Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
Rename Vector2.tangent() to Vector2.orthogonal()
This commit is contained in:
commit
058f3fe069
21 changed files with 42 additions and 42 deletions
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@ -273,7 +273,7 @@ struct Rect2 {
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}
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//check inside
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Vector2 tg = r.tangent();
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Vector2 tg = r.orthogonal();
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float s = tg.dot(center) - tg.dot(a);
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if (s < 0.0) {
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side_plus++;
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@ -134,7 +134,7 @@ struct Vector2 {
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}
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Vector2 rotated(real_t p_by) const;
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Vector2 tangent() const {
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Vector2 orthogonal() const {
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return Vector2(y, -x);
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}
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@ -1004,7 +1004,7 @@ static void _register_variant_builtin_methods() {
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bind_method(Vector2, cubic_interpolate, sarray("b", "pre_a", "post_b", "weight"), varray());
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bind_method(Vector2, move_toward, sarray("to", "delta"), varray());
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bind_method(Vector2, rotated, sarray("phi"), varray());
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bind_method(Vector2, tangent, sarray(), varray());
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bind_method(Vector2, orthogonal, sarray(), varray());
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bind_method(Vector2, floor, sarray(), varray());
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bind_method(Vector2, ceil, sarray(), varray());
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bind_method(Vector2, round, sarray(), varray());
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@ -479,7 +479,7 @@
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Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals.
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</description>
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</method>
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<method name="tangent">
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<method name="orthogonal">
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<return type="Vector2">
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</return>
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<description>
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@ -520,7 +520,7 @@ void AnimationNodeStateMachineEditor::_connection_draw(const Vector2 &p_from, co
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Transform2D xf;
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xf.elements[0] = (p_to - p_from).normalized();
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xf.elements[1] = xf.elements[0].tangent();
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xf.elements[1] = xf.elements[0].orthogonal();
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xf.elements[2] = (p_from + p_to) * 0.5 - xf.elements[1] * icon->get_height() * 0.5 - xf.elements[0] * icon->get_height() * 0.5;
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state_machine_draw->draw_set_transform_matrix(xf);
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@ -690,7 +690,7 @@ void AnimationNodeStateMachineEditor::_state_machine_draw() {
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tl.width = tr_bidi_offset;
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if (state_machine->has_transition(tl.to_node, tl.from_node)) { //offset if same exists
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Vector2 offset = -(tl.from - tl.to).normalized().tangent() * tr_bidi_offset;
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Vector2 offset = -(tl.from - tl.to).normalized().orthogonal() * tr_bidi_offset;
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tl.from += offset;
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tl.to += offset;
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}
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@ -727,7 +727,7 @@ bool CanvasItemEditor::_get_bone_shape(Vector<Vector2> *shape, Vector<Vector2> *
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}
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Vector2 rel = to - from;
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Vector2 relt = rel.tangent().normalized() * bone_width;
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Vector2 relt = rel.orthogonal().normalized() * bone_width;
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Vector2 reln = rel.normalized();
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Vector2 reltn = relt.normalized();
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@ -1808,7 +1808,7 @@ bool CanvasItemEditor::_gui_input_resize(const Ref<InputEvent> &p_event) {
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}
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ofs = (endpoints[i] + endpoints[next]) / 2;
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ofs += (endpoints[next] - endpoints[i]).tangent().normalized() * (select_handle->get_size().width / 2);
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ofs += (endpoints[next] - endpoints[i]).orthogonal().normalized() * (select_handle->get_size().width / 2);
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if (ofs.distance_to(b->get_position()) < radius) {
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resize_drag = dragger[i * 2 + 1];
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}
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@ -3498,7 +3498,7 @@ void CanvasItemEditor::_draw_selection() {
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select_handle->draw(ci, (endpoints[i] + ofs - (select_handle->get_size() / 2)).floor());
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ofs = (endpoints[i] + endpoints[next]) / 2;
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ofs += (endpoints[next] - endpoints[i]).tangent().normalized() * (select_handle->get_size().width / 2);
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ofs += (endpoints[next] - endpoints[i]).orthogonal().normalized() * (select_handle->get_size().width / 2);
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select_handle->draw(ci, (ofs - (select_handle->get_size() / 2)).floor());
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}
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@ -177,7 +177,7 @@ void TextureRegionEditor::_region_draw() {
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}
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ofs = (endpoints[next] - endpoints[i]) / 2;
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ofs += (endpoints[next] - endpoints[i]).tangent().normalized() * (select_handle->get_size().width / 2);
