Rename Transform2D "elements" to "columns"

https://github.com/godotengine/godot/pull/60627
This commit is contained in:
Aaron Franke
2022-09-19 18:22:29 -05:00
parent a330342e4f
commit e30c858c5d
3 changed files with 105 additions and 105 deletions

View File

@@ -45,32 +45,32 @@ class Transform2D {
friend class Variant;
public:
// Warning #1: basis of Transform2D is stored differently from Basis. In terms of elements array, the basis matrix looks like "on paper":
// M = (elements[0][0] elements[1][0])
// (elements[0][1] elements[1][1])
// This is such that the columns, which can be interpreted as basis vectors of the coordinate system "painted" on the object, can be accessed as elements[i].
// Note that this is the opposite of the indices in mathematical texts, meaning: $M_{12}$ in a math book corresponds to elements[1][0] here.
// Warning #1: basis of Transform2D is stored differently from Basis. In terms of columns array, the basis matrix looks like "on paper":
// M = (columns[0][0] columns[1][0])
// (columns[0][1] columns[1][1])
// This is such that the columns, which can be interpreted as basis vectors of the coordinate system "painted" on the object, can be accessed as columns[i].
// Note that this is the opposite of the indices in mathematical texts, meaning: $M_{12}$ in a math book corresponds to columns[1][0] here.
// This requires additional care when working with explicit indices.
// See https://en.wikipedia.org/wiki/Row-_and_column-major_order for further reading.
// Warning #2: 2D be aware that unlike 3D code, 2D code uses a left-handed coordinate system: Y-axis points down,
// and angle is measure from +X to +Y in a clockwise-fashion.
Vector2 elements[3];
Vector2 columns[3];
inline real_t tdotx(const Vector2 &v) const { return elements[0][0] * v.x + elements[1][0] * v.y; }
inline real_t tdoty(const Vector2 &v) const { return elements[0][1] * v.x + elements[1][1] * v.y; }
inline real_t tdotx(const Vector2 &v) const { return columns[0][0] * v.x + columns[1][0] * v.y; }
inline real_t tdoty(const Vector2 &v) const { return columns[0][1] * v.x + columns[1][1] * v.y; }
const Vector2 &operator[](int p_idx) const { return elements[p_idx]; }
Vector2 &operator[](int p_idx) { return elements[p_idx]; }
const Vector2 &operator[](int p_idx) const { return columns[p_idx]; }
Vector2 &operator[](int p_idx) { return columns[p_idx]; }
inline Vector2 get_axis(int p_axis) const {
ERR_FAIL_INDEX_V(p_axis, 3, Vector2());
return elements[p_axis];
return columns[p_axis];
}
inline void set_axis(int p_axis, const Vector2 &p_vec) {
ERR_FAIL_INDEX(p_axis, 3);
elements[p_axis] = p_vec;
columns[p_axis] = p_vec;
}
void invert();
@@ -97,8 +97,8 @@ public:
Size2 get_scale() const;
void set_scale(const Size2 &p_scale);
inline const Vector2 &get_origin() const { return elements[2]; }
inline void set_origin(const Vector2 &p_origin) { elements[2] = p_origin; }
inline const Vector2 &get_origin() const { return columns[2]; }
inline void set_origin(const Vector2 &p_origin) { columns[2] = p_origin; }
Transform2D scaled(const Size2 &p_scale) const;
Transform2D basis_scaled(const Size2 &p_scale) const;
@@ -131,24 +131,24 @@ public:
operator String() const;
Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
elements[0][0] = xx;
elements[0][1] = xy;
elements[1][0] = yx;
elements[1][1] = yy;
elements[2][0] = ox;
elements[2][1] = oy;
columns[0][0] = xx;
columns[0][1] = xy;
columns[1][0] = yx;
columns[1][1] = yy;
columns[2][0] = ox;
columns[2][1] = oy;
}
Transform2D(const Vector2 &p_x, const Vector2 &p_y, const Vector2 &p_origin) {
elements[0] = p_x;
elements[1] = p_y;
elements[2] = p_origin;
columns[0] = p_x;
columns[1] = p_y;
columns[2] = p_origin;
}
Transform2D(real_t p_rot, const Vector2 &p_pos);
Transform2D() {
elements[0][0] = 1.0;
elements[1][1] = 1.0;
columns[0][0] = 1.0;
columns[1][1] = 1.0;
}
};
@@ -160,28 +160,28 @@ Vector2 Transform2D::basis_xform(const Vector2 &p_vec) const {
Vector2 Transform2D::basis_xform_inv(const Vector2 &p_vec) const {
return Vector2(
elements[0].dot(p_vec),
elements[1].dot(p_vec));
columns[0].dot(p_vec),
columns[1].dot(p_vec));
}
Vector2 Transform2D::xform(const Vector2 &p_vec) const {
return Vector2(
tdotx(p_vec),
tdoty(p_vec)) +
elements[2];
columns[2];
}
Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
Vector2 v = p_vec - elements[2];
Vector2 v = p_vec - columns[2];
return Vector2(
elements[0].dot(v),
elements[1].dot(v));
columns[0].dot(v),
columns[1].dot(v));
}
Rect2 Transform2D::xform(const Rect2 &p_rect) const {
Vector2 x = elements[0] * p_rect.size.x;
Vector2 y = elements[1] * p_rect.size.y;
Vector2 x = columns[0] * p_rect.size.x;
Vector2 y = columns[1] * p_rect.size.y;
Vector2 pos = xform(p_rect.position);
Rect2 new_rect;
@@ -193,17 +193,17 @@ Rect2 Transform2D::xform(const Rect2 &p_rect) const {
}
void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
elements[0][0] = Math::cos(p_rot) * p_scale.x;
elements[1][1] = Math::cos(p_rot) * p_scale.y;
elements[1][0] = -Math::sin(p_rot) * p_scale.y;
elements[0][1] = Math::sin(p_rot) * p_scale.x;
columns[0][0] = Math::cos(p_rot) * p_scale.x;
columns[1][1] = Math::cos(p_rot) * p_scale.y;
columns[1][0] = -Math::sin(p_rot) * p_scale.y;
columns[0][1] = Math::sin(p_rot) * p_scale.x;
}
void Transform2D::set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, float p_skew) {
elements[0][0] = Math::cos(p_rot) * p_scale.x;
elements[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
elements[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;
elements[0][1] = Math::sin(p_rot) * p_scale.x;
columns[0][0] = Math::cos(p_rot) * p_scale.x;
columns[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
columns[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;
columns[0][1] = Math::sin(p_rot) * p_scale.x;
}
Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {