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-rw-r--r--core/math/transform_2d.cpp34
-rw-r--r--core/math/transform_2d.h5
-rw-r--r--core/math/transform_3d.cpp30
-rw-r--r--core/math/transform_3d.h3
-rw-r--r--core/variant/variant_call.cpp6
-rw-r--r--doc/classes/Camera3D.xml3
-rw-r--r--doc/classes/Transform2D.xml46
-rw-r--r--doc/classes/Transform3D.xml49
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs57
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs58
-rw-r--r--scene/resources/particles_material.cpp2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl13
-rw-r--r--servers/rendering/shader_language.cpp9
-rw-r--r--tests/core/math/test_transform_2d.h88
-rw-r--r--tests/core/math/test_transform_3d.h89
-rw-r--r--tests/test_main.cpp2
16 files changed, 442 insertions, 52 deletions
diff --git a/core/math/transform_2d.cpp b/core/math/transform_2d.cpp
index bb8bf9f569..226076029b 100644
--- a/core/math/transform_2d.cpp
+++ b/core/math/transform_2d.cpp
@@ -217,34 +217,48 @@ Transform2D Transform2D::operator*(const Transform2D &p_transform) const {
return t;
}
-Transform2D Transform2D::scaled(const Size2 &p_scale) const {
+Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
Transform2D copy = *this;
- copy.scale(p_scale);
+ copy.scale_basis(p_scale);
return copy;
}
-Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
+Transform2D Transform2D::scaled(const Size2 &p_scale) const {
+ // Equivalent to left multiplication
Transform2D copy = *this;
- copy.scale_basis(p_scale);
+ copy.scale(p_scale);
return copy;
}
+Transform2D Transform2D::scaled_local(const Size2 &p_scale) const {
+ // Equivalent to right multiplication
+ return Transform2D(columns[0] * p_scale.x, columns[1] * p_scale.y, columns[2]);
+}
+
Transform2D Transform2D::untranslated() const {
Transform2D copy = *this;
copy.columns[2] = Vector2();
return copy;
}
+Transform2D Transform2D::translated(const Vector2 &p_offset) const {
+ // Equivalent to left multiplication
+ return Transform2D(columns[0], columns[1], columns[2] + p_offset);
+}
+
Transform2D Transform2D::translated_local(const Vector2 &p_offset) const {
- Transform2D copy = *this;
- copy.translate_local(p_offset);
- return copy;
+ // Equivalent to right multiplication
+ return Transform2D(columns[0], columns[1], columns[2] + basis_xform(p_offset));
}
Transform2D Transform2D::rotated(const real_t p_angle) const {
- Transform2D copy = *this;
- copy.rotate(p_angle);
- return copy;
+ // Equivalent to left multiplication
+ return Transform2D(p_angle, Vector2()) * (*this);
+}
+
+Transform2D Transform2D::rotated_local(const real_t p_angle) const {
+ // Equivalent to right multiplication
+ return (*this) * Transform2D(p_angle, Vector2()); // Could be optimized, because origin transform can be skipped.
}
real_t Transform2D::basis_determinant() const {
diff --git a/core/math/transform_2d.h b/core/math/transform_2d.h
index e64d050f0c..f23f32867a 100644
--- a/core/math/transform_2d.h
+++ b/core/math/transform_2d.h
@@ -85,10 +85,13 @@ struct _NO_DISCARD_ Transform2D {
_FORCE_INLINE_ const Vector2 &get_origin() const { return columns[2]; }
_FORCE_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;
+ Transform2D scaled(const Size2 &p_scale) const;
+ Transform2D scaled_local(const Size2 &p_scale) const;
+ Transform2D translated(const Vector2 &p_offset) const;
Transform2D translated_local(const Vector2 &p_offset) const;
Transform2D rotated(const real_t p_angle) const;
+ Transform2D rotated_local(const real_t p_angle) const;
Transform2D untranslated() const;
diff --git a/core/math/transform_3d.cpp b/core/math/transform_3d.cpp
index c497a276f3..a634faca9a 100644
--- a/core/math/transform_3d.cpp
+++ b/core/math/transform_3d.cpp
@@ -62,7 +62,15 @@ void Transform3D::rotate(const Vector3 &p_axis, real_t p_angle) {
}
Transform3D Transform3D::rotated(const Vector3 &p_axis, real_t p_angle) const {
- return Transform3D(Basis(p_axis, p_angle), Vector3()) * (*this);
+ // Equivalent to left multiplication
+ Basis p_basis(p_axis, p_angle);
+ return Transform3D(p_basis * basis, p_basis.xform(origin));
+}
+
+Transform3D Transform3D::rotated_local(const Vector3 &p_axis, real_t p_angle) const {
+ // Equivalent to right multiplication
+ Basis p_basis(p_axis, p_angle);
+ return Transform3D(basis * p_basis, origin);