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ofs += (endpoints[next] - endpoints[i]).orthogonal().normalized() * (select_handle->get_size().width / 2);
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if (snap_mode != SNAP_AUTOSLICE) {
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edit_draw->draw_texture(select_handle, (endpoints[i] + ofs - (select_handle->get_size() / 2)).floor() - draw_ofs * draw_zoom);
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@ -154,10 +154,10 @@ godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_self, const god
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return dest;
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}
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godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_self) {
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godot_vector2 GDAPI godot_vector2_orthogonal(const godot_vector2 *p_self) {
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godot_vector2 dest;
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const Vector2 *self = (const Vector2 *)p_self;
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*((Vector2 *)&dest) = self->tangent();
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*((Vector2 *)&dest) = self->orthogonal();
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return dest;
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}
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@ -6413,7 +6413,7 @@
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]
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},
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{
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"name": "godot_vector2_tangent",
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"name": "godot_vector2_orthogonal",
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"return_type": "godot_vector2",
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"arguments": [
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["const godot_vector2 *", "p_self"]
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@ -102,7 +102,7 @@ godot_vector2 GDAPI godot_vector2_move_toward(const godot_vector2 *p_self, const
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godot_vector2 GDAPI godot_vector2_rotated(const godot_vector2 *p_self, const godot_real p_phi);
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godot_vector2 GDAPI godot_vector2_tangent(const godot_vector2 *p_self);
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godot_vector2 GDAPI godot_vector2_orthogonal(const godot_vector2 *p_self);
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godot_vector2 GDAPI godot_vector2_floor(const godot_vector2 *p_self);
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@ -743,7 +743,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
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Vector2 normal = emission_normals.get(random_idx);
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Transform2D m2;
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m2.set_axis(0, normal);
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m2.set_axis(1, normal.tangent());
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m2.set_axis(1, normal.orthogonal());
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p.velocity = m2.basis_xform(p.velocity);
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}
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@ -908,7 +908,7 @@ void CPUParticles2D::_particles_process(float p_delta) {
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if (particle_flags[PARTICLE_FLAG_ALIGN_Y_TO_VELOCITY]) {
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if (p.velocity.length() > 0.0) {
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p.transform.elements[1] = p.velocity.normalized();
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p.transform.elements[0] = p.transform.elements[1].tangent();
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p.transform.elements[0] = p.transform.elements[1].orthogonal();
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}
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} else {
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@ -200,7 +200,7 @@ void PathFollow2D::_update_transform() {
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tangent_to_curve = (ahead_pos - pos).normalized();
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}
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Vector2 normal_of_curve = -tangent_to_curve.tangent();
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Vector2 normal_of_curve = -tangent_to_curve.orthogonal();
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pos += tangent_to_curve * h_offset;
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pos += normal_of_curve * v_offset;
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@ -730,7 +730,7 @@ void CPUParticles3D::_particles_process(float p_delta) {
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Vector2 normal_2d(normal.x, normal.y);
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Transform2D m2;
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m2.set_axis(0, normal_2d);
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m2.set_axis(1, normal_2d.tangent());
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m2.set_axis(1, normal_2d.orthogonal());
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Vector2 velocity_2d(p.velocity.x, p.velocity.y);
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velocity_2d = m2.basis_xform(velocity_2d);
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p.velocity.x = velocity_2d.x;
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@ -36,7 +36,7 @@
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bool LineShape2D::_edit_is_selected_on_click(const Point2 &p_point, double p_tolerance) const {
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Vector2 point = get_distance() * get_normal();
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Vector2 l[2][2] = { { point - get_normal().tangent() * 100, point + get_normal().tangent() * 100 }, { point, point + get_normal() * 30 } };
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Vector2 l[2][2] = { { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 }, { point, point + get_normal() * 30 } };
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for (int i = 0; i < 2; i++) {
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Vector2 closest = Geometry2D::get_closest_point_to_segment(p_point, l[i]);
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@ -77,7 +77,7 @@ real_t LineShape2D::get_distance() const {
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void LineShape2D::draw(const RID &p_to_rid, const Color &p_color) {
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Vector2 point = get_distance() * get_normal();
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Vector2 l1[2] = { point - get_normal().tangent() * 100, point + get_normal().tangent() * 100 };
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Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 };
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RS::get_singleton()->canvas_item_add_line(p_to_rid, l1[0], l1[1], p_color, 3);
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Vector2 l2[2] = { point, point + get_normal() * 30 };
