Rename Basis "elements" to "rows"
https://github.com/godotengine/godot/pull/60627
This commit is contained in:
@@ -43,17 +43,17 @@ class Basis {
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friend class Variant;
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public:
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Vector3 elements[3] = {
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Vector3 rows[3] = {
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Vector3(1, 0, 0),
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Vector3(0, 1, 0),
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Vector3(0, 0, 1)
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};
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inline const Vector3 &operator[](int axis) const {
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return elements[axis];
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return rows[axis];
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}
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inline Vector3 &operator[](int axis) {
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return elements[axis];
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return rows[axis];
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}
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void invert();
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@@ -67,14 +67,14 @@ public:
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void from_z(const Vector3 &p_z);
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inline Vector3 get_axis(int p_axis) const {
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// get actual basis axis (elements is transposed for performance)
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return Vector3(elements[0][p_axis], elements[1][p_axis], elements[2][p_axis]);
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// get actual basis axis (rows is transposed for performance)
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return Vector3(rows[0][p_axis], rows[1][p_axis], rows[2][p_axis]);
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}
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inline void set_axis(int p_axis, const Vector3 &p_value) {
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// get actual basis axis (elements is transposed for performance)
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elements[0][p_axis] = p_value.x;
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elements[1][p_axis] = p_value.y;
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elements[2][p_axis] = p_value.z;
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// get actual basis axis (rows is transposed for performance)
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rows[0][p_axis] = p_value.x;
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rows[1][p_axis] = p_value.y;
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rows[2][p_axis] = p_value.z;
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}
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void rotate(const Vector3 &p_axis, real_t p_phi);
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@@ -143,13 +143,13 @@ public:
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// transposed dot products
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inline real_t tdotx(const Vector3 &v) const {
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return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2];
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return rows[0][0] * v[0] + rows[1][0] * v[1] + rows[2][0] * v[2];
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}
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inline real_t tdoty(const Vector3 &v) const {
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return elements[0][1] * v[0] + elements[1][1] * v[1] + elements[2][1] * v[2];
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return rows[0][1] * v[0] + rows[1][1] * v[1] + rows[2][1] * v[2];
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}
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inline real_t tdotz(const Vector3 &v) const {
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return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2];
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return rows[0][2] * v[0] + rows[1][2] * v[1] + rows[2][2] * v[2];
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}
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bool is_equal_approx(const Basis &p_basis) const;
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@@ -185,15 +185,15 @@ public:
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/* create / set */
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inline void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
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elements[0][0] = xx;
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elements[0][1] = xy;
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elements[0][2] = xz;
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elements[1][0] = yx;
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elements[1][1] = yy;
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elements[1][2] = yz;
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elements[2][0] = zx;
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elements[2][1] = zy;
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elements[2][2] = zz;
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rows[0][0] = xx;
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rows[0][1] = xy;
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rows[0][2] = xz;
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rows[1][0] = yx;
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rows[1][1] = yy;
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rows[1][2] = yz;
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rows[2][0] = zx;
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rows[2][1] = zy;
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rows[2][2] = zz;
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}
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inline void set(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) {
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set_axis(0, p_x);
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@@ -201,39 +201,39 @@ public:
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set_axis(2, p_z);
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}
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inline Vector3 get_column(int i) const {
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return Vector3(elements[0][i], elements[1][i], elements[2][i]);
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return Vector3(rows[0][i], rows[1][i], rows[2][i]);
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}
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inline Vector3 get_row(int i) const {
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return Vector3(elements[i][0], elements[i][1], elements[i][2]);
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return Vector3(rows[i][0], rows[i][1], rows[i][2]);
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}
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inline Vector3 get_main_diagonal() const {
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return Vector3(elements[0][0], elements[1][1], elements[2][2]);
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return Vector3(rows[0][0], rows[1][1], rows[2][2]);
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}
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inline void set_row(int i, const Vector3 &p_row) {
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elements[i][0] = p_row.x;
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elements[i][1] = p_row.y;
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elements[i][2] = p_row.z;
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rows[i][0] = p_row.x;
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rows[i][1] = p_row.y;
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rows[i][2] = p_row.z;
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}
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inline void set_zero() {
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elements[0].zero();
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elements[1].zero();
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elements[2].zero();
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rows[0].zero();
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rows[1].zero();
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rows[2].zero();
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}
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inline Basis transpose_xform(const Basis &m) const {
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return Basis(
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elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x,
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elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y,
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elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z,
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elements[0].y * m[0].x + elements[1].y * m[1].x + elements[2].y * m[2].x,
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elements[0].y * m[0].y + elements[1].y * m[1].y + elements[2].y * m[2].y,
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elements[0].y * m[0].z + elements[1].y * m[1].z + elements[2].y * m[2].z,
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elements[0].z * m[0].x + elements[1].z * m[1].x + elements[2].z * m[2].x,
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elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y,
