Use `from_scale` externally.
void Basis::_set_diagonal(const Vector3 &p_diag) {
elements[0][0] = p_diag.x;
elements[0][1] = 0;
elements[0][2] = 0;

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@ -35,6 +35,9 @@
#include "core/math/vector3.h"
class Basis {
private:
void _set_diagonal(const Vector3 &p_diag);
public:
Vector3 elements[3] = {
Vector3(1, 0, 0),
@ -166,8 +169,6 @@ public:
int get_orthogonal_index() const;
void set_orthogonal_index(int p_index);
void set_diagonal(const Vector3 &p_diag);
bool is_orthogonal() const;
bool is_diagonal() const;
bool is_rotation() const;
@ -254,6 +255,7 @@ public:
Basis(const Vector3 &p_axis, real_t p_phi) { set_axis_angle(p_axis, p_phi); }
Basis(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_phi, p_scale); }
static Basis from_scale(const Vector3 &p_scale);
_FORCE_INLINE_ Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
elements[0] = row0;

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@ -115,12 +115,6 @@ Basis Vector3::outer(const Vector3 &p_b) const {
return Basis(row0, row1, row2);
}
Basis Vector3::to_diagonal_matrix() const {
return Basis(x, 0, 0,
0, y, 0,
0, 0, z);
}
bool Vector3::is_equal_approx(const Vector3 &p_v) const {
return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y) && Math::is_equal_approx(z, p_v.z);
}

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@ -106,7 +106,6 @@ struct Vector3 {
_FORCE_INLINE_ Vector3 cross(const Vector3 &p_b) const;
_FORCE_INLINE_ real_t dot(const Vector3 &p_b) const;
Basis outer(const Vector3 &p_b) const;
Basis to_diagonal_matrix() const;
_FORCE_INLINE_ Vector3 abs() const;
_FORCE_INLINE_ Vector3 floor() const;

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@ -1568,7 +1568,6 @@ static void _register_variant_builtin_methods() {
bind_method(Vector3, dot, sarray("with"), varray());
bind_method(Vector3, cross, sarray("with"), varray());
bind_method(Vector3, outer, sarray("with"), varray());
bind_method(Vector3, to_diagonal_matrix, sarray(), varray());
bind_method(Vector3, abs, sarray(), varray());
bind_method(Vector3, floor, sarray(), varray());
bind_method(Vector3, ceil, sarray(), varray());
@ -1732,6 +1731,7 @@ static void _register_variant_builtin_methods() {
bind_method(Basis, is_equal_approx, sarray("b"), varray());
bind_method(Basis, get_rotation_quaternion, sarray(), varray());
bind_static_method(Basis, looking_at, sarray("target", "up"), varray(Vector3(0, 1, 0)));
bind_static_method(Basis, from_scale, sarray("scale"), varray());
/* AABB */

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@ -71,6 +71,13 @@
A negative determinant means the basis has a negative scale. A zero determinant means the basis isn't invertible, and is usually considered invalid.
</description>
</method>
<method name="from_scale" qualifiers="static">
<return type="Basis" />
<argument index="0" name="scale" type="Vector3" />
<description>
Constructs a pure scale basis matrix with no rotation or shearing. The scale values are set as the diagonal of the matrix, and the other parts of the matrix are zero.
</description>
</method>
<method name="get_euler" qualifiers="const">
<return type="Vector3" />
<description>

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@ -412,13 +412,6 @@
Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals.
</description>
</method>
<method name="to_diagonal_matrix" qualifiers="const">
<return type="Basis" />
<description>
Returns a diagonal matrix with the vector as main diagonal.
This is equivalent to a Basis with no rotation or shearing and this vector's components set as the scale.
</description>
</method>
</methods>
<members>
<member name="x" type="float" setter="" getter="" default="0.0">

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@ -110,7 +110,7 @@ void Body3DSW::update_mass_properties() {
real_t mass = area * this->mass / total_area;
Basis shape_inertia_tensor = shape->get_moment_of_inertia(mass).to_diagonal_matrix();
Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass));
Transform3D shape_transform = get_shape_transform(i);
Basis shape_basis = shape_transform.basis.orthonormalized();
@ -123,7 +123,7 @@ void Body3DSW::update_mass_properties() {
// Set the inertia to a valid value when there are no valid shapes.
if (!inertia_set) {
inertia_tensor.set_diagonal(Vector3(1.0, 1.0, 1.0));
inertia_tensor = Basis();
}
// Handle partial custom inertia.
@ -215,7 +215,7 @@ void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &
} else {
calculate_inertia = false;
if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
principal_inertia_axes_local.set_diagonal(Vector3(1.0, 1.0, 1.0));
principal_inertia_axes_local = Basis();
_inv_inertia = inertia.inverse();
_update_transform_dependant();
}
@ -301,7 +301,7 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) {
case PhysicsServer3D::BODY_MODE_DYNAMIC: {
_inv_mass = mass > 0 ? (1.0 / mass) : 0;
if (!calculate_inertia) {
principal_inertia_axes_local.set_diagonal(Vector3(1.0, 1.0, 1.0));
principal_inertia_axes_local = Basis();
_inv_inertia = inertia.inverse();
_update_transform_dependant();
}