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RS::get_singleton()->canvas_item_add_line(p_to_rid, l2[0], l2[1], p_color, 3);
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@ -86,7 +86,7 @@ void LineShape2D::draw(const RID &p_to_rid, const Color &p_color) {
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Rect2 LineShape2D::get_rect() const {
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Vector2 point = get_distance() * get_normal();
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Vector2 l1[2] = { point - get_normal().tangent() * 100, point + get_normal().tangent() * 100 };
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Vector2 l1[2] = { point - get_normal().orthogonal() * 100, point + get_normal().orthogonal() * 100 };
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Vector2 l2[2] = { point, point + get_normal() * 30 };
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Rect2 rect;
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rect.position = l1[0];
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@ -409,7 +409,7 @@ bool BodyPair2DSW::setup(real_t p_step) {
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kNormal += A->get_inv_inertia() * (c.rA.dot(c.rA) - rnA * rnA) + B->get_inv_inertia() * (c.rB.dot(c.rB) - rnB * rnB);
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c.mass_normal = 1.0f / kNormal;
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Vector2 tangent = c.normal.tangent();
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Vector2 tangent = c.normal.orthogonal();
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real_t rtA = c.rA.dot(tangent);
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real_t rtB = c.rB.dot(tangent);
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real_t kTangent = A->get_inv_mass() + B->get_inv_mass();
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@ -469,7 +469,7 @@ void BodyPair2DSW::solve(real_t p_step) {
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real_t vn = dv.dot(c.normal);
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real_t vbn = dbv.dot(c.normal);
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Vector2 tangent = c.normal.tangent();
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Vector2 tangent = c.normal.orthogonal();
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real_t vt = dv.dot(tangent);
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real_t jbn = (c.bias - vbn) * c.mass_normal;
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@ -88,7 +88,7 @@ _FORCE_INLINE_ static void _generate_contacts_edge_edge(const Vector2 *p_points_
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#endif
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Vector2 n = p_collector->normal;
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Vector2 t = n.tangent();
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Vector2 t = n.orthogonal();
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real_t dA = n.dot(p_points_A[0]);
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real_t dB = n.dot(p_points_B[0]);
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@ -209,7 +209,7 @@ public:
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if (!test_axis(na)) {
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return false;
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}
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if (!test_axis(na.tangent())) {
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if (!test_axis(na.orthogonal())) {
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return false;
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}
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}
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@ -219,7 +219,7 @@ public:
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if (!test_axis(nb)) {
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return false;
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}
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if (!test_axis(nb.tangent())) {
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if (!test_axis(nb.orthogonal())) {
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return false;
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}
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}
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@ -450,7 +450,7 @@ static void _collision_segment_circle(const Shape2DSW *p_a, const Transform2D &p
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//segment normal
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if (!separator.test_axis(
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(p_transform_a.xform(segment_A->get_b()) - p_transform_a.xform(segment_A->get_a())).normalized().tangent())) {
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(p_transform_a.xform(segment_A->get_b()) - p_transform_a.xform(segment_A->get_a())).normalized().orthogonal())) {
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return;
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}
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@ -75,9 +75,9 @@ static inline real_t k_scalar(Body2DSW *a, Body2DSW *b, const Vector2 &rA, const
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static inline Vector2
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relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB) {
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Vector2 sum = a->get_linear_velocity() - rA.tangent() * a->get_angular_velocity();
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Vector2 sum = a->get_linear_velocity() - rA.orthogonal() * a->get_angular_velocity();
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if (b) {
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return (b->get_linear_velocity() - rB.tangent() * b->get_angular_velocity()) - sum;
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return (b->get_linear_velocity() - rB.orthogonal() * b->get_angular_velocity()) - sum;
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} else {
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return -sum;
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}
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@ -264,7 +264,7 @@ bool GrooveJoint2DSW::setup(real_t p_step) {
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Space2DSW *space = A->get_space();
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// calculate axis
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Vector2 n = -(tb - ta).tangent().normalized();
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Vector2 n = -(tb - ta).orthogonal().normalized();
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real_t d = ta.dot(n);
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xf_normal = n;
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@ -282,7 +282,7 @@ bool GrooveJoint2DSW::setup(real_t p_step) {
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} else {
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clamp = 0.0f;
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//joint->r1 = cpvsub(cpvadd(cpvmult(cpvperp(n), -td), cpvmult(n, d)), a->p);
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rA = ((-n.tangent() * -td) + n * d) - A->get_transform().get_origin();
