Rename Transform2D "elements" to "columns"
https://github.com/godotengine/godot/pull/60627
This commit is contained in:
@@ -193,33 +193,33 @@ next4:
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Vector2(position.x + size.x, position.y + size.y),
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};
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real_t maxa = p_xform.elements[0].dot(xf_points2[0]);
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real_t maxa = p_xform.columns[0].dot(xf_points2[0]);
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real_t mina = maxa;
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real_t dp = p_xform.elements[0].dot(xf_points2[1]);
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real_t dp = p_xform.columns[0].dot(xf_points2[1]);
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maxa = Math::max(dp, maxa);
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mina = Math::min(dp, mina);
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dp = p_xform.elements[0].dot(xf_points2[2]);
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dp = p_xform.columns[0].dot(xf_points2[2]);
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maxa = Math::max(dp, maxa);
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mina = Math::min(dp, mina);
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dp = p_xform.elements[0].dot(xf_points2[3]);
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dp = p_xform.columns[0].dot(xf_points2[3]);
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maxa = Math::max(dp, maxa);
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mina = Math::min(dp, mina);
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real_t maxb = p_xform.elements[0].dot(xf_points[0]);
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real_t maxb = p_xform.columns[0].dot(xf_points[0]);
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real_t minb = maxb;
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dp = p_xform.elements[0].dot(xf_points[1]);
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dp = p_xform.columns[0].dot(xf_points[1]);
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maxb = Math::max(dp, maxb);
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minb = Math::min(dp, minb);
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dp = p_xform.elements[0].dot(xf_points[2]);
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dp = p_xform.columns[0].dot(xf_points[2]);
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maxb = Math::max(dp, maxb);
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minb = Math::min(dp, minb);
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dp = p_xform.elements[0].dot(xf_points[3]);
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dp = p_xform.columns[0].dot(xf_points[3]);
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maxb = Math::max(dp, maxb);
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minb = Math::min(dp, minb);
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@@ -230,33 +230,33 @@ next4:
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return false;
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}
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maxa = p_xform.elements[1].dot(xf_points2[0]);
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maxa = p_xform.columns[1].dot(xf_points2[0]);
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mina = maxa;
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dp = p_xform.elements[1].dot(xf_points2[1]);
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dp = p_xform.columns[1].dot(xf_points2[1]);
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maxa = Math::max(dp, maxa);
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mina = Math::min(dp, mina);
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dp = p_xform.elements[1].dot(xf_points2[2]);
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dp = p_xform.columns[1].dot(xf_points2[2]);
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maxa = Math::max(dp, maxa);
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mina = Math::min(dp, mina);
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dp = p_xform.elements[1].dot(xf_points2[3]);
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dp = p_xform.columns[1].dot(xf_points2[3]);
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maxa = Math::max(dp, maxa);
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mina = Math::min(dp, mina);
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maxb = p_xform.elements[1].dot(xf_points[0]);
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maxb = p_xform.columns[1].dot(xf_points[0]);
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minb = maxb;
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dp = p_xform.elements[1].dot(xf_points[1]);
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dp = p_xform.columns[1].dot(xf_points[1]);
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maxb = Math::max(dp, maxb);
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minb = Math::min(dp, minb);
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dp = p_xform.elements[1].dot(xf_points[2]);
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dp = p_xform.columns[1].dot(xf_points[2]);
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maxb = Math::max(dp, maxb);
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minb = Math::min(dp, minb);
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dp = p_xform.elements[1].dot(xf_points[3]);
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dp = p_xform.columns[1].dot(xf_points[3]);
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maxb = Math::max(dp, maxb);
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minb = Math::min(dp, minb);
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@@ -35,8 +35,8 @@ namespace godot {
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void Transform2D::invert() {
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// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
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// Transform2D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
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SWAP(elements[0][1], elements[1][0]);
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elements[2] = basis_xform(-elements[2]);
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SWAP(columns[0][1], columns[1][0]);
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columns[2] = basis_xform(-columns[2]);
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}
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Transform2D Transform2D::inverse() const {
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@@ -52,11 +52,11 @@ void Transform2D::affine_invert() {
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#endif
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real_t idet = 1.0 / det;
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SWAP(elements[0][0], elements[1][1]);
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elements[0] *= Vector2(idet, -idet);
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elements[1] *= Vector2(-idet, idet);
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SWAP(columns[0][0], columns[1][1]);
