C#: Basis fixes and cleanup
Fix Basis operator[int]. Now it returns columns instead of rows. Fix Transform2D.AfficeInverse() mutating rather than returning a new Transform2D.
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5 changed files with 318 additions and 254 deletions
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@ -45,74 +45,119 @@ namespace Godot
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new Basis(0f, -1f, 0f, 0f, 0f, -1f, 1f, 0f, 0f)
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};
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// NOTE: x, y and z are public-only. Use Column0, Column1 and Column2 internally.
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/// <summary>
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/// Returns the basis matrix’s x vector.
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/// This is equivalent to <see cref="Column0"/>.
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/// </summary>
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public Vector3 x
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{
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get { return GetAxis(0); }
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set { SetAxis(0, value); }
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get => Column0;
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set => Column0 = value;
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}
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/// <summary>
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/// Returns the basis matrix’s y vector.
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/// This is equivalent to <see cref="Column1"/>.
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/// </summary>
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public Vector3 y
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{
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get { return GetAxis(1); }
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set { SetAxis(1, value); }
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get => Column1;
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set => Column1 = value;
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}
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/// <summary>
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/// Returns the basis matrix’s z vector.
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/// This is equivalent to <see cref="Column2"/>.
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/// </summary>
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public Vector3 z
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{
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get { return GetAxis(2); }
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set { SetAxis(2, value); }
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get => Column2;
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set => Column2 = value;
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}
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private Vector3 _x;
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private Vector3 _y;
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private Vector3 _z;
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public Vector3 Row0;
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public Vector3 Row1;
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public Vector3 Row2;
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public static Basis Identity
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public Vector3 Column0
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{
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get { return identity; }
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get => new Vector3(Row0.x, Row1.x, Row2.x);
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set
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{
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this.Row0.x = value.x;
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this.Row1.x = value.y;
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this.Row2.x = value.z;
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}
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}
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public Vector3 Column1
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{
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get => new Vector3(Row0.y, Row1.y, Row2.y);
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set
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{
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this.Row0.y = value.x;
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this.Row1.y = value.y;
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this.Row2.y = value.z;
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}
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}
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public Vector3 Column2
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{
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get => new Vector3(Row0.z, Row1.z, Row2.z);
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set
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{
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this.Row0.z = value.x;
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this.Row1.z = value.y;
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this.Row2.z = value.z;
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}
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}
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public static Basis Identity => identity;
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public Vector3 Scale
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{
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get
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{
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return new Vector3
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real_t detSign = Mathf.Sign(Determinant());
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return detSign * new Vector3
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(
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new Vector3(this[0, 0], this[1, 0], this[2, 0]).Length(),
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new Vector3(this[0, 1], this[1, 1], this[2, 1]).Length(),
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new Vector3(this[0, 2], this[1, 2], this[2, 2]).Length()
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new Vector3(this.Row0[0], this.Row1[0], this.Row2[0]).Length(),
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new Vector3(this.Row0[1], this.Row1[1], this.Row2[1]).Length(),
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new Vector3(this.Row0[2], this.Row1[2], this.Row2[2]).Length()
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);
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}
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}
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public Vector3 this[int index]
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public Vector3 this[int columnIndex]
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{
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get
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{
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switch (index)
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switch (columnIndex)
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{
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case 0:
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return _x;
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return Column0;
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case 1:
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return _y;
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return Column1;
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case 2:
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return _z;
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return Column2;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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set
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{
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switch (index)
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switch (columnIndex)
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{
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case 0:
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_x = value;
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Column0 = value;
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return;
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case 1:
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_y = value;
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Column1 = value;
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return;
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case 2:
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_z = value;
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Column2 = value;
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return;
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default:
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throw new IndexOutOfRangeException();
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@ -120,51 +165,53 @@ namespace Godot
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}
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}
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public real_t this[int index, int axis]
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public real_t this[int columnIndex, int rowIndex]
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{
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get
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{
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switch (index)
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switch (columnIndex)
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{
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case 0:
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return _x[axis];
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return Column0[rowIndex];
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case 1:
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return _y[axis];
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return Column1[rowIndex];