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rA = ((-n.orthogonal() * -td) + n * d) - A->get_transform().get_origin();
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}
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// Calculate mass tensor
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@ -332,7 +332,7 @@ GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_
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A_groove_1 = A->get_inv_transform().xform(p_a_groove1);
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A_groove_2 = A->get_inv_transform().xform(p_a_groove2);
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B_anchor = B->get_inv_transform().xform(p_b_anchor);
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A_groove_normal = -(A_groove_2 - A_groove_1).normalized().tangent();
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A_groove_normal = -(A_groove_2 - A_groove_1).normalized().orthogonal();
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A->add_constraint(this, 0);
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B->add_constraint(this, 1);
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@ -228,7 +228,7 @@ void SegmentShape2DSW::set_data(const Variant &p_data) {
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Rect2 r = p_data;
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a = r.position;
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b = r.size;
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n = (b - a).tangent();
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n = (b - a).orthogonal();
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Rect2 aabb;
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aabb.position = a;
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@ -612,7 +612,7 @@ void ConvexPolygonShape2DSW::set_data(const Variant &p_data) {
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for (int i = 0; i < point_count; i++) {
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Vector2 p = points[i].pos;
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Vector2 pn = points[(i + 1) % point_count].pos;
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points[i].normal = (pn - p).tangent().normalized();
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points[i].normal = (pn - p).orthogonal().normalized();
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}
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} else {
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Vector<real_t> dvr = p_data;
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@ -740,7 +740,7 @@ bool ConcavePolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Ve
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if (nd < d) {
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d = nd;
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r_point = res;
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r_normal = (b - a).tangent().normalized();
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r_normal = (b - a).orthogonal().normalized();
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inters = true;
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}
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}
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@ -960,7 +960,7 @@ void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, Callback p_callbac
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Vector2 a = pointptr[s.points[0]];
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Vector2 b = pointptr[s.points[1]];
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SegmentShape2DSW ss(a, b, (b - a).tangent().normalized());
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SegmentShape2DSW ss(a, b, (b - a).orthogonal().normalized());
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p_callback(p_userdata, &ss);
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stack[level] = (VISIT_DONE_BIT << VISITED_BIT_SHIFT) | node;
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@ -237,7 +237,7 @@ public:
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virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_SEGMENT; }
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_FORCE_INLINE_ Vector2 get_xformed_normal(const Transform2D &p_xform) const {
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return (p_xform.xform(b) - p_xform.xform(a)).normalized().tangent();
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return (p_xform.xform(b) - p_xform.xform(a)).normalized().orthogonal();
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}
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virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
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virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
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@ -431,7 +431,7 @@ public:
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Vector2 a = points[p_idx].pos;
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p_idx++;
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Vector2 b = points[p_idx == point_count ? 0 : p_idx].pos;
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return (p_xform.xform(b) - p_xform.xform(a)).normalized().tangent();
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return (p_xform.xform(b) - p_xform.xform(a)).normalized().orthogonal();
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}
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virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_CONVEX_POLYGON; }
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@ -524,7 +524,7 @@ void RendererCanvasCull::canvas_item_add_line(RID p_item, const Point2 &p_from,
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Item::CommandPrimitive *line = canvas_item->alloc_command<Item::CommandPrimitive>();
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ERR_FAIL_COND(!line);
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if (p_width > 1.001) {
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Vector2 t = (p_from - p_to).tangent().normalized();
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Vector2 t = (p_from - p_to).orthogonal().normalized();
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line->points[0] = p_from + t * p_width;
|
||||
line->points[1] = p_from - t * p_width;
|
||||
line->points[2] = p_to - t * p_width;
|
||||
|
@ -600,7 +600,7 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point
|
|||
if (i == pc - 1) {
|
||||
t = prev_t;
|
||||
} else {
|
||||
t = (p_points[i + 1] - p_points[i]).normalized().tangent();
|
||||
t = (p_points[i + 1] - p_points[i]).normalized().orthogonal();
|
||||
if (i == 0) {
|
||||
prev_t = t;
|
||||
}
|
||||
|
@ -650,7 +650,7 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point
|
|||
if (i == pc - 1) {
|
||||
t = prev_t;
|
||||
} else {
|
||||
t = (p_points[i + 1] - p_points[i]).normalized().tangent();
|
||||
t = (p_points[i + 1] - p_points[i]).normalized().orthogonal();
|
||||
if (i == 0) {
|
||||
prev_t = t;
|
||||
}
|
||||
|
|
|
@ -1689,7 +1689,7 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh
|
|||
|
||||
to_light_xform[2] = from_pos;
|
||||
to_light_xform[1] = light_dir;
|
||||
to_light_xform[0] = -light_dir.tangent();
|
||||
to_light_xform[0] = -light_dir.orthogonal();
|
||||
|
||||
to_light_xform.invert();
|
||||
|
||||
|
|
Loading…
Reference in a new issue