Compare commits
No commits in common. "develop" and "master" have entirely different histories.
11
README.md
11
README.md
@ -1,4 +1,4 @@
|
||||
# UnrealFixedMath
|
||||
# UnrealFixedPoint
|
||||
|
||||
A fixed point math library for Unreal Engine.
|
||||
|
||||
@ -18,15 +18,6 @@ This library aims to closely match the interface and functionality of the existi
|
||||
- [ ] Fixed point version of FRotator
|
||||
- [ ] FFixedRotator class implementation
|
||||
- [ ] Corresponding FMath and UKismetMathLibrary utility functions
|
||||
- [ ] Blueprints
|
||||
- [ ] Expose fixed arithmatic as pure Blueprint nodes
|
||||
- [ ] Ability to edit fixed nums with float sliders/input fields
|
||||
- [ ] Automatically do float <> fixed conversion when tweaking fixed point numbers in the editor
|
||||
- [ ] Plugin config
|
||||
- [ ] Configure how fixed nums are shown in editor when exposed as UPROPERTY (as floats only, as float and underlying int, as underlying int only)
|
||||
- [ ] Handling errors and edge cases
|
||||
- [ ] Overflow
|
||||
- [ ] Infinity
|
||||
|
||||
### What is fixed point math?
|
||||
|
||||
|
@ -1,3 +0,0 @@
|
||||
// UnrealFixedPoint Copyright Kevin Poretti
|
||||
|
||||
#include "Fixed.h"
|
@ -1,16 +0,0 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "UnrealFixedMathBPLibrary.h"
|
||||
#include "UnrealFixedMath.h"
|
||||
|
||||
UUnrealFixedMathBPLibrary::UUnrealFixedMathBPLibrary(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
float UUnrealFixedMathBPLibrary::UnrealFixedMathSampleFunction(float Param)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
@ -1,57 +0,0 @@
|
||||
// UnrealFixedMath Copyright Kevin Poretti
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Fixed.generated.h"
|
||||
|
||||
/**
|
||||
*
|
||||
*/
|
||||
USTRUCT(BlueprintType)
|
||||
struct UNREALFIXEDMATH_API FFixed
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
public:
|
||||
// 48 bits for the whole portion, 16 bits for the fractional portion
|
||||
static constexpr uint8 DecimalBitPosition = 16;
|
||||
|
||||
FFixed() : Data(0) { }
|
||||
|
||||
// int types <> FFixed conversions
|
||||
FORCEINLINE FFixed(int64 A) { Data = A << DecimalBitPosition; }
|
||||
FORCEINLINE operator int64() const { return Data >> DecimalBitPosition; }
|
||||
|
||||
/*
|
||||
int8
|
||||
int16
|
||||
FORCEINLINE operator uint8()
|
||||
*/
|
||||
|
||||
// floating point types <> FFixed conversions
|
||||
FORCEINLINE FFixed(float A) { Data = static_cast<int64>(A * (1 << DecimalBitPosition) + (A >= 0 ? 0.5 : -0.5)); }
|
||||
FORCEINLINE operator float() const { return static_cast<float>(Data) / (1 << DecimalBitPosition); }
|
||||
|
||||
FORCEINLINE FFixed(double A) { Data = static_cast<int64>(A * (1 << DecimalBitPosition) + (A >= 0 ? 0.5 : -0.5)); }
|
||||
FORCEINLINE operator double() const { return static_cast<double>(Data) / (1 << DecimalBitPosition); }
|
||||
|
||||
// Arithmetic
|
||||
FFixed operator+(const FFixed& Other) const { return Data + Other.Data; }
|
||||
FFixed operator+=(const FFixed& Other) { Data += Other.Data; return Data; }
|
||||
|
||||
FFixed operator-(const FFixed& Other) const { return Data - Other.Data; }
|
||||
FFixed operator-=(const FFixed& Other) { Data -= Other.Data; return Data; }
|
||||
|
||||
// Other overloads
|
||||
FFixed operator=(const FFixed& Other) { Data = Other.Data; return Data; }
|
||||
FFixed operator-() const { return -Data; }
|
||||
|
||||
private:
|
||||
int64 Data;
|
||||
};
|
||||
|
||||
namespace FFixedMath
|
||||
{
|
||||
|
||||
}
|
@ -1,16 +1,16 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "UnrealFixedMath.h"
|
||||
#include "UnrealFixedPoint.h"
|
||||
|
||||
#define LOCTEXT_NAMESPACE "FUnrealFixedMathModule"
|
||||
#define LOCTEXT_NAMESPACE "FUnrealFixedPointModule"
|
||||
|
||||
void FUnrealFixedMathModule::StartupModule()
|
||||
void FUnrealFixedPointModule::StartupModule()
|
||||
{
|
||||
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
|
||||
|
||||
}
|
||||
|
||||
void FUnrealFixedMathModule::ShutdownModule()
|
||||
void FUnrealFixedPointModule::ShutdownModule()
|
||||
{
|
||||
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
|
||||
// we call this function before unloading the module.
