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Make Basis look column-major while retaining a row-major representation
Per https://github.com/godotengine/godot/issues/14553: Godot stores Basis in row-major layout for more change for efficiently taking advantage of SIMD instructions, but in scripts Basis looks like and is accessible in a column-major format. This change modifies the C++ binding so that from the script's perspective Basis does look like if it was column-major while retaining a row-major in-memory representation. This is achieved using a set of helper template classes which allow accessing individual columns whose components are non-continues in memory as if it was a Vector3 type. This ensures script interface compatibility without needing to transpose the Basis every time it is passed over the script-engine boundary. Also made most of the Vector2 and Vector3 class interfaces inlined in the process for increased performance. While unrelated (but didn't want to file a separate PR for it), this change adds the necessary flags to have debug symbol information under MSVC. Fixes #241.
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@@ -1,61 +1,11 @@
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#include "Vector2.hpp"
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#include <cmath>
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#include <gdnative/vector2.h>
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#include "String.hpp"
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namespace godot {
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Vector2 Vector2::operator+(const Vector2 &p_v) const {
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return Vector2(x + p_v.x, y + p_v.y);
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}
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void Vector2::operator+=(const Vector2 &p_v) {
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x += p_v.x;
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y += p_v.y;
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}
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Vector2 Vector2::operator-(const Vector2 &p_v) const {
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return Vector2(x - p_v.x, y - p_v.y);
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}
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void Vector2::operator-=(const Vector2 &p_v) {
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x -= p_v.x;
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y -= p_v.y;
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}
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Vector2 Vector2::operator*(const Vector2 &p_v1) const {
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return Vector2(x * p_v1.x, y * p_v1.y);
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}
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Vector2 Vector2::operator*(const real_t &rvalue) const {
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return Vector2(x * rvalue, y * rvalue);
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}
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void Vector2::operator*=(const real_t &rvalue) {
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x *= rvalue;
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y *= rvalue;
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}
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Vector2 Vector2::operator/(const Vector2 &p_v1) const {
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return Vector2(x / p_v1.x, y / p_v1.y);
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}
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Vector2 Vector2::operator/(const real_t &rvalue) const {
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return Vector2(x / rvalue, y / rvalue);
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}
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void Vector2::operator/=(const real_t &rvalue) {
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x /= rvalue;
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y /= rvalue;
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}
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Vector2 Vector2::operator-() const {
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return Vector2(-x, -y);
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}
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bool Vector2::operator==(const Vector2 &p_vec2) const {
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return x == p_vec2.x && y == p_vec2.y;
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}
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@@ -64,56 +14,6 @@ bool Vector2::operator!=(const Vector2 &p_vec2) const {
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return x != p_vec2.x || y != p_vec2.y;
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}
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void Vector2::normalize() {
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real_t l = x * x + y * y;
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if (l != 0) {
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l = sqrt(l);
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x /= l;
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y /= l;
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}
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}
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Vector2 Vector2::normalized() const {
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Vector2 v = *this;
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v.normalize();
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return v;
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}
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real_t Vector2::length() const {
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return sqrt(x * x + y * y);
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}
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real_t Vector2::length_squared() const {
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return x * x + y * y;
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}
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real_t Vector2::distance_to(const Vector2 &p_vector2) const {
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return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
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}
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real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
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return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
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}
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real_t Vector2::angle_to(const Vector2 &p_vector2) const {
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return atan2(cross(p_vector2), dot(p_vector2));
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}
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real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
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return atan2(y - p_vector2.y, x - p_vector2.x);
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}
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real_t Vector2::dot(const Vector2 &p_other) const {
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return x * p_other.x + y * p_other.y;
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}
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real_t Vector2::cross(const Vector2 &p_other) const {
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return x * p_other.y - y * p_other.x;
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}
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Vector2 Vector2::cross(real_t p_other) const {
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return Vector2(p_other * y, -p_other * x);
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}
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Vector2 Vector2::project(const Vector2 &p_vec) const {
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Vector2 v1 = p_vec;
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Vector2 v2 = *this;
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@@ -134,19 +34,6 @@ Vector2 Vector2::clamped(real_t p_len) const {
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return v;
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}
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Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) {
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Vector2 res = p_a;
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res.x += (p_t * (p_b.x - p_a.x));
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res.y += (p_t * (p_b.y - p_a.y));
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return res;
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}
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Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const {
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Vector2 res = *this;
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res.x += (p_t * (p_b.x - x));
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res.y += (p_t * (p_b.y - y));
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return res;
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}
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Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const {
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Vector2 p0 = p_pre_a;
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Vector2 p1 = *this;
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@@ -167,45 +54,6 @@ Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, c
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return out;
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}
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Vector2 Vector2::slide(const Vector2 &p_vec) const {
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return p_vec - *this * this->dot(p_vec);
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}
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Vector2 Vector2::reflect(const Vector2 &p_vec) const {
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return p_vec - *this * this->dot(p_vec) * 2.0;
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}
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real_t Vector2::angle() const {
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return atan2(y, x);
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}
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void Vector2::set_rotation(real_t p_radians) {
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x = cosf(p_radians);
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y = sinf(p_radians);
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}
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Vector2 Vector2::abs() const {
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return Vector2(fabs(x), fabs(y));
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}
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Vector2 Vector2::rotated(real_t p_by) const {
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Vector2 v;
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v.set_rotation(angle() + p_by);
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v *= length();
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return v;
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}
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Vector2 Vector2::tangent() const {
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return Vector2(y, -x);
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}
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Vector2 Vector2::floor() const {
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return Vector2(::floor(x), ::floor(y));
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}
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Vector2 Vector2::snapped(const Vector2 &p_by) const {
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return Vector2(
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p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x,
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