Core: Rename math 'phi' arguments to 'angle'

This commit is contained in:
Rémi Verschelde 2022-05-05 13:25:04 +02:00
parent b05fbb21e5
commit e7a58a7eb6
20 changed files with 73 additions and 73 deletions

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@ -347,22 +347,22 @@ Vector3 Basis::rotref_posscale_decomposition(Basis &rotref) const {
// The main use of Basis is as Transform.basis, which is used by the transformation matrix
// of 3D object. Rotate here refers to rotation of the object (which is R * (*this)),
// not the matrix itself (which is R * (*this) * R.transposed()).
Basis Basis::rotated(const Vector3 &p_axis, real_t p_phi) const {
return Basis(p_axis, p_phi) * (*this);
Basis Basis::rotated(const Vector3 &p_axis, real_t p_angle) const {
return Basis(p_axis, p_angle) * (*this);
}
void Basis::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = rotated(p_axis, p_phi);
void Basis::rotate(const Vector3 &p_axis, real_t p_angle) {
*this = rotated(p_axis, p_angle);
}
void Basis::rotate_local(const Vector3 &p_axis, real_t p_phi) {
void Basis::rotate_local(const Vector3 &p_axis, real_t p_angle) {
// performs a rotation in object-local coordinate system:
// M -> (M.R.Minv).M = M.R.
*this = rotated_local(p_axis, p_phi);
*this = rotated_local(p_axis, p_angle);
}
Basis Basis::rotated_local(const Vector3 &p_axis, real_t p_phi) const {
return (*this) * Basis(p_axis, p_phi);
Basis Basis::rotated_local(const Vector3 &p_axis, real_t p_angle) const {
return (*this) * Basis(p_axis, p_angle);
}
Basis Basis::rotated(const Vector3 &p_euler) const {
@ -900,18 +900,18 @@ void Basis::set_quaternion(const Quaternion &p_quaternion) {
xz - wy, yz + wx, 1.0f - (xx + yy));
}
void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_angle) {
// Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_angle
#ifdef MATH_CHECKS
ERR_FAIL_COND_MSG(!p_axis.is_normalized(), "The axis Vector3 must be normalized.");
#endif
Vector3 axis_sq(p_axis.x * p_axis.x, p_axis.y * p_axis.y, p_axis.z * p_axis.z);
real_t cosine = Math::cos(p_phi);
real_t cosine = Math::cos(p_angle);
rows[0][0] = axis_sq.x + cosine * (1.0f - axis_sq.x);
rows[1][1] = axis_sq.y + cosine * (1.0f - axis_sq.y);
rows[2][2] = axis_sq.z + cosine * (1.0f - axis_sq.z);
real_t sine = Math::sin(p_phi);
real_t sine = Math::sin(p_angle);
real_t t = 1 - cosine;
real_t xyzt = p_axis.x * p_axis.y * t;
@ -930,9 +930,9 @@ void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
rows[2][1] = xyzt + zyxs;
}
void Basis::set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) {
void Basis::set_axis_angle_scale(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale) {
_set_diagonal(p_scale);
rotate(p_axis, p_phi);
rotate(p_axis, p_angle);
}
void Basis::set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale) {

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@ -58,11 +58,11 @@ struct _NO_DISCARD_ Basis {
void from_z(const Vector3 &p_z);
void rotate(const Vector3 &p_axis, real_t p_phi);
Basis rotated(const Vector3 &p_axis, real_t p_phi) const;
void rotate(const Vector3 &p_axis, real_t p_angle);
Basis rotated(const Vector3 &p_axis, real_t p_angle) const;
void rotate_local(const Vector3 &p_axis, real_t p_phi);
Basis rotated_local(const Vector3 &p_axis, real_t p_phi) const;
void rotate_local(const Vector3 &p_axis, real_t p_angle);
Basis rotated_local(const Vector3 &p_axis, real_t p_angle) const;
void rotate(const Vector3 &p_euler);
Basis rotated(const Vector3 &p_euler) const;
@ -100,7 +100,7 @@ struct _NO_DISCARD_ Basis {
void set_quaternion(const Quaternion &p_quaternion);
void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const;
void set_axis_angle(const Vector3 &p_axis, real_t p_phi);
void set_axis_angle(const Vector3 &p_axis, real_t p_angle);
void scale(const Vector3 &p_scale);
Basis scaled(const Vector3 &p_scale) const;
@ -118,7 +118,7 @@ struct _NO_DISCARD_ Basis {
Vector3 get_scale_abs() const;
Vector3 get_scale_local() const;
void set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale);
void set_axis_angle_scale(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale);
void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale);
void set_quaternion_scale(const Quaternion &p_quaternion, const Vector3 &p_scale);
@ -237,8 +237,8 @@ struct _NO_DISCARD_ Basis {
Basis(const Quaternion &p_quaternion) { set_quaternion(p_quaternion); };
Basis(const Quaternion &p_quaternion, const Vector3 &p_scale) { set_quaternion_scale(p_quaternion, p_scale); }
Basis(const Vector3 &p_axis, real_t p_phi) { set_axis_angle(p_axis, p_phi); }
Basis(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_phi, p_scale); }
Basis(const Vector3 &p_axis, real_t p_angle) { set_axis_angle(p_axis, p_angle); }
Basis(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_angle, p_scale); }
static Basis from_scale(const Vector3 &p_scale);
_FORCE_INLINE_ Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {

