Use float literals for float calculations in Color
This commit is contained in:
parent
1baefceaba
commit
43722dbcbc
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@ -30,7 +30,7 @@
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#include "aabb.h"
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#include "core/string/print_string.h"
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#include "core/string/ustring.h"
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#include "core/variant/variant.h"
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real_t AABB::get_volume() const {
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@ -31,7 +31,6 @@
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#ifndef AABB_H
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#define AABB_H
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#include "core/math/math_defs.h"
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#include "core/math/plane.h"
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#include "core/math/vector3.h"
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@ -31,7 +31,7 @@
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#include "basis.h"
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#include "core/math/math_funcs.h"
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#include "core/string/print_string.h"
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#include "core/string/ustring.h"
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#define cofac(row1, col1, row2, col2) \
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(rows[row1][col1] * rows[row2][col2] - rows[row1][col2] * rows[row2][col1])
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@ -43,7 +43,6 @@
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#include "core/math/bvh_abb.h"
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#include "core/math/geometry_3d.h"
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#include "core/math/vector3.h"
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#include "core/string/print_string.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/pooled_list.h"
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#include <limits.h>
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@ -32,85 +32,85 @@
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#include "color_names.inc"
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#include "core/math/math_funcs.h"
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#include "core/string/print_string.h"
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#include "core/string/ustring.h"
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#include "core/templates/rb_map.h"
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#include "thirdparty/misc/ok_color.h"
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uint32_t Color::to_argb32() const {
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uint32_t c = (uint8_t)Math::round(a * 255);
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uint32_t c = (uint8_t)Math::round(a * 255.0f);
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c <<= 8;
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c |= (uint8_t)Math::round(r * 255);
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c |= (uint8_t)Math::round(r * 255.0f);
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c <<= 8;
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c |= (uint8_t)Math::round(g * 255);
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c |= (uint8_t)Math::round(g * 255.0f);
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c <<= 8;
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c |= (uint8_t)Math::round(b * 255);
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c |= (uint8_t)Math::round(b * 255.0f);
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return c;
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}
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uint32_t Color::to_abgr32() const {
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uint32_t c = (uint8_t)Math::round(a * 255);
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uint32_t c = (uint8_t)Math::round(a * 255.0f);
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c <<= 8;
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c |= (uint8_t)Math::round(b * 255);
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c |= (uint8_t)Math::round(b * 255.0f);
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c <<= 8;
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c |= (uint8_t)Math::round(g * 255);
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c |= (uint8_t)Math::round(g * 255.0f);
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c <<= 8;
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c |= (uint8_t)Math::round(r * 255);
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c |= (uint8_t)Math::round(r * 255.0f);
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return c;
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}
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uint32_t Color::to_rgba32() const {
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uint32_t c = (uint8_t)Math::round(r * 255);
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uint32_t c = (uint8_t)Math::round(r * 255.0f);
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c <<= 8;
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c |= (uint8_t)Math::round(g * 255);
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c |= (uint8_t)Math::round(g * 255.0f);
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c <<= 8;
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c |= (uint8_t)Math::round(b * 255);
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c |= (uint8_t)Math::round(b * 255.0f);
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c <<= 8;
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c |= (uint8_t)Math::round(a * 255);
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c |= (uint8_t)Math::round(a * 255.0f);
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return c;
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}
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uint64_t Color::to_abgr64() const {
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uint64_t c = (uint16_t)Math::round(a * 65535);
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uint64_t c = (uint16_t)Math::round(a * 65535.0f);
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c <<= 16;
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c |= (uint16_t)Math::round(b * 65535);
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c |= (uint16_t)Math::round(b * 65535.0f);
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c <<= 16;
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c |= (uint16_t)Math::round(g * 65535);
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c |= (uint16_t)Math::round(g * 65535.0f);
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c <<= 16;
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c |= (uint16_t)Math::round(r * 65535);
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c |= (uint16_t)Math::round(r * 65535.0f);
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return c;
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}
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uint64_t Color::to_argb64() const {
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uint64_t c = (uint16_t)Math::round(a * 65535);
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uint64_t c = (uint16_t)Math::round(a * 65535.0f);
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c <<= 16;
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c |= (uint16_t)Math::round(r * 65535);
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c |= (uint16_t)Math::round(r * 65535.0f);
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c <<= 16;
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c |= (uint16_t)Math::round(g * 65535);
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c |= (uint16_t)Math::round(g * 65535.0f);
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c <<= 16;
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c |= (uint16_t)Math::round(b * 65535);
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c |= (uint16_t)Math::round(b * 65535.0f);
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return c;
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}
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uint64_t Color::to_rgba64() const {
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uint64_t c = (uint16_t)Math::round(r * 65535);
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uint64_t c = (uint16_t)Math::round(r * 65535.0f);
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c <<= 16;
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c |= (uint16_t)Math::round(g * 65535);
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c |= (uint16_t)Math::round(g * 65535.0f);
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c <<= 16;
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c |= (uint16_t)Math::round(b * 65535);
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c |= (uint16_t)Math::round(b * 65535.0f);
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c <<= 16;
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c |= (uint16_t)Math::round(a * 65535);
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c |= (uint16_t)Math::round(a * 65535.0f);
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return c;
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}
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String _to_hex(float p_val) {