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case 2:
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return _z[axis];
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return Column2[rowIndex];
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default:
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throw new IndexOutOfRangeException();
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}
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}
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set
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{
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switch (index)
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switch (columnIndex)
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{
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case 0:
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_x[axis] = value;
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{
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var column0 = Column0;
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column0[rowIndex] = value;
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Column0 = column0;
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return;
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}
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case 1:
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_y[axis] = value;
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{
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var column1 = Column1;
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column1[rowIndex] = value;
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Column1 = column1;
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return;
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}
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case 2:
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_z[axis] = value;
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{
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var column2 = Column2;
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column2[rowIndex] = value;
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Column2 = column2;
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return;
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}
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default:
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throw new IndexOutOfRangeException();
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}
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}
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}
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internal static Basis CreateFromAxes(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
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{
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return new Basis
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(
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xAxis.x, yAxis.x, zAxis.x,
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xAxis.y, yAxis.y, zAxis.y,
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xAxis.z, yAxis.z, zAxis.z
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);
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}
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internal Quat RotationQuat()
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{
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Basis orthonormalizedBasis = Orthonormalized();
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@ -191,29 +238,19 @@ namespace Godot
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private void SetDiagonal(Vector3 diagonal)
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{
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_x = new Vector3(diagonal.x, 0, 0);
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_y = new Vector3(0, diagonal.y, 0);
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_z = new Vector3(0, 0, diagonal.z);
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Row0 = new Vector3(diagonal.x, 0, 0);
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Row1 = new Vector3(0, diagonal.y, 0);
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Row2 = new Vector3(0, 0, diagonal.z);
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}
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public real_t Determinant()
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{
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return this[0, 0] * (this[1, 1] * this[2, 2] - this[2, 1] * this[1, 2]) -
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this[1, 0] * (this[0, 1] * this[2, 2] - this[2, 1] * this[0, 2]) +
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this[2, 0] * (this[0, 1] * this[1, 2] - this[1, 1] * this[0, 2]);
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}
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real_t cofac00 = Row1[1] * Row2[2] - Row1[2] * Row2[1];
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real_t cofac10 = Row1[2] * Row2[0] - Row1[0] * Row2[2];
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real_t cofac20 = Row1[0] * Row2[1] - Row1[1] * Row2[0];
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public Vector3 GetAxis(int axis)
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{
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return new Vector3(this[0, axis], this[1, axis], this[2, axis]);
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}
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public void SetAxis(int axis, Vector3 value)
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{
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this[0, axis] = value.x;
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this[1, axis] = value.y;
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this[2, axis] = value.z;
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return Row0[0] * cofac00 + Row0[1] * cofac10 + Row0[2] * cofac20;
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}
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public Vector3 GetEuler()
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@ -223,32 +260,80 @@ namespace Godot
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Vector3 euler;
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euler.z = 0.0f;
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real_t mxy = m[1, 2];
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real_t mxy = m.Row1[2];
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if (mxy < 1.0f)
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{
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if (mxy > -1.0f)
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{
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euler.x = Mathf.Asin(-mxy);
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euler.y = Mathf.Atan2(m[0, 2], m[2, 2]);
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euler.z = Mathf.Atan2(m[1, 0], m[1, 1]);
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euler.y = Mathf.Atan2(m.Row0[2], m.Row2[2]);
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euler.z = Mathf.Atan2(m.Row1[0], m.Row1[1]);
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}
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else
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{
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euler.x = Mathf.Pi * 0.5f;
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euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
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euler.y = -Mathf.Atan2(-m.Row0[1], m.Row0[0]);
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}
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}
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else
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{
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euler.x = -Mathf.Pi * 0.5f;
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euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
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euler.y = -Mathf.Atan2(-m.Row0[1], m.Row0[0]);
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}
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return euler;
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}
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public Vector3 GetRow(int index)
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{
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switch (index)
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{
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case 0:
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return Row0;
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case 1:
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return Row1;
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case 2:
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return Row2;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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public void SetRow(int index, Vector3 value)
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{
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switch (index)
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{
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case 0:
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Row0 = value;
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return;
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case 1:
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Row1 = value;
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return;
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case 2:
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Row2 = value;
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return;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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public Vector3 GetColumn(int index)
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{
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return this[index];
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}
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public void SetColumn(int index, Vector3 value)
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{
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this[index] = value;
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}
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[Obsolete("GetAxis is deprecated. Use GetColumn instead.")]