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@ -65,8 +65,8 @@ Transform2D Transform2D::affine_inverse() const {
return inv;
}
void Transform2D::rotate(const real_t p_phi) {
*this = Transform2D(p_phi, Vector2()) * (*this);
void Transform2D::rotate(const real_t p_angle) {
*this = Transform2D(p_angle, Vector2()) * (*this);
}
real_t Transform2D::get_skew() const {
@ -241,9 +241,9 @@ Transform2D Transform2D::translated(const Vector2 &p_offset) const {
return copy;
}
Transform2D Transform2D::rotated(const real_t p_phi) const {
Transform2D Transform2D::rotated(const real_t p_angle) const {
Transform2D copy = *this;
copy.rotate(p_phi);
copy.rotate(p_angle);
return copy;
}

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@ -70,7 +70,7 @@ struct _NO_DISCARD_ Transform2D {
void set_skew(const real_t p_angle);
_FORCE_INLINE_ void set_rotation_and_scale(const real_t p_rot, const Size2 &p_scale);
_FORCE_INLINE_ void set_rotation_scale_and_skew(const real_t p_rot, const Size2 &p_scale, const real_t p_skew);
void rotate(const real_t p_phi);
void rotate(const real_t p_angle);
void scale(const Size2 &p_scale);
void scale_basis(const Size2 &p_scale);
@ -88,7 +88,7 @@ struct _NO_DISCARD_ Transform2D {
Transform2D scaled(const Size2 &p_scale) const;
Transform2D basis_scaled(const Size2 &p_scale) const;
Transform2D translated(const Vector2 &p_offset) const;
Transform2D rotated(const real_t p_phi) const;
Transform2D rotated(const real_t p_angle) const;
Transform2D untranslated() const;

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@ -57,16 +57,16 @@ Transform3D Transform3D::inverse() const {
return ret;
}
void Transform3D::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = rotated(p_axis, p_phi);
void Transform3D::rotate(const Vector3 &p_axis, real_t p_angle) {
*this = rotated(p_axis, p_angle);
}
Transform3D Transform3D::rotated(const Vector3 &p_axis, real_t p_phi) const {
return Transform3D(Basis(p_axis, p_phi), Vector3()) * (*this);
Transform3D Transform3D::rotated(const Vector3 &p_axis, real_t p_angle) const {
return Transform3D(Basis(p_axis, p_angle), Vector3()) * (*this);
}
void Transform3D::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
basis.rotate(p_axis, p_phi);
void Transform3D::rotate_basis(const Vector3 &p_axis, real_t p_angle) {
basis.rotate(p_axis, p_angle);
}
Transform3D Transform3D::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {

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@ -45,10 +45,10 @@ struct _NO_DISCARD_ Transform3D {
void affine_invert();
Transform3D affine_inverse() const;
Transform3D rotated(const Vector3 &p_axis, real_t p_phi) const;
Transform3D rotated(const Vector3 &p_axis, real_t p_angle) const;
void rotate(const Vector3 &p_axis, real_t p_phi);
void rotate_basis(const Vector3 &p_axis, real_t p_phi);
void rotate(const Vector3 &p_axis, real_t p_angle);
void rotate_basis(const Vector3 &p_axis, real_t p_angle);
void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;

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@ -35,13 +35,13 @@
#include "core/math/vector3i.h"
#include "core/string/ustring.h"
void Vector3::rotate(const Vector3 &p_axis, const real_t p_phi) {
*this = Basis(p_axis, p_phi).xform(*this);
void Vector3::rotate(const Vector3 &p_axis, const real_t p_angle) {
*this = Basis(p_axis, p_angle).xform(*this);
}
Vector3 Vector3::rotated(const Vector3 &p_axis, const real_t p_phi) const {
Vector3 Vector3::rotated(const Vector3 &p_axis, const real_t p_angle) const {
Vector3 r = *this;
r.rotate(p_axis, p_phi);
r.rotate(p_axis, p_angle);
return r;
}

