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authorFabian Keller <github.100.fkeller@spamgourmet.com>2022-07-30 12:17:33 +0200
committerFabian Keller <github.100.fkeller@spamgourmet.com>2022-08-02 23:38:14 +0200
commitf242f9c7385f86c5bb5ebd8c56b5a6d6ebb59985 (patch)
tree6c3e3ce96cc19c6c5c14b41d9defb4f7d8a7d5a5 /modules/mono/glue
parentf450f242b91249ad9f899943716d21c8657accbd (diff)
Fix consistency of translated/scaled/rotated in Transform2D and Transform3D
Diffstat (limited to 'modules/mono/glue')
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs57
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs58
2 files changed, 100 insertions, 15 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
index b8413f1e16..68d097eb4e 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
@@ -297,7 +297,9 @@ namespace Godot
}
/// <summary>
- /// Rotates the transform by <paramref name="angle"/> (in radians), using matrix multiplication.
+ /// Rotates the transform by <paramref name="angle"/> (in radians).
+ /// The operation is done in the parent/global frame, equivalent to
+ /// multiplying the matrix from the left.
/// </summary>
/// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated transformation matrix.</returns>
@@ -307,7 +309,21 @@ namespace Godot
}
/// <summary>
- /// Scales the transform by the given scaling factor, using matrix multiplication.
+ /// Rotates the transform by <paramref name="angle"/> (in radians).
+ /// The operation is done in the local frame, equivalent to
+ /// multiplying the matrix from the right.
+ /// </summary>
+ /// <param name="angle">The angle to rotate, in radians.</param>
+ /// <returns>The rotated transformation matrix.</returns>
+ public Transform2D RotatedLocal(real_t angle)
+ {
+ return new Transform2D(angle, new Vector2()) * this;
+ }
+
+ /// <summary>
+ /// Scales the transform by the given scaling factor.
+ /// The operation is done in the parent/global frame, equivalent to
+ /// multiplying the matrix from the left.
/// </summary>
/// <param name="scale">The scale to introduce.</param>
/// <returns>The scaled transformation matrix.</returns>
@@ -320,6 +336,21 @@ namespace Godot
return copy;
}
+ /// <summary>
+ /// Scales the transform by the given scaling factor.
+ /// The operation is done in the local frame, equivalent to
+ /// multiplying the matrix from the right.
+ /// </summary>
+ /// <param name="scale">The scale to introduce.</param>
+ /// <returns>The scaled transformation matrix.</returns>
+ public Transform2D ScaledLocal(Vector2 scale)
+ {
+ Transform2D copy = this;
+ copy.x *= scale;
+ copy.y *= scale;
+ return copy;
+ }
+
private real_t Tdotx(Vector2 with)
{
return (this[0, 0] * with[0]) + (this[1, 0] * with[1]);
@@ -331,11 +362,23 @@ namespace Godot
}
/// <summary>
- /// Translates the transform by the given <paramref name="offset"/>,
- /// relative to the transform's basis vectors.
- ///
- /// Unlike <see cref="Rotated"/> and <see cref="Scaled"/>,
- /// this does not use matrix multiplication.
+ /// Translates the transform by the given <paramref name="offset"/>.
+ /// The operation is done in the parent/global frame, equivalent to
+ /// multiplying the matrix from the left.
+ /// </summary>
+ /// <param name="offset">The offset to translate by.</param>
+ /// <returns>The translated matrix.</returns>
+ public Transform2D Translated(Vector2 offset)
+ {
+ Transform2D copy = this;
+ copy.origin += offset;
+ return copy;
+ }
+
+ /// <summary>
+ /// Translates the transform by the given <paramref name="offset"/>.
+ /// The operation is done in the local frame, equivalent to
+ /// multiplying the matrix from the right.
/// </summary>
/// <param name="offset">The offset to translate by.</param>
/// <returns>The translated matrix.</returns>
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
index 97b4a87713..c00b9d8e9b 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs
@@ -186,8 +186,10 @@ namespace Godot
}
/// <summary>
- /// Rotates the transform around the given <paramref name="axis"/> by <paramref name="angle"/> (in radians),
- /// using matrix multiplication. The axis must be a normalized vector.
+ /// Rotates the transform around the given <paramref name="axis"/> by <paramref name="angle"/> (in radians).
+ /// The axis must be a normalized vector.
+ /// The operation is done in the parent/global frame, equivalent to
+ /// multiplying the matrix from the left.
/// </summary>
/// <param name="axis">The axis to rotate around. Must be normalized.</param>
/// <param name="angle">The angle to rotate, in radians.</param>
@@ -198,7 +200,24 @@ namespace Godot
}
/// <summary>
- /// Scales the transform by the given 3D scaling factor, using matrix multiplication.
+ /// Rotates the transform around the given <paramref name="axis"/> by <paramref name="angle"/> (in radians).
+ /// The axis must be a normalized vector.
+ /// The operation is done in the local frame, equivalent to
+ /// multiplying the matrix from the right.
+ /// </summary>
+ /// <param name="axis">The axis to rotate around. Must be normalized.</param>
+ /// <param name="angle">The angle to rotate, in radians.</param>
+ /// <returns>The rotated transformation matrix.</returns>
+ public Transform3D RotatedLocal(Vector3 axis, real_t angle)
+ {
+ Basis tmpBasis = new Basis(axis, angle);
+ return new Transform3D(basis * tmpBasis, origin);
+ }
+
+ /// <summary>
+ /// Scales the transform by the given 3D <paramref name="scale"/> factor.
+ /// The operation is done in the parent/global frame, equivalent to
+ /// multiplying the matrix from the left.
/// </summary>
/// <param name="scale">The scale to introduce.</param>
/// <returns>The scaled transformation matrix.</returns>
@@ -207,6 +226,19 @@ namespace Godot
return new Transform3D(basis.Scaled(scale), origin * scale);
}
+ /// <summary>
+ /// Scales the transform by the given 3D <paramref name="scale"/> factor.
+ /// The operation is done in the local frame, equivalent to
+ /// multiplying the matrix from the right.
+ /// </summary>
+ /// <param name="scale">The scale to introduce.</param>
+ /// <returns>The scaled transformation matrix.</returns>
+ public Transform3D ScaledLocal(Vector3 scale)
+ {
+ Basis tmpBasis = new Basis(new Vector3(scale.x, 0, 0), new Vector3(0, scale.y, 0), new Vector3(0, 0, scale.z));
+ return new Transform3D(basis * tmpBasis, origin);
+ }
+
private void SetLookAt(Vector3 eye, Vector3 target, Vector3 up)
{
// Make rotation matrix
@@ -231,11 +263,21 @@ namespace Godot
}
/// <summary>
- /// Translates the transform by the given <paramref name="offset"/>,
- /// relative to the transform's basis vectors.
- ///
- /// Unlike <see cref="Rotated"/> and <see cref="Scaled"/>,
- /// this does not use matrix multiplication.
+ /// Translates the transform by the given <paramref name="offset"/>.
+ /// The operation is done in the parent/global frame, equivalent to
+ /// multiplying the matrix from the left.
+ /// </summary>
+ /// <param name="offset">The offset to translate by.</param>
+ /// <returns>The translated matrix.</returns>
+ public Transform3D Translated(Vector3 offset)
+ {
+ return new Transform3D(basis, origin + offset);
+ }
+
+ /// <summary>
+ /// Translates the transform by the given <paramref name="offset"/>.
+ /// The operation is done in the local frame, equivalent to
+ /// multiplying the matrix from the right.
/// </summary>
/// <param name="offset">The offset to translate by.</param>
/// <returns>The translated matrix.</returns>