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int v = Math::round(p_val * 255);
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int v = Math::round(p_val * 255.0f);
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v = CLAMP(v, 0, 255);
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String ret;
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@ -150,8 +150,8 @@ float Color::get_h() const {
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float delta = max - min;
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if (delta == 0) {
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return 0;
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if (delta == 0.0f) {
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return 0.0f;
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}
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float h;
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@ -164,7 +164,7 @@ float Color::get_h() const {
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}
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h /= 6.0f;
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if (h < 0) {
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if (h < 0.0f) {
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h += 1.0f;
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}
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@ -179,7 +179,7 @@ float Color::get_s() const {
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float delta = max - min;
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return (max != 0) ? (delta / max) : 0;
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return (max != 0.0f) ? (delta / max) : 0.0f;
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}
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float Color::get_v() const {
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@ -193,7 +193,7 @@ void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
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float f, p, q, t;
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a = p_alpha;
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if (p_s == 0) {
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if (p_s == 0.0f) {
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// Achromatic (grey)
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r = g = b = p_v;
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return;
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@ -204,9 +204,9 @@ void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
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i = Math::floor(p_h);
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f = p_h - i;
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p = p_v * (1 - p_s);
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q = p_v * (1 - p_s * f);
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t = p_v * (1 - p_s * (1 - f));
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p = p_v * (1.0f - p_s);
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q = p_v * (1.0f - p_s * f);
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t = p_v * (1.0f - p_s * (1.0f - f));
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switch (i) {
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case 0: // Red is the dominant color
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@ -347,7 +347,7 @@ Color Color::html(const String &p_rgba) {
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ERR_FAIL_V_MSG(Color(), "Invalid color code: " + p_rgba + ".");
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}
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float r, g, b, a = 1.0;
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float r, g, b, a = 1.0f;
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if (is_shorthand) {
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r = _parse_col4(color, 0) / 15.0f;
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g = _parse_col4(color, 1) / 15.0f;
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a = _parse_col8(color, 6) / 255.0f;
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}
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}
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ERR_FAIL_COND_V_MSG(r < 0, Color(), "Invalid color code: " + p_rgba + ".");
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ERR_FAIL_COND_V_MSG(g < 0, Color(), "Invalid color code: " + p_rgba + ".");
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ERR_FAIL_COND_V_MSG(b < 0, Color(), "Invalid color code: " + p_rgba + ".");
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ERR_FAIL_COND_V_MSG(a < 0, Color(), "Invalid color code: " + p_rgba + ".");
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ERR_FAIL_COND_V_MSG(r < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
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ERR_FAIL_COND_V_MSG(g < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
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ERR_FAIL_COND_V_MSG(b < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
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ERR_FAIL_COND_V_MSG(a < 0.0f, Color(), "Invalid color code: " + p_rgba + ".");
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return Color(r, g, b, a);
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}
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float g = (p_rgbe >> 9) & 0x1ff;
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float b = (p_rgbe >> 18) & 0x1ff;
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float e = (p_rgbe >> 27);
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float m = Math::pow(2, e - 15.0f - 9.0f);
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float m = Math::pow(2.0f, e - 15.0f - 9.0f);
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float rd = r * m;
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float gd = g * m;
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@ -56,11 +56,11 @@ struct _NO_DISCARD_ Color {
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float get_h() const;
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float get_s() const;
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float get_v() const;
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void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0);
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void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
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float get_ok_hsl_h() const;
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float get_ok_hsl_s() const;
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float get_ok_hsl_l() const;
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void set_ok_hsl(float p_h, float p_s, float p_l, float p_alpha = 1.0);
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void set_ok_hsl(float p_h, float p_s, float p_l, float p_alpha = 1.0f);
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_FORCE_INLINE_ float &operator[](int p_idx) {
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return components[p_idx];
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_FORCE_INLINE_ Color srgb_to_linear() const {
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return Color(
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r < 0.04045f ? r * (1.0 / 12.92) : Math::pow((r + 0.055f) * (float)(1.0 / (1 + 0.055)), 2.4f),
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g < 0.04045f ? g * (1.0 / 12.92) : Math::pow((g + 0.055f) * (float)(1.0 / (1 + 0.055)), 2.4f),
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b < 0.04045f ? b * (1.0 / 12.92) : Math::pow((b + 0.055f) * (float)(1.0 / (1 + 0.055)), 2.4f),
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r < 0.04045f ? r * (1.0f / 12.92f) : Math::pow((r + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
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g < 0.04045f ? g * (1.0f / 12.92f) : Math::pow((g + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
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b < 0.04045f ? b * (1.0f / 12.92f) : Math::pow((b + 0.055f) * (float)(1.0 / (1.0 + 0.055)), 2.4f),
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a);
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}
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_FORCE_INLINE_ Color linear_to_srgb() const {
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static String get_named_color_name(int p_idx);
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static Color get_named_color(int p_idx);
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static Color from_string(const String &p_string, const Color &p_default);
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static Color from_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0);
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static Color from_ok_hsl(float p_h, float p_s, float p_l, float p_alpha = 1.0);
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static Color from_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0f);
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static Color from_ok_hsl(float p_h, float p_s, float p_l, float p_alpha = 1.0f);
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static Color from_rgbe9995(uint32_t p_rgbe);
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_FORCE_INLINE_ bool operator<(const Color &p_color) const; //used in set keys
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_FORCE_INLINE_ bool operator<(const Color &p_color) const; // Used in set keys.