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columns[0] *= Vector2(idet, -idet);
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columns[1] *= Vector2(-idet, idet);
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elements[2] = basis_xform(-elements[2]);
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columns[2] = basis_xform(-columns[2]);
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}
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Transform2D Transform2D::affine_inverse() const {
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@@ -71,61 +71,61 @@ void Transform2D::rotate(real_t p_phi) {
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real_t Transform2D::get_skew() const {
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real_t det = basis_determinant();
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return Math::acos(elements[0].normalized().dot(Math::sign(det) * elements[1].normalized())) - Math_PI * 0.5;
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return Math::acos(columns[0].normalized().dot(Math::sign(det) * columns[1].normalized())) - Math_PI * 0.5;
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}
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void Transform2D::set_skew(float p_angle) {
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real_t det = basis_determinant();
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elements[1] = Math::sign(det) * elements[0].rotated((Math_PI * 0.5 + p_angle)).normalized() * elements[1].length();
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columns[1] = Math::sign(det) * columns[0].rotated((Math_PI * 0.5 + p_angle)).normalized() * columns[1].length();
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}
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real_t Transform2D::get_rotation() const {
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return Math::atan2(elements[0].y, elements[0].x);
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return Math::atan2(columns[0].y, columns[0].x);
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}
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void Transform2D::set_rotation(real_t p_rot) {
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Size2 scale = get_scale();
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real_t cr = Math::cos(p_rot);
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real_t sr = Math::sin(p_rot);
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elements[0][0] = cr;
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elements[0][1] = sr;
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elements[1][0] = -sr;
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elements[1][1] = cr;
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columns[0][0] = cr;
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columns[0][1] = sr;
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columns[1][0] = -sr;
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columns[1][1] = cr;
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set_scale(scale);
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}
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Transform2D::Transform2D(real_t p_rot, const Vector2 &p_pos) {
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real_t cr = Math::cos(p_rot);
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real_t sr = Math::sin(p_rot);
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elements[0][0] = cr;
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elements[0][1] = sr;
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elements[1][0] = -sr;
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elements[1][1] = cr;
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elements[2] = p_pos;
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columns[0][0] = cr;
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columns[0][1] = sr;
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columns[1][0] = -sr;
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columns[1][1] = cr;
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columns[2] = p_pos;
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}
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Size2 Transform2D::get_scale() const {
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real_t det_sign = Math::sign(basis_determinant());
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return Size2(elements[0].length(), det_sign * elements[1].length());
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return Size2(columns[0].length(), det_sign * columns[1].length());
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}
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void Transform2D::set_scale(const Size2 &p_scale) {
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elements[0].normalize();
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elements[1].normalize();
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elements[0] *= p_scale.x;
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elements[1] *= p_scale.y;
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columns[0].normalize();
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columns[1].normalize();
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columns[0] *= p_scale.x;
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columns[1] *= p_scale.y;
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}
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void Transform2D::scale(const Size2 &p_scale) {
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scale_basis(p_scale);
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elements[2] *= p_scale;
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columns[2] *= p_scale;
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}
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void Transform2D::scale_basis(const Size2 &p_scale) {
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elements[0][0] *= p_scale.x;
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elements[0][1] *= p_scale.y;
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elements[1][0] *= p_scale.x;
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elements[1][1] *= p_scale.y;
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columns[0][0] *= p_scale.x;
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columns[0][1] *= p_scale.y;
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columns[1][0] *= p_scale.x;
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columns[1][1] *= p_scale.y;
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}
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void Transform2D::translate(real_t p_tx, real_t p_ty) {
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@@ -133,21 +133,21 @@ void Transform2D::translate(real_t p_tx, real_t p_ty) {
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}
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void Transform2D::translate(const Vector2 &p_translation) {
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elements[2] += basis_xform(p_translation);
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columns[2] += basis_xform(p_translation);
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}
