From a35994ce7b4844b980155fa2d63c1ed5177339b9 Mon Sep 17 00:00:00 2001 From: Marc Gilleron Date: Sun, 18 Sep 2022 22:44:18 +0100 Subject: [PATCH] Use `quaternion` instead of `quat` in method names --- include/godot_cpp/variant/basis.hpp | 14 +++++++------- src/variant/basis.cpp | 28 ++++++++++++++-------------- src/variant/transform3d.cpp | 6 +++--- 3 files changed, 24 insertions(+), 24 deletions(-) diff --git a/include/godot_cpp/variant/basis.hpp b/include/godot_cpp/variant/basis.hpp index ffc9d73..777c9b5 100644 --- a/include/godot_cpp/variant/basis.hpp +++ b/include/godot_cpp/variant/basis.hpp @@ -92,7 +92,7 @@ public: Vector3 get_rotation_euler() const; void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const; void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const; - Quaternion get_rotation_quat() const; + Quaternion get_rotation_quaternion() const; Vector3 get_rotation() const { return get_rotation_euler(); }; Vector3 rotref_posscale_decomposition(Basis &rotref) const; @@ -115,8 +115,8 @@ public: Vector3 get_euler_zyx() const; void set_euler_zyx(const Vector3 &p_euler); - Quaternion get_quat() const; - void set_quat(const Quaternion &p_quat); + Quaternion get_quaternion() const; + void set_quaternion(const Quaternion &p_quat); Vector3 get_euler() const { return get_euler_yxz(); } void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); } @@ -139,7 +139,7 @@ public: void set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale); void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale); - void set_quat_scale(const Quaternion &p_quat, const Vector3 &p_scale); + void set_quaternion_scale(const Quaternion &p_quat, const Vector3 &p_scale); // transposed dot products inline real_t tdotx(const Vector3 &v) const { @@ -247,10 +247,10 @@ public: #endif Basis diagonalize(); - operator Quaternion() const { return get_quat(); } + operator Quaternion() const { return get_quaternion(); } - Basis(const Quaternion &p_quat) { set_quat(p_quat); }; - Basis(const Quaternion &p_quat, const Vector3 &p_scale) { set_quat_scale(p_quat, p_scale); } + Basis(const Quaternion &p_quat) { set_quaternion(p_quat); }; + Basis(const Quaternion &p_quat, const Vector3 &p_scale) { set_quaternion_scale(p_quat, p_scale); } Basis(const Vector3 &p_euler) { set_euler(p_euler); } Basis(const Vector3 &p_euler, const Vector3 &p_scale) { set_euler_scale(p_euler, p_scale); } diff --git a/src/variant/basis.cpp b/src/variant/basis.cpp index aca17f7..c0c79d8 100644 --- a/src/variant/basis.cpp +++ b/src/variant/basis.cpp @@ -131,8 +131,8 @@ bool Basis::is_symmetric() const { #endif Basis Basis::diagonalize() { -//NOTE: only implemented for symmetric matrices -//with the Jacobi iterative method method +// NOTE: only implemented for symmetric matrices +// with the Jacobi iterative method method #ifdef MATH_CHECKS ERR_FAIL_COND_V(!is_symmetric(), Basis()); #endif @@ -368,7 +368,7 @@ Vector3 Basis::get_rotation_euler() const { return m.get_euler(); } -Quaternion Basis::get_rotation_quat() const { +Quaternion Basis::get_rotation_quaternion() const { // Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S, // and returns the Euler angles corresponding to the rotation part, complementing get_scale(). // See the comment in get_scale() for further information. @@ -379,7 +379,7 @@ Quaternion Basis::get_rotation_quat() const { m.scale(Vector3(-1, -1, -1)); } - return m.get_quat(); + return m.get_quaternion(); } void Basis::get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const { @@ -477,7 +477,7 @@ void Basis::set_euler_xyz(const Vector3 &p_euler) { s = Math::sin(p_euler.z); Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0); - //optimizer