Rename Transform2D "elements" to "columns"
https://github.com/godotengine/godot/pull/60627
This commit is contained in:
@@ -45,32 +45,32 @@ class Transform2D {
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friend class Variant;
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public:
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// Warning #1: basis of Transform2D is stored differently from Basis. In terms of elements array, the basis matrix looks like "on paper":
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// M = (elements[0][0] elements[1][0])
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// (elements[0][1] elements[1][1])
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// 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].
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// 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.
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// Warning #1: basis of Transform2D is stored differently from Basis. In terms of columns array, the basis matrix looks like "on paper":
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// M = (columns[0][0] columns[1][0])
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// (columns[0][1] columns[1][1])
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// 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].
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// 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.
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// This requires additional care when working with explicit indices.
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// See https://en.wikipedia.org/wiki/Row-_and_column-major_order for further reading.
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// Warning #2: 2D be aware that unlike 3D code, 2D code uses a left-handed coordinate system: Y-axis points down,
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// and angle is measure from +X to +Y in a clockwise-fashion.
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Vector2 elements[3];
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Vector2 columns[3];
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inline real_t tdotx(const Vector2 &v) const { return elements[0][0] * v.x + elements[1][0] * v.y; }
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inline real_t tdoty(const Vector2 &v) const { return elements[0][1] * v.x + elements[1][1] * v.y; }
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inline real_t tdotx(const Vector2 &v) const { return columns[0][0] * v.x + columns[1][0] * v.y; }
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inline real_t tdoty(const Vector2 &v) const { return columns[0][1] * v.x + columns[1][1] * v.y; }
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const Vector2 &operator[](int p_idx) const { return elements[p_idx]; }
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Vector2 &operator[](int p_idx) { return elements[p_idx]; }
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const Vector2 &operator[](int p_idx) const { return columns[p_idx]; }
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Vector2 &operator[](int p_idx) { return columns[p_idx]; }
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inline Vector2 get_axis(int p_axis) const {
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ERR_FAIL_INDEX_V(p_axis, 3, Vector2());
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return elements[p_axis];
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return columns[p_axis];
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}
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inline void set_axis(int p_axis, const Vector2 &p_vec) {
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ERR_FAIL_INDEX(p_axis, 3);
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elements[p_axis] = p_vec;
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columns[p_axis] = p_vec;
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}
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void invert();
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@@ -97,8 +97,8 @@ public:
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Size2 get_scale() const;
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void set_scale(const Size2 &p_scale);
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inline const Vector2 &get_origin() const { return elements[2]; }
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inline void set_origin(const Vector2 &p_origin) { elements[2] = p_origin; }
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inline const Vector2 &get_origin() const { return columns[2]; }
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inline void set_origin(const Vector2 &p_origin) { columns[2] = p_origin; }
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Transform2D scaled(const Size2 &p_scale) const;
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Transform2D basis_scaled(const Size2 &p_scale) const;
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@@ -131,24 +131,24 @@ public:
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operator String() const;
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Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
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elements[0][0] = xx;
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elements[0][1] = xy;
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elements[1][0] = yx;
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elements[1][1] = yy;
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elements[2][0] = ox;
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elements[2][1] = oy;
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columns[0][0] = xx;
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columns[0][1] = xy;
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columns[1][0] = yx;
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columns[1][1] = yy;
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columns[2][0] = ox;
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columns[2][1] = oy;
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}
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Transform2D(const Vector2 &p_x, const Vector2 &p_y, const Vector2 &p_origin) {
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elements[0] = p_x;
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elements[1] = p_y;
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elements[2] = p_origin;
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columns[0] = p_x;
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columns[1] = p_y;
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columns[2] = p_origin;
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}
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Transform2D(real_t p_rot, const Vector2 &p_pos);
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Transform2D() {
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elements[0][0] = 1.0;
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elements[1][1] = 1.0;
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columns[0][0] = 1.0;
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columns[1][1] = 1.0;
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}
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};
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@@ -160,28 +160,28 @@ Vector2 Transform2D::basis_xform(const Vector2 &p_vec) const {
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Vector2 Transform2D::basis_xform_inv(const Vector2 &p_vec) const {
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return Vector2(
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elements[0].dot(p_vec),
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elements[1].dot(p_vec));
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columns[0].dot(p_vec),
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columns[1].dot(p_vec));
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}
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Vector2 Transform2D::xform(const Vector2 &p_vec) const {
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return Vector2(
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tdotx(p_vec),
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tdoty(p_vec)) +
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elements[2];
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columns[2];
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}
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Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
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Vector2 v = p_vec - elements[2];
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Vector2 v = p_vec - columns[2];
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return Vector2(
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elements[0].dot(v),
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elements[1].dot(v));
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columns[0].dot(v),
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columns[1].dot(v));
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}
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Rect2 Transform2D::xform(const Rect2 &p_rect) const {
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Vector2 x = elements[0] * p_rect.size.x;
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Vector2 y = elements[1] * p_rect.size.y;
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Vector2 x = columns[0] * p_rect.size.x;
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Vector2 y = columns[1] * p_rect.size.y;
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Vector2 pos = xform(p_rect.position);
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Rect2 new_rect;
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@@ -193,17 +193,17 @@ Rect2 Transform2D::xform(const Rect2 &p_rect) const {
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}
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void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
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elements[0][0] = Math::cos(p_rot) * p_scale.x;
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elements[1][1] = Math::cos(p_rot) * p_scale.y;
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elements[1][0] = -Math::sin(p_rot) * p_scale.y;
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elements[0][1] = Math::sin(p_rot) * p_scale.x;
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columns[0][0] = Math::cos(p_rot) * p_scale.x;
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columns[1][1] = Math::cos(p_rot) * p_scale.y;
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columns[1][0] = -Math::sin(p_rot) * p_scale.y;
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columns[0][1] = Math::sin(p_rot) * p_scale.x;
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}
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void Transform2D::set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, float p_skew) {
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elements[0][0] = Math::cos(p_rot) * p_scale.x;
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elements[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
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elements[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;
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elements[0][1] = Math::sin(p_rot) * p_scale.x;
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columns[0][0] = Math::cos(p_rot) * p_scale.x;
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columns[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
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columns[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;
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columns[0][1] = Math::sin(p_rot) * p_scale.x;
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}
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Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {
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