Rename Transform2D "elements" to "columns"
https://github.com/godotengine/godot/pull/60627pull/856/head
parent
a330342e4f
commit
e30c858c5d
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@ -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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@ -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]) {
|
||||
if (columns[i] != p_transform.columns[i]) {
|
||||
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]);
|
||||
x1 = tdoty(p_transform.elements[0]);
|
||||
y0 = tdotx(p_transform.elements[1]);
|
||||
y1 = tdoty(p_transform.elements[1]);
|
||||
x0 = tdotx(p_transform.columns[0]);
|
||||
x1 = tdoty(p_transform.columns[0]);
|
||||
y0 = tdotx(p_transform.columns[1]);
|
||||
y1 = tdoty(p_transform.columns[1]);
|
||||
|
||||
elements[0][0] = x0;
|
||||
elements[0][1] = x1;
|
||||
elements[1][0] = y0;
|
||||
elements[1][1] = y1;
|
||||
columns[0][0] = x0;
|
||||
columns[0][1] = x1;
|
||||
columns[1][0] = y0;
|
||||
columns[1][1] = y1;
|
||||
}
|
||||
|
||||
Transform2D Transform2D::operator*(const Transform2D &p_transform) const {
|
||||
|
@ -216,7 +216,7 @@ Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
|
|||
|
||||
Transform2D Transform2D::untranslated() const {
|
||||
Transform2D copy = *this;
|
||||
copy.elements[2] = Vector2();
|
||||
copy.columns[2] = Vector2();
|
||||
return copy;
|
||||
}
|
||||
|
||||
|
@ -233,7 +233,7 @@ Transform2D Transform2D::rotated(real_t p_phi) const {
|
|||
}
|
||||
|
||||
real_t Transform2D::basis_determinant() const {
|
||||
return elements[0].x * elements[1].y - elements[0].y * elements[1].x;
|
||||
return columns[0].x * columns[1].y - columns[0].y * columns[1].x;
|
||||
}
|
||||
|
||||
Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t p_c) const {
|
||||
|
@ -272,7 +272,7 @@ Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t
|
|||
}
|
||||
|
||||
Transform2D::operator String() const {
|
||||
return elements[0].operator String() + ", " + elements[1].operator String() + ", " + elements[2].operator String();
|
||||
return columns[0].operator String() + ", " + columns[1].operator String() + ", " + columns[2].operator String();
|
||||
}
|
||||
|
||||
} // namespace godot
|
||||
|
|
Loading…
Reference in New Issue