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public Vector3 GetAxis(int axis)
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{
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return new Vector3(this.Row0[axis], this.Row1[axis], this.Row2[axis]);
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}
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public int GetOrthogonalIndex()
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{
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var orth = this;
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@ -257,7 +342,9 @@ namespace Godot
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{
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for (int j = 0; j < 3; j++)
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{
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real_t v = orth[i, j];
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var row = orth.GetRow(i);
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real_t v = row[j];
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if (v > 0.5f)
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v = 1.0f;
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@ -266,7 +353,9 @@ namespace Godot
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else
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v = 0f;
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orth[i, j] = v;
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row[j] = v;
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orth.SetRow(i, row);
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}
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}
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@ -281,57 +370,45 @@ namespace Godot
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public Basis Inverse()
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{
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var inv = this;
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real_t cofac00 = Row1[1] * Row2[2] - Row1[2] * Row2[1];
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real_t cofac10 = Row1[2] * Row2[0] - Row1[0] * Row2[2];
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real_t cofac20 = Row1[0] * Row2[1] - Row1[1] * Row2[0];
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real_t[] co = {
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inv[1, 1] * inv[2, 2] - inv[1, 2] * inv[2, 1],
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inv[1, 2] * inv[2, 0] - inv[1, 0] * inv[2, 2],
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inv[1, 0] * inv[2, 1] - inv[1, 1] * inv[2, 0]
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};
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real_t det = inv[0, 0] * co[0] + inv[0, 1] * co[1] + inv[0, 2] * co[2];
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real_t det = Row0[0] * cofac00 + Row0[1] * cofac10 + Row0[2] * cofac20;
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if (det == 0)
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{
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return new Basis
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(
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real_t.NaN, real_t.NaN, real_t.NaN,
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real_t.NaN, real_t.NaN, real_t.NaN,
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real_t.NaN, real_t.NaN, real_t.NaN
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);
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}
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throw new InvalidOperationException("Matrix determinant is zero and cannot be inverted.");
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real_t s = 1.0f / det;
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real_t detInv = 1.0f / det;
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inv = new Basis
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real_t cofac01 = Row0[2] * Row2[1] - Row0[1] * Row2[2];
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real_t cofac02 = Row0[1] * Row1[2] - Row0[2] * Row1[1];
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real_t cofac11 = Row0[0] * Row2[2] - Row0[2] * Row2[0];
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real_t cofac12 = Row0[2] * Row1[0] - Row0[0] * Row1[2];
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real_t cofac21 = Row0[1] * Row2[0] - Row0[0] * Row2[1];
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real_t cofac22 = Row0[0] * Row1[1] - Row0[1] * Row1[0];
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return new Basis
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(
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co[0] * s,
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inv[0, 2] * inv[2, 1] - inv[0, 1] * inv[2, 2] * s,
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inv[0, 1] * inv[1, 2] - inv[0, 2] * inv[1, 1] * s,
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co[1] * s,
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inv[0, 0] * inv[2, 2] - inv[0, 2] * inv[2, 0] * s,
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inv[0, 2] * inv[1, 0] - inv[0, 0] * inv[1, 2] * s,
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co[2] * s,
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inv[0, 1] * inv[2, 0] - inv[0, 0] * inv[2, 1] * s,