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void Transform2D::orthonormalize() {
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// Gram-Schmidt Process
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Vector2 x = elements[0];
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Vector2 y = elements[1];
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Vector2 x = columns[0];
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Vector2 y = columns[1];
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x.normalize();
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y = (y - x * (x.dot(y)));
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y.normalize();
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elements[0] = x;
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elements[1] = y;
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columns[0] = x;
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columns[1] = y;
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}
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Transform2D Transform2D::orthonormalized() const {
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@@ -157,12 +157,12 @@ Transform2D Transform2D::orthonormalized() const {
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}
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bool Transform2D::is_equal_approx(const Transform2D &p_transform) const {
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return elements[0].is_equal_approx(p_transform.elements[0]) && elements[1].is_equal_approx(p_transform.elements[1]) && elements[2].is_equal_approx(p_transform.elements[2]);
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return columns[0].is_equal_approx(p_transform.columns[0]) && columns[1].is_equal_approx(p_transform.columns[1]) && columns[2].is_equal_approx(p_transform.columns[2]);
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}
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bool Transform2D::operator==(const Transform2D &p_transform) const {
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for (int i = 0; i < 3; i++) {
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if (elements[i] != p_transform.elements[i]) {
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if (columns[i] != p_transform.columns[i]) {
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return false;
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}
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}
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@@ -172,7 +172,7 @@ bool Transform2D::operator==(const Transform2D &p_transform) const {
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bool Transform2D::operator!=(const Transform2D &p_transform) const {
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for (int i = 0; i < 3; i++) {
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if (elements[i] != p_transform.elements[i]) {
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if (columns[i] != p_transform.columns[i]) {
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return true;
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}
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}
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@@ -181,19 +181,19 @@ bool Transform2D::operator!=(const Transform2D &p_transform) const {
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}
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void Transform2D::operator*=(const Transform2D &p_transform) {
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elements[2] = xform(p_transform.elements[2]);
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columns[2] = xform(p_transform.columns[2]);
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real_t x0, x1, y0, y1;
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x0 = tdotx(p_transform.elements[0]);
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x1 = tdoty(p_transform.elements[0]);
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y0 = tdotx(p_transform.elements[1]);
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y1 = tdoty(p_transform.elements[1]);
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x0 = tdotx(p_transform.columns[0]);
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x1 = tdoty(p_transform.columns[0]);
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y0 = tdotx(p_transform.columns[1]);
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y1 = tdoty(p_transform.columns[1]);
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elements[0][0] = x0;
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elements[0][1] = x1;
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elements[1][0] = y0;
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elements[1][1] = y1;
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columns[0][0] = x0;
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columns[0][1] = x1;
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columns[1][0] = y0;
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columns[1][1] = y1;
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}
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Transform2D Transform2D::operator*(const Transform2D &p_transform) const {
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@@ -216,7 +216,7 @@ Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
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Transform2D Transform2D::untranslated() const {
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Transform2D copy = *this;
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copy.elements[2] = Vector2();
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copy.columns[2] = Vector2();
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return copy;
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}
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@@ -233,7 +233,7 @@ Transform2D Transform2D::rotated(real_t p_phi) const {
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}
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real_t Transform2D::basis_determinant() const {
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return elements[0].x * elements[1].y - elements[0].y * elements[1].x;
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return columns[0].x * columns[1].y - columns[0].y * columns[1].x;
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}
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Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t p_c) const {
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@@ -272,7 +272,7 @@ Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t
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}
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Transform2D::operator String() const {
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return elements[0].operator String() + ", " + elements[1].operator String() + ", " + elements[2].operator String();
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return columns[0].operator String() + ", " + columns[1].operator String() + ", " + columns[2].operator String();
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}
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} // namespace godot
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