Rename Transform2D "elements" to "columns"

https://github.com/godotengine/godot/pull/60627
pull/856/head
Aaron Franke 2022-09-19 18:22:29 -05:00
parent a330342e4f
commit e30c858c5d
No known key found for this signature in database
GPG Key ID: 40A1750B977E56BF
3 changed files with 105 additions and 105 deletions

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@ -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 {

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@ -193,33 +193,33 @@ next4:
Vector2(position.x + size.x, position.y + size.y),
};
real_t maxa = p_xform.elements[0].dot(xf_points2[0]);
real_t maxa = p_xform.columns[0].dot(xf_points2[0]);
real_t mina = maxa;
real_t dp = p_xform.elements[0].dot(xf_points2[1]);
real_t dp = p_xform.columns[0].dot(xf_points2[1]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
dp = p_xform.elements[0].dot(xf_points2[2]);
dp = p_xform.columns[0].dot(xf_points2[2]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
dp = p_xform.elements[0].dot(xf_points2[3]);
dp = p_xform.columns[0].dot(xf_points2[3]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
real_t maxb = p_xform.elements[0].dot(xf_points[0]);
real_t maxb = p_xform.columns[0].dot(xf_points[0]);
real_t minb = maxb;
dp = p_xform.elements[0].dot(xf_points[1]);
dp = p_xform.columns[0].dot(xf_points[1]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
dp = p_xform.elements[0].dot(xf_points[2]);
dp = p_xform.columns[0].dot(xf_points[2]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
dp = p_xform.elements[0].dot(xf_points[3]);
dp = p_xform.columns[0].dot(xf_points[3]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
@ -230,33 +230,33 @@ next4:
return false;
}
maxa = p_xform.elements[1].dot(xf_points2[0]);
maxa = p_xform.columns[1].dot(xf_points2[0]);
mina = maxa;
dp = p_xform.elements[1].dot(xf_points2[1]);
dp = p_xform.columns[1].dot(xf_points2[1]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
dp = p_xform.elements[1].dot(xf_points2[2]);
dp = p_xform.columns[1].dot(xf_points2[2]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
dp = p_xform.elements[1].dot(xf_points2[3]);
dp = p_xform.columns[1].dot(xf_points2[3]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
maxb = p_xform.elements[1].dot(xf_points[0]);
maxb = p_xform.columns[1].dot(xf_points[0]);
minb = maxb;
dp = p_xform.elements[1].dot(xf_points[1]);
dp = p_xform.columns[1].dot(xf_points[1]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
dp = p_xform.elements[1].dot(xf_points[2]);
dp = p_xform.columns[1].dot(xf_points[2]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
dp = p_xform.elements[1].dot(xf_points[3]);
dp = p_xform.columns[1].dot(xf_points[3]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);