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inv[0, 0] * inv[1, 1] - inv[0, 1] * inv[1, 0] * s
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cofac00 * detInv, cofac01 * detInv, cofac02 * detInv,
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cofac10 * detInv, cofac11 * detInv, cofac12 * detInv,
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cofac20 * detInv, cofac21 * detInv, cofac22 * detInv
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);
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return inv;
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}
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public Basis Orthonormalized()
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{
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Vector3 xAxis = GetAxis(0);
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Vector3 yAxis = GetAxis(1);
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Vector3 zAxis = GetAxis(2);
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Vector3 column0 = GetColumn(0);
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Vector3 column1 = GetColumn(1);
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Vector3 column2 = GetColumn(2);
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xAxis.Normalize();
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yAxis = yAxis - xAxis * xAxis.Dot(yAxis);
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yAxis.Normalize();
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zAxis = zAxis - xAxis * xAxis.Dot(zAxis) - yAxis * yAxis.Dot(zAxis);
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zAxis.Normalize();
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column0.Normalize();
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column1 = column1 - column0 * column0.Dot(column1);
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column1.Normalize();
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column2 = column2 - column0 * column0.Dot(column2) - column1 * column1.Dot(column2);
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column2.Normalize();
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return CreateFromAxes(xAxis, yAxis, zAxis);
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return new Basis(column0, column1, column2);
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}
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public Basis Rotated(Vector3 axis, real_t phi)
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@ -343,49 +420,49 @@ namespace Godot
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{
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var m = this;
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m[0, 0] *= scale.x;
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m[0, 1] *= scale.x;
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m[0, 2] *= scale.x;
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m[1, 0] *= scale.y;
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m[1, 1] *= scale.y;
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m[1, 2] *= scale.y;
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m[2, 0] *= scale.z;
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m[2, 1] *= scale.z;
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m[2, 2] *= scale.z;
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m.Row0[0] *= scale.x;
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m.Row0[1] *= scale.x;
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m.Row0[2] *= scale.x;
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m.Row1[0] *= scale.y;
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m.Row1[1] *= scale.y;
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m.Row1[2] *= scale.y;
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m.Row2[0] *= scale.z;
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m.Row2[1] *= scale.z;
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m.Row2[2] *= scale.z;
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return m;
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}
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public real_t Tdotx(Vector3 with)
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{
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return this[0, 0] * with[0] + this[1, 0] * with[1] + this[2, 0] * with[2];
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return this.Row0[0] * with[0] + this.Row1[0] * with[1] + this.Row2[0] * with[2];
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}
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public real_t Tdoty(Vector3 with)
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{
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return this[0, 1] * with[0] + this[1, 1] * with[1] + this[2, 1] * with[2];
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return this.Row0[1] * with[0] + this.Row1[1] * with[1] + this.Row2[1] * with[2];
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}
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|
||||
public real_t Tdotz(Vector3 with)
|
||||
{
|
||||
return this[0, 2] * with[0] + this[1, 2] * with[1] + this[2, 2] * with[2];
|
||||
return this.Row0[2] * with[0] + this.Row1[2] * with[1] + this.Row2[2] * with[2];
|
||||
}
|
||||
|
||||
public Basis Transposed()
|
||||
{
|
||||
var tr = this;
|
||||
|
||||
real_t temp = tr[0, 1];
|
||||
tr[0, 1] = tr[1, 0];
|
||||
