summaryrefslogtreecommitdiff
path: root/core/math/transform_2d.h
diff options
context:
space:
mode:
Diffstat (limited to 'core/math/transform_2d.h')
-rw-r--r--core/math/transform_2d.h82
1 files changed, 41 insertions, 41 deletions
diff --git a/core/math/transform_2d.h b/core/math/transform_2d.h
index f4546c13c8..1ad874aef9 100644
--- a/core/math/transform_2d.h
+++ b/core/math/transform_2d.h
@@ -39,32 +39,32 @@
class String;
struct _NO_DISCARD_ Transform2D {
- // 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];
- _FORCE_INLINE_ real_t tdotx(const Vector2 &v) const { return elements[0][0] * v.x + elements[1][0] * v.y; }
- _FORCE_INLINE_ real_t tdoty(const Vector2 &v) const { return elements[0][1] * v.x + elements[1][1] * v.y; }
+ _FORCE_INLINE_ real_t tdotx(const Vector2 &v) const { return columns[0][0] * v.x + columns[1][0] * v.y; }
+ _FORCE_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]; }
_FORCE_INLINE_ Vector2 get_axis(int p_axis) const {
ERR_FAIL_INDEX_V(p_axis, 3, Vector2());
- return elements[p_axis];
+ return columns[p_axis];
}
_FORCE_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();
@@ -91,8 +91,8 @@ struct _NO_DISCARD_ Transform2D {
Size2 get_scale() const;
void set_scale(const Size2 &p_scale);
- _FORCE_INLINE_ const Vector2 &get_origin() const { return elements[2]; }
- _FORCE_INLINE_ void set_origin(const Vector2 &p_origin) { elements[2] = p_origin; }
+ _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;
@@ -129,18 +129,18 @@ struct _NO_DISCARD_ Transform2D {
operator String() const;
Transform2D(const real_t xx, const real_t xy, const real_t yx, const real_t yy, const real_t ox, const 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(const real_t p_rot, const Vector2 &p_pos);
@@ -148,8 +148,8 @@ struct _NO_DISCARD_ Transform2D {
Transform2D(const real_t p_rot, const Size2 &p_scale, const real_t p_skew, 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;
}
};
@@ -161,28 +161,28 @@ 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;
@@ -194,17 +194,17 @@ Rect2 Transform2D::xform(const Rect2 &p_rect) const {
}
void Transform2D::set_rotation_and_scale(const 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(const real_t p_rot, const Size2 &p_scale, const real_t 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 {