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@ -35,8 +35,8 @@ namespace godot {
void Transform2D::invert() {
// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
// Transform2D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
SWAP(elements[0][1], elements[1][0]);
elements[2] = basis_xform(-elements[2]);
SWAP(columns[0][1], columns[1][0]);
columns[2] = basis_xform(-columns[2]);
}
Transform2D Transform2D::inverse() const {
@ -52,11 +52,11 @@ void Transform2D::affine_invert() {
#endif
real_t idet = 1.0 / det;
SWAP(elements[0][0], elements[1][1]);
elements[0] *= Vector2(idet, -idet);
elements[1] *= Vector2(-idet, idet);
SWAP(columns[0][0], columns[1][1]);
columns[0] *= Vector2(idet, -idet);
columns[1] *= Vector2(-idet, idet);
elements[2] = basis_xform(-elements[2]);
columns[2] = basis_xform(-columns[2]);
}
Transform2D Transform2D::affine_inverse() const {
@ -71,61 +71,61 @@ void Transform2D::rotate(real_t p_phi) {
real_t Transform2D::get_skew() const {
real_t det = basis_determinant();
return Math::acos(elements[0].normalized().dot(Math::sign(det) * elements[1].normalized())) - Math_PI * 0.5;
return Math::acos(columns[0].normalized().dot(Math::sign(det) * columns[1].normalized())) - Math_PI * 0.5;
}
void Transform2D::set_skew(float p_angle) {
real_t det = basis_determinant();
elements[1] = Math::sign(det) * elements[0].rotated((Math_PI * 0.5 + p_angle)).normalized() * elements[1].length();
columns[1] = Math::sign(det) * columns[0].rotated((Math_PI * 0.5 + p_angle)).normalized() * columns[1].length();
}
real_t Transform2D::get_rotation() const {
return Math::atan2(elements[0].y, elements[0].x);
return Math::atan2(columns[0].y, columns[0].x);
}
void Transform2D::set_rotation(real_t p_rot) {
Size2 scale = get_scale();
real_t cr = Math::cos(p_rot);
real_t sr = Math::sin(p_rot);
elements[0][0] = cr;
elements[0][1] = sr;
elements[1][0] = -sr;
elements[1][1] = cr;
columns[0][0] = cr;
columns[0][1] = sr;
columns[1][0] = -sr;
columns[1][1] = cr;
set_scale(scale);
}
Transform2D::Transform2D(real_t p_rot, const Vector2 &p_pos) {
real_t cr = Math::cos(p_rot);
real_t sr = Math::sin(p_rot);
elements[0][0] = cr;
elements[0][1] = sr;
elements[1][0] = -sr;
elements[1][1] = cr;
elements[2] = p_pos;
columns[0][0] = cr;
columns[0][1] = sr;
columns[1][0] = -sr;
columns[1][1] = cr;
columns[2] = p_pos;
}
Size2 Transform2D::get_scale() const {
real_t det_sign = Math::sign(basis_determinant());
return Size2(elements[0].length(), det_sign * elements[1].length());
return Size2(columns[0].length(), det_sign * columns[1].length());
}
void Transform2D::set_scale(const Size2 &p_scale) {
elements[0].normalize();
elements[1].normalize();
elements[0] *= p_scale.x;
elements[1] *= p_scale.y;
columns[0].normalize();
columns[1].normalize();
columns[0] *= p_scale.x;
columns[1] *= p_scale.y;
}
void Transform2D::scale(const Size2 &p_scale) {
scale_basis(p_scale);
elements[2] *= p_scale;
columns[2] *= p_scale;
}
void Transform2D::scale_basis(const Size2 &p_scale) {
elements[0][0] *= p_scale.x;
elements[0][1] *= p_scale.y;
elements[1][0] *= p_scale.x;
elements[1][1] *= p_scale.y;
columns[0][0] *= p_scale.x;
columns[0][1] *= p_scale.y;
columns[1][0] *= p_scale.x;
columns[1][1] *= p_scale.y;
}
void Transform2D::translate(real_t p_tx, real_t p_ty) {
@ -133,21 +133,21 @@ void Transform2D::translate(real_t p_tx, real_t p_ty) {
}
void Transform2D::translate(const Vector2 &p_translation) {
elements[2] += basis_xform(p_translation);
columns[2] += basis_xform(p_translation);
}
void Transform2D::orthonormalize() {
// Gram-Schmidt Process
Vector2 x = elements[0];
Vector2 y = elements[1];
Vector2 x = columns[0];
Vector2 y = columns[1];
x.normalize();
y = (y - x * (x.dot(y)));
y.normalize();
elements[0] = x;
elements[1] = y;
columns[0] = x;
columns[1] = y;
}
Transform2D Transform2D::orthonormalized() const {
@ -157,12 +157,12 @@ Transform2D Transform2D::orthonormalized() const {
}
bool Transform2D::is_equal_approx(const Transform2D &p_transform) const {
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]);
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]);
}
bool Transform2D::operator==(const Transform2D &p_transform) const {
for (int i = 0; i < 3; i++) {
if (elements[i] != p_transform.elements[i]) {
if (columns[i] != p_transform.columns[i]) {
return false;
}
}
@ -172,7 +172,7 @@ bool Transform2D::operator==(const Transform2D &p_transform) const {
bool Transform2D::operator!=(const Transform2D &p_transform) const {
for (int i = 0; i < 3; i++) {
if (elements[i] != p_transform.elements[i]) {
if (columns[i] != p_transform.columns[i]) {
return true;
}
}
@ -181,19 +181,19 @@ bool Transform2D::operator!=(const Transform2D &p_transform) const {
}
void Transform2D::operator*=(const Transform2D &p_transform) {
elements[2] = xform(p_transform.elements[2]);
columns[2] = xform(p_transform.columns[2]);
real_t x0, x1, y0, y1;
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