}
void Transform3D::rotate_basis(const Vector3 &p_axis, real_t p_angle) {
@@ -120,9 +128,13 @@ void Transform3D::scale(const Vector3 &p_scale) {
}
Transform3D Transform3D::scaled(const Vector3 &p_scale) const {
- Transform3D t = *this;
- t.scale(p_scale);
- return t;
+ // Equivalent to left multiplication
+ return Transform3D(basis.scaled(p_scale), origin * p_scale);
+}
+
+Transform3D Transform3D::scaled_local(const Vector3 &p_scale) const {
+ // Equivalent to right multiplication
+ return Transform3D(basis.scaled_local(p_scale), origin);
}
void Transform3D::scale_basis(const Vector3 &p_scale) {
@@ -139,10 +151,14 @@ void Transform3D::translate_local(const Vector3 &p_translation) {
}
}
+Transform3D Transform3D::translated(const Vector3 &p_translation) const {
+ // Equivalent to left multiplication
+ return Transform3D(basis, origin + p_translation);
+}
+
Transform3D Transform3D::translated_local(const Vector3 &p_translation) const {
- Transform3D t = *this;
- t.translate_local(p_translation);
- return t;
+ // Equivalent to right multiplication
+ return Transform3D(basis, origin + basis.xform(p_translation));
}
void Transform3D::orthonormalize() {
diff --git a/core/math/transform_3d.h b/core/math/transform_3d.h
index 1f8026043f..b572e90859 100644
--- a/core/math/transform_3d.h
+++ b/core/math/transform_3d.h
@@ -46,6 +46,7 @@ struct _NO_DISCARD_ Transform3D {
Transform3D affine_inverse() const;
Transform3D rotated(const Vector3 &p_axis, real_t p_angle) const;
+ Transform3D rotated_local(const Vector3 &p_axis, real_t p_angle) const;
void rotate(const Vector3 &p_axis, real_t p_angle);
void rotate_basis(const Vector3 &p_axis, real_t p_angle);
@@ -55,9 +56,11 @@ struct _NO_DISCARD_ Transform3D {
void scale(const Vector3 &p_scale);
Transform3D scaled(const Vector3 &p_scale) const;
+ Transform3D scaled_local(const Vector3 &p_scale) const;
void scale_basis(const Vector3 &p_scale);
void translate_local(real_t p_tx, real_t p_ty, real_t p_tz);
void translate_local(const Vector3 &p_translation);
+ Transform3D translated(const Vector3 &p_translation) const;
Transform3D translated_local(const Vector3 &p_translation) const;
const Basis &get_basis() const { return basis; }
diff --git a/core/variant/variant_call.cpp b/core/variant/variant_call.cpp
index b933a90a48..a774aac52f 100644
--- a/core/variant/variant_call.cpp
+++ b/core/variant/variant_call.cpp
@@ -1882,7 +1882,10 @@ static void _register_variant_builtin_methods() {
bind_method(Transform2D, get_skew, sarray(), varray());
bind_method(Transform2D, orthonormalized, sarray(), varray());
bind_method(Transform2D, rotated, sarray("angle"), varray());
+ bind_method(Transform2D, rotated_local, sarray("angle"), varray());
bind_method(Transform2D, scaled, sarray("scale"), varray());
+ bind_method(Transform2D, scaled_local, sarray("scale"), varray());
+ bind_method(Transform2D, translated, sarray("offset"), varray());
bind_method(Transform2D, translated_local, sarray("offset"), varray());
bind_method(Transform2D, basis_xform, sarray("v"), varray());
bind_method(Transform2D, basis_xform_inv, sarray("v"), varray());
@@ -1947,7 +1950,10 @@ static void _register_variant_builtin_methods() {
bind_method(Transform3D, affine_inverse, sarray(), varray());
bind_method(Transform3D, orthonormalized, sarray(), varray());
bind_method(Transform3D, rotated, sarray("axis", "angle"), varray());
+ bind_method(Transform3D, rotated_local, sarray("axis", "angle"), varray());
bind_method(Transform3D, scaled, sarray("scale"), varray());
+ bind_method(Transform3D, scaled_local, sarray("scale"), varray());
+ bind_method(Transform3D, translated, sarray("offset"), varray());
bind_method(Transform3D, translated_local, sarray("offset"), varray());
bind_method(Transform3D, looking_at, sarray("target", "up"), varray(Vector3(0, 1, 0)));
bind_method(Transform3D, spherical_interpolate_with, sarray("xform", "weight"), varray());
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml
index 3aedbbd1e6..5595abc02a 100644
--- a/doc/classes/Camera3D.xml
+++ b/doc/classes/Camera3D.xml
@@ -113,7 +113,7 @@
<argument index="2" name="z_near" type="float" />
<argument index="3" name="z_far" type="float" />
<description>
- Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units.
+ Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units. See also [member frustum_offset].
</description>
</method>
<method name="set_orthogonal">
@@ -179,6 +179,7 @@
</member>
<member name="frustum_offset" type="Vector2" setter="set_frustum_offset" getter="get_frustum_offset" default="Vector2(0, 0)">
The camera's frustum offset. This can be changed from the default to create "tilted frustum" effects such as [url=https://zdoom.org/wiki/Y-shearing]Y-shearing[/url].
+ [b]Note:[/b] Only effective if [member projection] is [constant PROJECTION_FRUSTUM].
</member>
<member name="h_offset" type="float" setter="set_h_offset" getter="get_h_offset" default="0.0">
The horizontal (X) offset of the camera viewport.
diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml
index 924b4cd8e4..9979a73527 100644
--- a/doc/classes/Transform2D.xml
+++ b/doc/classes/Transform2D.xml
@@ -141,14 +141,40 @@
<return type="Transform2D" />
<argument index="0" name="angle" type="float" />
<description>
- Returns a copy of the transform rotated by the given [code]angle[/code] (in radians), using matrix multiplication.
+ Returns a copy of the transform rotated by the given [code]angle[/code] (in radians).
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
+ <method name="rotated_local" qualifiers="const">
+ <return type="Transform2D" />
+ <argument index="0" name="angle" type="float" />
+ <description>
+ Returns a copy of the transform rotated by the given [code]angle[/code] (in radians).
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="scaled" qualifiers="const">
<return type="Transform2D" />
<argument index="0" name="scale" type="Vector2" />
<description>
- Returns a copy of the transform scaled by the given [code]scale[/code] factor, using matrix multiplication.
+ Returns a copy of the transform scaled by the given [code]scale[/code] factor.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
+ <method name="scaled_local" qualifiers="const">
+ <return type="Transform2D" />
+ <argument index="0" name="scale" type="Vector2" />
+ <description>
+ Returns a copy of the transform scaled by the given [code]scale[/code] factor.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="set_rotation">
@@ -173,12 +199,24 @@
Sets the transform's skew (in radians).
</description>
</method>
+ <method name="translated" qualifiers="const">
+ <return type="Transform2D" />
+ <argument index="0" name="offset" type="Vector2" />
+ <description>
+ Returns a copy of the transform translated by the given [code]offset[/code].
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
<method name="translated_local" qualifiers="const">
<return type="Transform2D" />
<argument index="0" name="offset" type="Vector2" />
<description>
- Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors.
- Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
+ Returns a copy of the transform translated by the given [code]offset[/code].
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
</methods>
diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml
index de1db718c2..9b673701ae 100644
--- a/doc/classes/Transform3D.xml
+++ b/doc/classes/Transform3D.xml
@@ -102,14 +102,43 @@
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="angle" type="float" />
<description>
- Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians), using matrix multiplication. The [code]axis[/code] must be a normalized vector.
+ Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians).
+ The [code]axis[/code] must be a normalized vector.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
+ <method name="rotated_local" qualifiers="const">
+ <return type="Transform3D" />
+ <argument index="0" name="axis" type="Vector3" />
+ <argument index="1" name="angle" type="float" />
+ <description>
+ Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians).
+ The [code]axis[/code] must be a normalized vector.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding rotation transform [code]R[/code] from the right, i.e., [code]X * R[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="scaled" qualifiers="const">
<return type="Transform3D" />
<argument index="0" name="scale" type="Vector3" />
<description>
- Returns a copy of the transform with its basis and origin scaled by the given [code]scale[/code] factor, using matrix multiplication.
+ Returns a copy of the transform scaled by the given [code]scale[/code] factor.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding scaling transform [code]S[/code] from the left, i.e., [code]S * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
+ <method name="scaled_local" qualifiers="const">
+ <return type="Transform3D" />
+ <argument index="0" name="scale" type="Vector3" />
+ <description>
+ Returns a copy of the transform scaled by the given [code]scale[/code] factor.
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding scaling transform [code]S[/code] from the right, i.e., [code]X * S[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
<method name="spherical_interpolate_with" qualifiers="const">
@@ -120,12 +149,24 @@
Returns a transform spherically interpolated between this transform and another by a given [code]weight[/code] (on the range of 0.0 to 1.0).