tr[1, 0] = temp;
|
||||
real_t temp = tr.Row0[1];
|
||||
tr.Row0[1] = tr.Row1[0];
|
||||
tr.Row1[0] = temp;
|
||||
|
||||
temp = tr[0, 2];
|
||||
tr[0, 2] = tr[2, 0];
|
||||
tr[2, 0] = temp;
|
||||
temp = tr.Row0[2];
|
||||
tr.Row0[2] = tr.Row2[0];
|
||||
tr.Row2[0] = temp;
|
||||
|
||||
temp = tr[1, 2];
|
||||
tr[1, 2] = tr[2, 1];
|
||||
tr[2, 1] = temp;
|
||||
temp = tr.Row1[2];
|
||||
tr.Row1[2] = tr.Row2[1];
|
||||
tr.Row2[1] = temp;
|
||||
|
||||
return tr;
|
||||
}
|
||||
|
@ -394,9 +471,9 @@ namespace Godot
|
|||
{
|
||||
return new Vector3
|
||||
(
|
||||
this[0].Dot(v),
|
||||
this[1].Dot(v),
|
||||
this[2].Dot(v)
|
||||
this.Row0.Dot(v),
|
||||
this.Row1.Dot(v),
|
||||
this.Row2.Dot(v)
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -404,60 +481,60 @@ namespace Godot
|
|||
{
|
||||
return new Vector3
|
||||
(
|
||||
this[0, 0] * v.x + this[1, 0] * v.y + this[2, 0] * v.z,
|
||||
this[0, 1] * v.x + this[1, 1] * v.y + this[2, 1] * v.z,
|
||||
this[0, 2] * v.x + this[1, 2] * v.y + this[2, 2] * v.z
|
||||
this.Row0[0] * v.x + this.Row1[0] * v.y + this.Row2[0] * v.z,
|
||||
this.Row0[1] * v.x + this.Row1[1] * v.y + this.Row2[1] * v.z,
|
||||
this.Row0[2] * v.x + this.Row1[2] * v.y + this.Row2[2] * v.z
|
||||
);
|
||||
}
|
||||
|
||||
public Quat Quat()
|
||||
{
|
||||
real_t trace = _x[0] + _y[1] + _z[2];
|
||||
real_t trace = Row0[0] + Row1[1] + Row2[2];
|
||||
|
||||
if (trace > 0.0f)
|
||||
{
|
||||
real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
|
||||
real_t inv_s = 1f / s;
|
||||
return new Quat(
|
||||
(_z[1] - _y[2]) * inv_s,
|
||||
(_x[2] - _z[0]) * inv_s,
|
||||
(_y[0] - _x[1]) * inv_s,
|
||||
(Row2[1] - Row1[2]) * inv_s,
|
||||
(Row0[2] - Row2[0]) * inv_s,
|
||||
(Row1[0] - Row0[1]) * inv_s,
|
||||
s * 0.25f
|
||||
);
|
||||
}
|
||||
|
||||
if (_x[0] > _y[1] && _x[0] > _z[2])
|
||||
if (Row0[0] > Row1[1] && Row0[0] > Row2[2])
|
||||
{
|
||||
real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
|
||||
real_t s = Mathf.Sqrt(Row0[0] - Row1[1] - Row2[2] + 1.0f) * 2f;
|
||||
real_t inv_s = 1f / s;
|
||||
return new Quat(
|
||||
s * 0.25f,
|
||||
(_x[1] + _y[0]) * inv_s,
|
||||
(_x[2] + _z[0]) * inv_s,
|
||||
(_z[1] - _y[2]) * inv_s
|
||||
(Row0[1] + Row1[0]) * inv_s,
|
||||
(Row0[2] + Row2[0]) * inv_s,
|
||||
(Row2[1] - Row1[2]) * inv_s
|
||||
);
|
||||
}
|
||||
|
||||
if (_y[1] > _z[2])
|
||||
if (Row1[1] > Row2[2])
|
||||
{
|
||||
real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
|
||||
real_t s = Mathf.Sqrt(-Row0[0] + Row1[1] - Row2[2] + 1.0f) * 2f;
|
||||
real_t inv_s = 1f / s;
|
||||
return new Quat(
|
||||
(_x[1] + _y[0]) * inv_s,
|
||||
(Row0[1] + Row1[0]) * inv_s,
|
||||
s * 0.25f,
|
||||
(_y[2] + _z[1]) * inv_s,
|
||||
(_x[2] - _z[0]) * inv_s
|
||||
(Row1[2] + Row2[1]) * inv_s,
|
||||
(Row0[2] - Row2[0]) * inv_s
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
|
||||
real_t s = Mathf.Sqrt(-Row0[0] - Row1[1] + Row2[2] + 1.0f) * 2f;
|
||||
real_t inv_s = 1f / s;
|
||||
return new Quat(
|
||||
(_x[2] + _z[0]) * inv_s,
|
||||
(_y[2] + _z[1]) * inv_s,
|
||||
(Row0[2] + Row2[0]) * inv_s,
|
||||
(Row1[2] + Row2[1]) * inv_s,
|
||||
s * 0.25f,
|
||||
(_y[0] - _x[1]) * inv_s
|
||||
(Row1[0] - Row0[1]) * inv_s
|
||||
);
|
||||
}
|
||||
}
|
||||
|
@ -479,9 +556,9 @@ namespace Godot
|
|||
real_t yz = quat.y * zs;
|
||||
real_t zz = quat.z * zs;
|
||||
|
||||
_x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
|
||||
_y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
|
||||
_z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
|
||||
Row0 = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
|
||||
Row1 = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
|
||||
Row2 = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
|
||||
}
|
||||
|
||||
public Basis(Vector3 euler)
|
||||
|
@ -511,21 +588,21 @@ namespace Godot
|
|||
real_t cosine = Mathf.Cos(phi);
|
||||
real_t sine = Mathf.Sin(phi);
|
||||
|
||||
_x = new Vector3
|
||||
Row0 = new Vector3
|
||||
(
|
||||
axis_sq.x + cosine * (1.0f - axis_sq.x),
|
||||
axis.x * axis.y * (1.0f - cosine) - axis.z * sine,
|
||||
axis.z * axis.x * (1.0f - cosine) + axis.y * sine
|
||||
);
|
||||
|
||||
_y = new Vector3
|
||||
Row1 = new Vector3
|
||||
(
|
||||
axis.x * axis.y * (1.0f - cosine) + axis.z * sine,
|
||||
axis_sq.y + cosine * (1.0f - axis_sq.y),
|
||||
axis.y * axis.z * (1.0f - cosine) - axis.x * sine
|
||||
);
|
||||
|
||||
_z = new Vector3
|
||||
Row2 = new Vector3
|
||||
(
|
||||
axis.z * axis.x * (1.0f - cosine) - axis.y * sine,
|
||||
axis.y * axis.z * (1.0f - cosine) + axis.x * sine,
|
||||
|
@ -533,32 +610,32 @@ namespace Godot
|
|||
);
|
||||
}
|
||||
|
||||
public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
|
||||
public Basis(Vector3 column0, Vector3 column1, Vector3 column2)
|
||||
{
|
||||
_x = new Vector3(xAxis.x, yAxis.x, zAxis.x);
|
||||
_y = new Vector3(xAxis.y, yAxis.y, zAxis.y);
|
||||
_z = new Vector3(xAxis.z, yAxis.z, zAxis.z);
|
||||
Row0 = new Vector3(column0.x, column1.x, column2.x);
|
||||
Row1 = new Vector3(column0.y, column1.y, column2.y);
|
||||
Row2 = new Vector3(column0.z, column1.z, column2.z);
|
||||
// Same as:
|
||||
// SetAxis(0, xAxis);
|
||||
// SetAxis(1, yAxis);
|
||||
// SetAxis(2, zAxis);
|
||||
// We need to assign the struct fields so we can't do that...
|
||||
// Column0 = column0;
|
||||
// Column1 = column1;
|
||||
// Column2 = column2;
|
||||
// We need to assign the struct fields here first so we can't do it that way...