will optimize away all this anyway + // optimizer will optimize away all this anyway *this = xmat * (ymat * zmat); } @@ -638,7 +638,7 @@ void Basis::set_euler_yxz(const Vector3 &p_euler) { s = Math::sin(p_euler.z); Basis zmat(c, -s, 0.0, s, c, 0.0, 0.0, 0.0, 1.0); - //optimizer will optimize away all this anyway + // optimizer will optimize away all this anyway *this = ymat * xmat * zmat; } @@ -764,14 +764,14 @@ Basis::operator String() const { mtx = mtx + ", "; } - mtx = mtx + String::num(elements[j][i]); //matrix is stored transposed for performance, so print it transposed + mtx = mtx + String::num(elements[j][i]); // matrix is stored transposed for performance, so print it transposed } } return mtx; } -Quaternion Basis::get_quat() const { +Quaternion Basis::get_quaternion() const { #ifdef MATH_CHECKS ERR_FAIL_COND_V(!is_rotation(), Quaternion()); #endif @@ -790,7 +790,7 @@ Quaternion Basis::get_quat() const { temp[2] = ((m.elements[1][0] - m.elements[0][1]) * s); } else { int i = m.elements[0][0] < m.elements[1][1] ? - (m.elements[1][1] < m.elements[2][2] ? 2 : 1) : + (m.elements[1][1] < m.elements[2][2] ? 2 : 1) : (m.elements[0][0] < m.elements[2][2] ? 2 : 0); int j = (i + 1) % 3; int k = (i + 2) % 3; @@ -835,7 +835,7 @@ static const Basis _ortho_bases[24] = { }; int Basis::get_orthogonal_index() const { - //could be sped up if i come up with a way + // could be sped up if i come up with a way Basis orth = *this; for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { @@ -862,7 +862,7 @@ int Basis::get_orthogonal_index() const { } void Basis::set_orthogonal_index(int p_index) { - //there only exist 24 orthogonal bases in r3 + // there only exist 24 orthogonal bases in r3 ERR_FAIL_INDEX(p_index, 24); *this = _ortho_bases[p_index]; @@ -946,7 +946,7 @@ void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { r_angle = angle; } -void Basis::set_quat(const Quaternion &p_quat) { +void Basis::set_quaternion(const Quaternion &p_quat) { real_t d = p_quat.length_squared(); real_t s = 2.0 / d; real_t xs = p_quat.x * s, ys = p_quat.y * s, zs = p_quat.z * s; @@ -998,7 +998,7 @@ void Basis::set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale) { rotate(p_euler); } -void Basis::set_quat_scale(const Quaternion &p_quat, const Vector3 &p_scale) { +void Basis::set_quaternion_scale(const Quaternion &p_quat, const Vector3 &p_scale) { set_diagonal(p_scale); rotate(p_quat); } @@ -1018,7 +1018,7 @@ void Basis::set_diagonal(const Vector3 &p_diag) { } Basis Basis::slerp(const Basis &p_to, const real_t &p_weight) const { - //consider scale + // consider scale Quaternion from(*this); Quaternion to(p_to); diff --git a/src/variant/transform3d.cpp b/src/variant/transform3d.cpp index 6b17683..5f63451 100644 --- a/src/variant/transform3d.cpp +++ b/src/variant/transform3d.cpp @@ -113,15 +113,15 @@ Transform3D Transform3D::interpolate_with(const Transform3D &p_transform, real_t /* not sure if very "efficient" but good enough? */ Vector3 src_scale = basis.get_scale(); - Quaternion src_rot = basis.get_rotation_quat(); + Quaternion src_rot = basis.get_rotation_quaternion(); Vector3 src_loc = origin; Vector3 dst_scale = p_transform.basis.get_scale(); - Quaternion dst_rot = p_transform.basis.get_rotation_quat(); + Quaternion dst_rot = p_transform.basis.get_rotation_quaternion(); Vector3 dst_loc = p_transform.origin; Transform3D interp; - interp.basis.set_quat_scale(src_rot.slerp(dst_rot, p_c).normalized(), src_scale.lerp(dst_scale, p_c)); + interp.basis.set_quaternion_scale(src_rot.slerp(dst_rot, p_c).normalized(), src_scale.lerp(dst_scale, p_c)); interp.origin = src_loc.lerp(dst_loc, p_c); return interp;