|
||||
@ -19,4 +19,4 @@ void FUnrealFixedMathModule::ShutdownModule()
|
||||
|
||||
#undef LOCTEXT_NAMESPACE
|
||||
|
||||
IMPLEMENT_MODULE(FUnrealFixedMathModule, UnrealFixedMath)
|
||||
IMPLEMENT_MODULE(FUnrealFixedPointModule, UnrealFixedPoint)
|
@ -0,0 +1,16 @@
|
||||
// Copyright Epic Games, Inc. All Rights Reserved.
|
||||
|
||||
#include "UnrealFixedPointBPLibrary.h"
|
||||
#include "UnrealFixedPoint.h"
|
||||
|
||||
UUnrealFixedPointBPLibrary::UUnrealFixedPointBPLibrary(const FObjectInitializer& ObjectInitializer)
|
||||
: Super(ObjectInitializer)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
float UUnrealFixedPointBPLibrary::UnrealFixedPointSampleFunction(float Param)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
@ -4,7 +4,7 @@
|
||||
|
||||
#include "Modules/ModuleManager.h"
|
||||
|
||||
class FUnrealFixedMathModule : public IModuleInterface
|
||||
class FUnrealFixedPointModule : public IModuleInterface
|
||||
{
|
||||
public:
|
||||
|
@ -3,7 +3,7 @@
|
||||
#pragma once
|
||||
|
||||
#include "Kismet/BlueprintFunctionLibrary.h"
|
||||
#include "UnrealFixedMathBPLibrary.generated.h"
|
||||
#include "UnrealFixedPointBPLibrary.generated.h"
|
||||
|
||||
/*
|
||||
* Function library class.
|
||||
@ -23,10 +23,10 @@
|
||||
* https://wiki.unrealengine.com/Custom_Blueprint_Node_Creation
|
||||
*/
|
||||
UCLASS()
|
||||
class UUnrealFixedMathBPLibrary : public UBlueprintFunctionLibrary
|
||||
class UUnrealFixedPointBPLibrary : public UBlueprintFunctionLibrary
|
||||
{
|
||||
GENERATED_UCLASS_BODY()
|
||||
|
||||
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Execute Sample function", Keywords = "UnrealFixedMath sample test testing"), Category = "UnrealFixedMathTesting")
|
||||
static float UnrealFixedMathSampleFunction(float Param);
|
||||
UFUNCTION(BlueprintCallable, meta = (DisplayName = "Execute Sample function", Keywords = "UnrealFixedPoint sample test testing"), Category = "UnrealFixedPointTesting")
|
||||
static float UnrealFixedPointSampleFunction(float Param);
|
||||
};
|
@ -1,10 +1,10 @@
|
||||
// UnrealFixedMath Copyright Kevin Poretti
|
||||
// Some copyright should be here...
|
||||
|
||||
using UnrealBuildTool;
|
||||
|
||||
public class UnrealFixedMath : ModuleRules
|
||||
public class UnrealFixedPoint : ModuleRules
|
||||
{
|
||||
public UnrealFixedMath(ReadOnlyTargetRules Target) : base(Target)
|
||||
public UnrealFixedPoint(ReadOnlyTargetRules Target) : base(Target)
|
||||
{
|
||||
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
|
||||
|
@ -2,7 +2,7 @@
|
||||
"FileVersion": 3,
|
||||
"Version": 1,
|
||||
"VersionName": "1.0",
|
||||
"FriendlyName": "Unreal Fixed Math",
|
||||
"FriendlyName": "UnrealFixedPoint",
|
||||
"Description": "This library provides a fixed point number primitive with corresponding data types that are useful for game development (i.e. vector, rotator, transform).",
|
||||
"Category": "Math",
|
||||
"CreatedBy": "Kevin Poretti",
|
||||
@ -16,7 +16,7 @@
|
||||
"Installed": false,
|
||||
"Modules": [
|
||||
{
|
||||
"Name": "UnrealFixedMath",
|
||||
"Name": "UnrealFixedPoint",
|
||||
"Type": "Runtime",
|
||||
"LoadingPhase": "PreLoadingScreen"
|
||||
}
|
Loading…
Reference in New Issue
Block a user