|
||||
}
|
||||
|
||||
internal Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz)
|
||||
{
|
||||
_x = new Vector3(xx, xy, xz);
|
||||
_y = new Vector3(yx, yy, yz);
|
||||
_z = new Vector3(zx, zy, zz);
|
||||
Row0 = new Vector3(xx, xy, xz);
|
||||
Row1 = new Vector3(yx, yy, yz);
|
||||
Row2 = new Vector3(zx, zy, zz);
|
||||
}
|
||||
|
||||
public static Basis operator *(Basis left, Basis right)
|
||||
{
|
||||
return new Basis
|
||||
(
|
||||
right.Tdotx(left[0]), right.Tdoty(left[0]), right.Tdotz(left[0]),
|
||||
right.Tdotx(left[1]), right.Tdoty(left[1]), right.Tdotz(left[1]),
|
||||
right.Tdotx(left[2]), right.Tdoty(left[2]), right.Tdotz(left[2])
|
||||
right.Tdotx(left.Row0), right.Tdoty(left.Row0), right.Tdotz(left.Row0),
|
||||
right.Tdotx(left.Row1), right.Tdoty(left.Row1), right.Tdotz(left.Row1),
|
||||
right.Tdotx(left.Row2), right.Tdoty(left.Row2), right.Tdotz(left.Row2)
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -584,21 +661,21 @@ namespace Godot
|
|||
|
||||
public bool Equals(Basis other)
|
||||
{
|
||||
return _x.Equals(other[0]) && _y.Equals(other[1]) && _z.Equals(other[2]);
|
||||
return Row0.Equals(other.Row0) && Row1.Equals(other.Row1) && Row2.Equals(other.Row2);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return _x.GetHashCode() ^ _y.GetHashCode() ^ _z.GetHashCode();
|
||||
return Row0.GetHashCode() ^ Row1.GetHashCode() ^ Row2.GetHashCode();
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return String.Format("({0}, {1}, {2})", new object[]
|
||||
{
|
||||
_x.ToString(),
|
||||
_y.ToString(),
|
||||
_z.ToString()
|
||||
Row0.ToString(),
|
||||
Row1.ToString(),
|
||||
Row2.ToString()
|
||||
});
|
||||
}
|
||||
|
||||
|
@ -606,9 +683,9 @@ namespace Godot
|
|||
{
|
||||
return String.Format("({0}, {1}, {2})", new object[]
|
||||
{
|
||||
_x.ToString(format),
|
||||
_y.ToString(format),
|
||||
_z.ToString(format)
|
||||
Row0.ToString(format),
|
||||
Row1.ToString(format),
|
||||
Row2.ToString(format)
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
|
@ -123,22 +123,23 @@ namespace Godot
|
|||
// Calculate cosine
|
||||
real_t cosom = x * b.x + y * b.y + z * b.z + w * b.w;
|
||||
|
||||
var to1 = new real_t[4];
|
||||
var to1 = new Quat();
|
||||
|
||||
// Adjust signs if necessary
|
||||
if (cosom < 0.0)
|
||||
{
|
||||
cosom = -cosom; to1[0] = -b.x;
|
||||
to1[1] = -b.y;
|
||||
to1[2] = -b.z;
|
||||
to1[3] = -b.w;
|
||||
cosom = -cosom;
|
||||
to1.x = -b.x;
|
||||
to1.y = -b.y;
|
||||
to1.z = -b.z;
|
||||
to1.w = -b.w;
|
||||
}
|
||||
else
|
||||
{
|
||||
to1[0] = b.x;
|
||||
to1[1] = b.y;
|
||||
to1[2] = b.z;
|
||||
to1[3] = b.w;
|
||||
to1.x = b.x;
|
||||
to1.y = b.y;
|
||||
to1.z = b.z;
|
||||
to1.w = b.w;
|
||||
}
|
||||
|
||||
real_t sinom, scale0, scale1;
|
||||
|
@ -162,10 +163,10 @@ namespace Godot
|
|||
// Calculate final values
|
||||
return new Quat
|
||||
(
|
||||
scale0 * x + scale1 * to1[0],
|
||||
scale0 * y + scale1 * to1[1],
|
||||
scale0 * z + scale1 * to1[2],
|
||||
scale0 * w + scale1 * to1[3]
|
||||
scale0 * x + scale1 * to1.x,
|
||||
scale0 * y + scale1 * to1.y,
|
||||
scale0 * z + scale1 * to1.z,
|
||||
scale0 * w + scale1 * to1.w
|
||||
);
|
||||
}
|
||||
|
||||
|
|
|
@ -71,21 +71,21 @@ namespace Godot
|
|||
{
|
||||
// Make rotation matrix
|
||||
// Z vector
|
||||