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operator String() const;
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// For the binder.
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@ -35,7 +35,6 @@
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#include "core/math/aabb.h"
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#include "core/math/projection.h"
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#include "core/math/vector3.h"
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#include "core/string/print_string.h"
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#include "core/templates/local_vector.h"
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#include "core/templates/oa_hash_map.h"
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#include "core/templates/vector.h"
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#include "geometry_3d.h"
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#include "core/string/print_string.h"
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#include "thirdparty/misc/clipper.hpp"
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#include "thirdparty/misc/polypartition.h"
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#include "core/math/plane.h"
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#include "core/math/rect2.h"
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#include "core/math/transform_3d.h"
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#include "core/string/print_string.h"
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#include "core/string/ustring.h"
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float Projection::determinant() const {
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return columns[0][3] * columns[1][2] * columns[2][1] * columns[3][0] - columns[0][2] * columns[1][3] * columns[2][1] * columns[3][0] -
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for (int i = 0; i < 8; i++) {
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Vector3 point;
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bool res = planes[intersections[i][0]].intersect_3(planes[intersections[i][1]], planes[intersections[i][2]], &point);
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Plane a = planes[intersections[i][0]];
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Plane b = planes[intersections[i][1]];
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Plane c = planes[intersections[i][2]];
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bool res = a.intersect_3(b, c, &point);
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ERR_FAIL_COND_V(!res, false);
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p_8points[i] = p_transform.xform(point);
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}
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#include "quaternion.h"
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#include "core/math/basis.h"
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#include "core/string/print_string.h"
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#include "core/string/ustring.h"
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real_t Quaternion::angle_to(const Quaternion &p_to) const {
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real_t d = dot(p_to);
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w = p_q.w;
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}
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Quaternion(const Vector3 &v0, const Vector3 &v1) // shortest arc
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{
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Quaternion(const Vector3 &v0, const Vector3 &v1) { // Shortest arc.
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Vector3 c = v0.cross(v1);
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real_t d = v0.dot(v1);
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@ -178,7 +178,7 @@ struct _NO_DISCARD_ Rect2 {
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new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
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new_rect.size.y = MAX(p_rect.position.y + p_rect.size.y, position.y + size.y);
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new_rect.size = new_rect.size - new_rect.position; //make relative again
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new_rect.size = new_rect.size - new_rect.position; // Make relative again.
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return new_rect;
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}
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return r;
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}
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inline void expand_to(const Vector2 &p_vector) { //in place function for speed
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inline void expand_to(const Vector2 &p_vector) { // In place function for speed.
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#ifdef MATH_CHECKS
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if (unlikely(size.x < 0 || size.y < 0)) {
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ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
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continue;
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}
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//check inside
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// Check inside.
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Vector2 tg = r.orthogonal();
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float s = tg.dot(center) - tg.dot(a);
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if (s < 0.0f) {
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side_minus++;
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}
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//check ray box
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// Check ray box.
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r /= l;
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Vector2 ir(1.0f / r.x, 1.0f / r.y);
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}
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if (side_plus * side_minus == 0) {
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return true; //all inside
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return true; // All inside.
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} else {
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return false;
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}
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new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
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new_rect.size.y = MAX(p_rect.position.y + p_rect.size.y, position.y + size.y);
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new_rect.size = new_rect.size - new_rect.position; //make relative again
|
||||
new_rect.size = new_rect.size - new_rect.position; // Make relative again.
|
||||
|
||||
return new_rect;
|
||||
}
|
||||
|
|
|
@ -282,7 +282,7 @@ Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, const
|
|||
|
||||
real_t dot = v1.dot(v2);
|
||||
|
||||
dot = CLAMP(dot, -1.0f, 1.0f);
|
||||
dot = CLAMP(dot, (real_t)-1.0, (real_t)1.0);
|
||||
|
||||
Vector2 v;
|
||||
|
||||
|
|
|
@ -31,7 +31,7 @@
|
|||
#include "transform_3d.h"
|
||||
|
||||
#include "core/math/math_funcs.h"
|
||||
#include "core/string/print_string.h"
|
||||
#include "core/string/ustring.h"
|
||||
|
||||
void Transform3D::affine_invert() {
|
||||
basis.invert();
|
||||
|
|
|
@ -30,8 +30,7 @@
|
|||
|
||||
#include "vector4.h"
|
||||
|
||||
#include "core/math/basis.h"
|
||||
#include "core/string/print_string.h"
|
||||
#include "core/string/ustring.h"
|
||||
|
||||
Vector4::Axis Vector4::min_axis_index() const {
|
||||
uint32_t min_index = 0;
|
||||
|
|
Loading…
Reference in New Issue