</description>
</method>
+ <method name="translated" qualifiers="const">
+ <return type="Transform3D" />
+ <argument index="0" name="offset" type="Vector3" />
+ <description>
+ Returns a copy of the transform translated by the given [code]offset[/code].
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding translation transform [code]T[/code] from the left, i.e., [code]T * X[/code].
+ This can be seen as transforming with respect to the global/parent frame.
+ </description>
+ </method>
<method name="translated_local" qualifiers="const">
<return type="Transform3D" />
<argument index="0" name="offset" type="Vector3" />
<description>
- Returns a copy of the transform translated by the given [code]offset[/code], relative to the transform's basis vectors.
- Unlike [method rotated] and [method scaled], this does not use matrix multiplication.
+ Returns a copy of the transform translated by the given [code]offset[/code].
+ This method is an optimized version of multiplying the given transform [code]X[/code]
+ with a corresponding translation transform [code]T[/code] from the right, i.e., [code]X * T[/code].
+ This can be seen as transforming with respect to the local frame.
</description>
</method>
</methods>
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>
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index e0918b17c7..4b2e029f47 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -1650,7 +1650,7 @@ void ParticlesMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_height"), "set_emission_ring_height", "get_emission_ring_height");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_radius"), "set_emission_ring_radius", "get_emission_ring_radius");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "emission_ring_inner_radius"), "set_emission_ring_inner_radius", "get_emission_ring_inner_radius");
- ADD_GROUP("ParticleFlags", "particle_flag_");
+ ADD_GROUP("Particle Flags", "particle_flag_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_align_y"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_rotate_y"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_ROTATE_Y);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "particle_flag_disable_z"), "set_particle_flag", "get_particle_flag", PARTICLE_FLAG_DISABLE_Z);
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
index d85ab3af2e..246ef81cb2 100644
--- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
@@ -182,17 +182,18 @@ void main() {
if (found) {
float margin_blend = 1.0;
- vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.5 * 0.05); // make a uniform margin
- if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, params.screen_size + margin)))) {
- // clip outside screen + margin
+ vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.05); // make a uniform margin
+ if (any(bvec4(lessThan(pos, vec2(0.0, 0.0)), greaterThan(pos, params.screen_size)))) {
+ // clip at the screen edges
imageStore(ssr_image, ssC, vec4(0.0));
return;
}
{
- //blend fading out towards external margin
- vec2 margin_grad = mix(pos - params.screen_size, -pos, lessThan(pos, vec2(0.0)));
- margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y));
+ //blend fading out towards inner margin
+ // 0.5 = midpoint of reflection
+ vec2 margin_grad = mix(params.screen_size - pos, pos, lessThan(pos, params.screen_size * 0.5));
+ margin_blend = smoothstep(0.0, margin.x * margin.y, margin_grad.x * margin_grad.y);
//margin_blend = 1.0;
}
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 7de175647b..019f10fe38 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -7158,9 +7158,12 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun
if (!n) {
return ERR_PARSE_ERROR;
}
- if (n->get_datatype() != TYPE_INT) {
- _set_error(RTR("Expected an integer expression."));
- return ERR_PARSE_ERROR;
+ {
+ const ShaderLanguage::DataType switch_type = n->get_datatype();
+ if (switch_type != TYPE_INT && switch_type != TYPE_UINT) {
+ _set_error(RTR("Expected an integer expression."));
+ return ERR_PARSE_ERROR;
+ }
}
tk = _get_token();
if (tk.type != TK_PARENTHESIS_CLOSE) {
diff --git a/tests/core/math/test_transform_2d.h b/tests/core/math/test_transform_2d.h
new file mode 100644
index 0000000000..697bf63fc5
--- /dev/null
+++ b/tests/core/math/test_transform_2d.h
@@ -0,0 +1,88 @@
+/*************************************************************************/
+/* test_transform_2d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef TEST_TRANSFORM_2D_H
+#define TEST_TRANSFORM_2D_H
+
+#include "core/math/transform_2d.h"
+
+#include "tests/test_macros.h"
+
+namespace TestTransform2D {
+
+Transform2D create_dummy_transform() {
+ return Transform2D(Vector2(1, 2), Vector2(3, 4), Vector2(5, 6));
+}
+
+Transform2D identity() {
+ return Transform2D();
+}
+
+TEST_CASE("[Transform2D] translation") {
+ Vector2 offset = Vector2(1, 2);
+
+ // Both versions should give the same result applied to identity.
+ CHECK(identity().translated(offset) == identity().translated_local(offset));
+
+ // Check both versions against left and right multiplications.