Vector3 zAxis = eye - target;
|
||||
Vector3 column2 = eye - target;
|
||||
|
||||
zAxis.Normalize();
|
||||
column2.Normalize();
|
||||
|
||||
Vector3 yAxis = up;
|
||||
Vector3 column1 = up;
|
||||
|
||||
Vector3 xAxis = yAxis.Cross(zAxis);
|
||||
Vector3 column0 = column1.Cross(column2);
|
||||
|
||||
// Recompute Y = Z cross X
|
||||
yAxis = zAxis.Cross(xAxis);
|
||||
column1 = column2.Cross(column0);
|
||||
|
||||
xAxis.Normalize();
|
||||
yAxis.Normalize();
|
||||
column0.Normalize();
|
||||
column1.Normalize();
|
||||
|
||||
basis = Basis.CreateFromAxes(xAxis, yAxis, zAxis);
|
||||
basis = new Basis(column0, column1, column2);
|
||||
|
||||
origin = eye;
|
||||
}
|
||||
|
@ -94,9 +94,9 @@ namespace Godot
|
|||
{
|
||||
return new Transform(basis, new Vector3
|
||||
(
|
||||
origin[0] += basis[0].Dot(ofs),
|
||||
origin[1] += basis[1].Dot(ofs),
|
||||
origin[2] += basis[2].Dot(ofs)
|
||||
origin[0] += basis.Row0.Dot(ofs),
|
||||
origin[1] += basis.Row1.Dot(ofs),
|
||||
origin[2] += basis.Row2.Dot(ofs)
|
||||
));
|
||||
}
|
||||
|
||||
|
@ -104,9 +104,9 @@ namespace Godot
|
|||
{
|
||||
return new Vector3
|
||||
(
|
||||
basis[0].Dot(v) + origin.x,
|
||||
basis[1].Dot(v) + origin.y,
|
||||
basis[2].Dot(v) + origin.z
|
||||
basis.Row0.Dot(v) + origin.x,
|
||||
basis.Row1.Dot(v) + origin.y,
|
||||
basis.Row2.Dot(v) + origin.z
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -116,9 +116,9 @@ namespace Godot
|
|||
|
||||
return new Vector3
|
||||
(
|
||||
basis[0, 0] * vInv.x + basis[1, 0] * vInv.y + basis[2, 0] * vInv.z,
|
||||
basis[0, 1] * vInv.x + basis[1, 1] * vInv.y + basis[2, 1] * vInv.z,
|
||||
basis[0, 2] * vInv.x + basis[1, 2] * vInv.y + basis[2, 2] * vInv.z
|
||||
basis.Row0[0] * vInv.x + basis.Row1[0] * vInv.y + basis.Row2[0] * vInv.z,
|
||||
basis.Row0[1] * vInv.x + basis.Row1[1] * vInv.y + basis.Row2[1] * vInv.z,
|
||||
basis.Row0[2] * vInv.x + basis.Row1[2] * vInv.y + basis.Row2[2] * vInv.z
|
||||
);
|
||||
}
|
||||
|
||||
|
@ -134,9 +134,9 @@ namespace Godot
|
|||
public static Transform FlipZ { get { return _flipZ; } }
|
||||
|
||||
// Constructors
|
||||
public Transform(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis, Vector3 origin)
|
||||
public Transform(Vector3 column0, Vector3 column1, Vector3 column2, Vector3 origin)
|
||||
{
|
||||
basis = Basis.CreateFromAxes(xAxis, yAxis, zAxis);
|
||||
basis = new Basis(column0, column1, column2);
|
||||
this.origin = origin;
|
||||
}
|
||||
|
||||
|
|
|
@ -53,11 +53,11 @@ namespace Godot
|
|||
}
|
||||
}
|
||||
|
||||
public Vector2 this[int index]
|
||||
public Vector2 this[int rowIndex]
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (index)
|
||||
switch (rowIndex)
|
||||
{
|
||||
case 0:
|
||||
return x;
|
||||
|
@ -71,7 +71,7 @@ namespace Godot
|
|||
}
|
||||
set
|
||||
{
|
||||
switch (index)
|
||||
switch (rowIndex)
|
||||
{
|
||||
case 0:
|
||||
x = value;
|
||||
|
@ -88,29 +88,29 @@ namespace Godot
|
|||
}
|
||||
}
|
||||
|
||||
public real_t this[int index, int axis]
|
||||
public real_t this[int rowIndex, int columnIndex]
|
||||
{
|
||||
get
|
||||
{
|
||||
switch (index)
|
||||
switch (rowIndex)
|
||||
{
|
||||
case 0:
|
||||
return x[axis];
|
||||
return x[columnIndex];
|
||||
case 1:
|
||||
return y[axis];
|
||||
return y[columnIndex];
|
||||
default:
|
||||