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elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z);
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rows[0].x * m[0].x + rows[1].x * m[1].x + rows[2].x * m[2].x,
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rows[0].x * m[0].y + rows[1].x * m[1].y + rows[2].x * m[2].y,
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rows[0].x * m[0].z + rows[1].x * m[1].z + rows[2].x * m[2].z,
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rows[0].y * m[0].x + rows[1].y * m[1].x + rows[2].y * m[2].x,
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rows[0].y * m[0].y + rows[1].y * m[1].y + rows[2].y * m[2].y,
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rows[0].y * m[0].z + rows[1].y * m[1].z + rows[2].y * m[2].z,
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rows[0].z * m[0].x + rows[1].z * m[1].x + rows[2].z * m[2].x,
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rows[0].z * m[0].y + rows[1].z * m[1].y + rows[2].z * m[2].y,
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rows[0].z * m[0].z + rows[1].z * m[1].z + rows[2].z * m[2].z);
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}
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Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
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set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
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@@ -269,22 +269,22 @@ public:
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inline void Basis::operator*=(const Basis &p_matrix) {
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set(
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p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
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p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
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p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
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p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]),
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p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]),
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p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2]));
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}
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inline Basis Basis::operator*(const Basis &p_matrix) const {
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return Basis(
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p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
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p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
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p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
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p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]),
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p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]),
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p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2]));
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}
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inline void Basis::operator+=(const Basis &p_matrix) {
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elements[0] += p_matrix.elements[0];
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elements[1] += p_matrix.elements[1];
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elements[2] += p_matrix.elements[2];
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rows[0] += p_matrix.rows[0];
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rows[1] += p_matrix.rows[1];
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rows[2] += p_matrix.rows[2];
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}
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inline Basis Basis::operator+(const Basis &p_matrix) const {
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@@ -294,9 +294,9 @@ inline Basis Basis::operator+(const Basis &p_matrix) const {
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}
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inline void Basis::operator-=(const Basis &p_matrix) {
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elements[0] -= p_matrix.elements[0];
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elements[1] -= p_matrix.elements[1];
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elements[2] -= p_matrix.elements[2];
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rows[0] -= p_matrix.rows[0];
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rows[1] -= p_matrix.rows[1];
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rows[2] -= p_matrix.rows[2];
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}
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inline Basis Basis::operator-(const Basis &p_matrix) const {
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@@ -306,9 +306,9 @@ inline Basis Basis::operator-(const Basis &p_matrix) const {
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}
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inline void Basis::operator*=(real_t p_val) {
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elements[0] *= p_val;
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elements[1] *= p_val;
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elements[2] *= p_val;
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rows[0] *= p_val;
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rows[1] *= p_val;
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rows[2] *= p_val;
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}
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inline Basis Basis::operator*(real_t p_val) const {
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@@ -319,22 +319,22 @@ inline Basis Basis::operator*(real_t p_val) const {
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Vector3 Basis::xform(const Vector3 &p_vector) const {
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return Vector3(
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elements[0].dot(p_vector),
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elements[1].dot(p_vector),
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elements[2].dot(p_vector));
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rows[0].dot(p_vector),
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rows[1].dot(p_vector),
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rows[2].dot(p_vector));
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}
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Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
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return Vector3(
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(elements[0][0] * p_vector.x) + (elements[1][0] * p_vector.y) + (elements[2][0] * p_vector.z),
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(elements[0][1] * p_vector.x) + (elements[1][1] * p_vector.y) + (elements[2][1] * p_vector.z),
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(elements[0][2] * p_vector.x) + (elements[1][2] * p_vector.y) + (elements[2][2] * p_vector.z));
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(rows[0][0] * p_vector.x) + (rows[1][0] * p_vector.y) + (rows[2][0] * p_vector.z),
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(rows[0][1] * p_vector.x) + (rows[1][1] * p_vector.y) + (rows[2][1] * p_vector.z),
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(rows[0][2] * p_vector.x) + (rows[1][2] * p_vector.y) + (rows[2][2] * p_vector.z));
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}
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real_t Basis::determinant() const {
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return elements[0][0] * (elements[1][1] * elements[2][2] - elements[2][1] * elements[1][2]) -
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elements[1][0] * (elements[0][1] * elements[2][2] - elements[2][1] * elements[0][2]) +
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elements[2][0] * (elements[0][1] * elements[1][2] - elements[1][1] * elements[0][2]);
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return rows[0][0] * (rows[1][1] * rows[2][2] - rows[2][1] * rows[1][2]) -
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rows[1][0] * (rows[0][1] * rows[2][2] - rows[2][1] * rows[0][2]) +
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rows[2][0] * (rows[0][1] * rows[1][2] - rows[1][1] * rows[0][2]);
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}
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} // namespace godot
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@@ -134,9 +134,9 @@ inline Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const {
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Vector3 v = p_vector - origin;
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return Vector3(
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(basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z),
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(basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z),
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(basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
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(basis.rows[0][0] * v.x) + (basis.rows[1][0] * v.y) + (basis.rows[2][0] * v.z),
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(basis.rows[0][1] * v.x) + (basis.rows[1][1] * v.y) + (basis.rows[2][1] * v.z),
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(basis.rows[0][2] * v.x) + (basis.rows[1][2] * v.y) + (basis.rows[2][2] * v.z));
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}
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inline Plane Transform3D::xform(const Plane &p_plane) const {
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