+ Transform2D orig = create_dummy_transform();
+ Transform2D T = identity().translated(offset);
+ CHECK(orig.translated(offset) == T * orig);
+ CHECK(orig.translated_local(offset) == orig * T);
+}
+
+TEST_CASE("[Transform2D] scaling") {
+ Vector2 scaling = Vector2(1, 2);
+
+ // Both versions should give the same result applied to identity.
+ CHECK(identity().scaled(scaling) == identity().scaled_local(scaling));
+
+ // Check both versions against left and right multiplications.
+ Transform2D orig = create_dummy_transform();
+ Transform2D S = identity().scaled(scaling);
+ CHECK(orig.scaled(scaling) == S * orig);
+ CHECK(orig.scaled_local(scaling) == orig * S);
+}
+
+TEST_CASE("[Transform2D] rotation") {
+ real_t phi = 1.0;
+
+ // Both versions should give the same result applied to identity.
+ CHECK(identity().rotated(phi) == identity().rotated_local(phi));
+
+ // Check both versions against left and right multiplications.
+ Transform2D orig = create_dummy_transform();
+ Transform2D R = identity().rotated(phi);
+ CHECK(orig.rotated(phi) == R * orig);
+ CHECK(orig.rotated_local(phi) == orig * R);
+}
+} // namespace TestTransform2D
+
+#endif // TEST_TRANSFORM_2D_H
diff --git a/tests/core/math/test_transform_3d.h b/tests/core/math/test_transform_3d.h
new file mode 100644
index 0000000000..da166b43f7
--- /dev/null
+++ b/tests/core/math/test_transform_3d.h
@@ -0,0 +1,89 @@
+/*************************************************************************/
+/* test_transform_3d.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef TEST_TRANSFORM_3D_H
+#define TEST_TRANSFORM_3D_H
+
+#include "core/math/transform_3d.h"
+
+#include "tests/test_macros.h"
+
+namespace TestTransform3D {
+
+Transform3D create_dummy_transform() {
+ return Transform3D(Basis(Vector3(1, 2, 3), Vector3(4, 5, 6), Vector3(7, 8, 9)), Vector3(10, 11, 12));
+}
+
+Transform3D identity() {
+ return Transform3D();
+}
+
+TEST_CASE("[Transform3D] translation") {
+ Vector3 offset = Vector3(1, 2, 3);
+
+ // Both versions should give the same result applied to identity.
+ CHECK(identity().translated(offset) == identity().translated_local(offset));
+
+ // Check both versions against left and right multiplications.
+ Transform3D orig = create_dummy_transform();
+ Transform3D T = identity().translated(offset);
+ CHECK(orig.translated(offset) == T * orig);
+ CHECK(orig.translated_local(offset) == orig * T);
+}
+
+TEST_CASE("[Transform3D] scaling") {
+ Vector3 scaling = Vector3(1, 2, 3);
+
+ // Both versions should give the same result applied to identity.
+ CHECK(identity().scaled(scaling) == identity().scaled_local(scaling));
+
+ // Check both versions against left and right multiplications.
+ Transform3D orig = create_dummy_transform();
+ Transform3D S = identity().scaled(scaling);
+ CHECK(orig.scaled(scaling) == S * orig);
+ CHECK(orig.scaled_local(scaling) == orig * S);
+}
+
+TEST_CASE("[Transform3D] rotation") {
+ Vector3 axis = Vector3(1, 2, 3).normalized();
+ real_t phi = 1.0;
+
+ // Both versions should give the same result applied to identity.
+ CHECK(identity().rotated(axis, phi) == identity().rotated_local(axis, phi));
+
+ // Check both versions against left and right multiplications.
+ Transform3D orig = create_dummy_transform();
+ Transform3D R = identity().rotated(axis, phi);
+ CHECK(orig.rotated(axis, phi) == R * orig);
+ CHECK(orig.rotated_local(axis, phi) == orig * R);
+}
+} // namespace TestTransform3D
+
+#endif // TEST_TRANSFORM_3D_H
diff --git a/tests/test_main.cpp b/tests/test_main.cpp
index 16654181c6..d533ce4f63 100644
--- a/tests/test_main.cpp
+++ b/tests/test_main.cpp
@@ -49,6 +49,8 @@
#include "tests/core/math/test_random_number_generator.h"
#include "tests/core/math/test_rect2.h"
#include "tests/core/math/test_rect2i.h"
+#include "tests/core/math/test_transform_2d.h"
+#include "tests/core/math/test_transform_3d.h"
#include "tests/core/math/test_vector2.h"
#include "tests/core/math/test_vector2i.h"
#include "tests/core/math/test_vector3.h"