throw new IndexOutOfRangeException();
|
||||
}
|
||||
}
|
||||
set
|
||||
{
|
||||
switch (index)
|
||||
switch (rowIndex)
|
||||
{
|
||||
case 0:
|
||||
x[axis] = value;
|
||||
x[columnIndex] = value;
|
||||
return;
|
||||
case 1:
|
||||
y[axis] = value;
|
||||
y[columnIndex] = value;
|
||||
return;
|
||||
default:
|
||||
throw new IndexOutOfRangeException();
|
||||
|
@ -120,30 +120,23 @@ namespace Godot
|
|||
|
||||
public Transform2D AffineInverse()
|
||||
{
|
||||
var inv = this;
|
||||
|
||||
real_t det = BasisDeterminant();
|
||||
|
||||
if (det == 0)
|
||||
{
|
||||
return new Transform2D
|
||||
(
|
||||
real_t.NaN, real_t.NaN,
|
||||
real_t.NaN, real_t.NaN,
|
||||
real_t.NaN, real_t.NaN
|
||||
);
|
||||
}
|
||||
throw new InvalidOperationException("Matrix determinant is zero and cannot be inverted.");
|
||||
|
||||
var inv = this;
|
||||
|
||||
real_t temp = inv[0, 0];
|
||||
inv[0, 0] = inv[1, 1];
|
||||
inv[1, 1] = temp;
|
||||
|
||||
real_t detInv = 1.0f / det;
|
||||
|
||||
real_t temp = this[0, 0];
|
||||
this[0, 0] = this[1, 1];
|
||||
this[1, 1] = temp;
|
||||
inv[0] *= new Vector2(detInv, -detInv);
|
||||
inv[1] *= new Vector2(-detInv, detInv);
|
||||
|
||||
this[0] *= new Vector2(detInv, -detInv);
|
||||
this[1] *= new Vector2(-detInv, detInv);
|
||||
|
||||
this[2] = BasisXform(-this[2]);
|
||||
inv[2] = BasisXform(-inv[2]);
|
||||
|
||||
return inv;
|
||||
}
|
||||
|
@ -293,9 +286,9 @@ namespace Godot
|
|||
private static readonly Transform2D _flipX = new Transform2D(-1, 0, 0, 1, 0, 0);
|
||||
private static readonly Transform2D _flipY = new Transform2D(1, 0, 0, -1, 0, 0);
|
||||
|
||||
public static Transform2D Identity { get { return _identity; } }
|
||||
public static Transform2D FlipX { get { return _flipX; } }
|
||||
public static Transform2D FlipY { get { return _flipY; } }
|
||||
public static Transform2D Identity => _identity;
|
||||
public static Transform2D FlipX => _flipX;
|
||||
public static Transform2D FlipY => _flipY;
|
||||
|
||||
// Constructors
|
||||
public Transform2D(Vector2 xAxis, Vector2 yAxis, Vector2 originPos)
|
||||
|
@ -324,12 +317,10 @@ namespace Godot
|
|||
{
|
||||
left.origin = left.Xform(right.origin);
|
||||
|
||||
real_t x0, x1, y0, y1;
|
||||
|
||||
x0 = left.Tdotx(right.x);
|
||||
x1 = left.Tdoty(right.x);
|
||||
y0 = left.Tdotx(right.y);
|
||||
y1 = left.Tdoty(right.y);
|
||||
real_t x0 = left.Tdotx(right.x);
|
||||
real_t x1 = left.Tdoty(right.x);
|
||||
real_t y0 = left.Tdotx(right.y);
|
||||
real_t y1 = left.Tdoty(right.y);
|
||||
|
||||
left.x.x = x0;
|
||||
left.x.y = x1;
|
||||
|
@ -351,12 +342,7 @@ namespace Godot
|
|||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (obj is Transform2D)
|
||||
{
|
||||
return Equals((Transform2D)obj);
|
||||
}
|
||||
|
||||
return false;
|
||||
return obj is Transform2D transform2D && Equals(transform2D);
|
||||
}
|
||||
|
||||
public bool Equals(Transform2D other)
|
||||
|
|
|
@ -11,7 +11,7 @@
|
|||
</PropertyGroup>
|
||||
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|x86' ">
|
||||
<DebugSymbols>true</DebugSymbols>
|
||||
<DebugType>full</DebugType>
|
||||
<DebugType>portable</DebugType>
|
||||
<Optimize>false</Optimize>
|
||||
<OutputPath>bin\Debug</OutputPath>
|
||||
<DefineConstants>DEBUG;</DefineConstants>
|
||||
|
|
Loading…
Reference in a new issue