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@ -97,8 +97,8 @@ struct _NO_DISCARD_ Vector3 {
void snap(const Vector3 p_val);
Vector3 snapped(const Vector3 p_val) const;
void rotate(const Vector3 &p_axis, const real_t p_phi);
Vector3 rotated(const Vector3 &p_axis, const real_t p_phi) const;
void rotate(const Vector3 &p_axis, const real_t p_angle);
Vector3 rotated(const Vector3 &p_axis, const real_t p_angle) const;
/* Static Methods between 2 vector3s */

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@ -1495,7 +1495,7 @@ static void _register_variant_builtin_methods() {
bind_method(Vector2, max_axis_index, sarray(), varray());
bind_method(Vector2, min_axis_index, sarray(), varray());
bind_method(Vector2, move_toward, sarray("to", "delta"), varray());
bind_method(Vector2, rotated, sarray("phi"), varray());
bind_method(Vector2, rotated, sarray("angle"), varray());
bind_method(Vector2, orthogonal, sarray(), varray());
bind_method(Vector2, floor, sarray(), varray());
bind_method(Vector2, ceil, sarray(), varray());
@ -1575,7 +1575,7 @@ static void _register_variant_builtin_methods() {
bind_method(Vector3, inverse, sarray(), varray());
bind_method(Vector3, clamp, sarray("min", "max"), varray());
bind_method(Vector3, snapped, sarray("step"), varray());
bind_method(Vector3, rotated, sarray("by_axis", "phi"), varray());
bind_method(Vector3, rotated, sarray("axis", "angle"), varray());
bind_method(Vector3, lerp, sarray("to", "weight"), varray());
bind_method(Vector3, slerp, sarray("to", "weight"), varray());
bind_method(Vector3, cubic_interpolate, sarray("b", "pre_a", "post_b", "weight"), varray());
@ -1730,7 +1730,7 @@ static void _register_variant_builtin_methods() {
bind_method(Transform2D, get_scale, sarray(), varray());
bind_method(Transform2D, get_skew, sarray(), varray());
bind_method(Transform2D, orthonormalized, sarray(), varray());
bind_method(Transform2D, rotated, sarray("phi"), varray());
bind_method(Transform2D, rotated, sarray("angle"), varray());
bind_method(Transform2D, scaled, sarray("scale"), varray());
bind_method(Transform2D, translated, sarray("offset"), varray());
bind_method(Transform2D, basis_xform, sarray("v"), varray());
@ -1748,7 +1748,7 @@ static void _register_variant_builtin_methods() {
bind_method(Basis, transposed, sarray(), varray());
bind_method(Basis, orthonormalized, sarray(), varray());
bind_method(Basis, determinant, sarray(), varray());
bind_methodv(Basis, rotated, static_cast<Basis (Basis::*)(const Vector3 &, real_t) const>(&Basis::rotated), sarray("axis", "phi"), varray());
bind_methodv(Basis, rotated, static_cast<Basis (Basis::*)(const Vector3 &, real_t) const>(&Basis::rotated), sarray("axis", "angle"), varray());
bind_method(Basis, scaled, sarray("scale"), varray());
bind_method(Basis, get_scale, sarray(), varray());
bind_method(Basis, get_euler, sarray("order"), varray(Basis::EULER_ORDER_YXZ));
@ -1795,7 +1795,7 @@ static void _register_variant_builtin_methods() {
bind_method(Transform3D, inverse, sarray(), varray());
bind_method(Transform3D, affine_inverse, sarray(), varray());
bind_method(Transform3D, orthonormalized, sarray(), varray());
bind_method(Transform3D, rotated, sarray("axis", "phi"), varray());
bind_method(Transform3D, rotated, sarray("axis", "angle"), varray());
bind_method(Transform3D, scaled, sarray("scale"), varray());
bind_method(Transform3D, translated, sarray("offset"), varray());
bind_method(Transform3D, looking_at, sarray("target", "up"), varray(Vector3(0, 1, 0)));

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@ -140,7 +140,7 @@ void Variant::_register_variant_constructors() {
add_constructor<VariantConstructNoArgs<Basis>>(sarray());
add_constructor<VariantConstructor<Basis, Basis>>(sarray("from"));
add_constructor<VariantConstructor<Basis, Quaternion>>(sarray("from"));
add_constructor<VariantConstructor<Basis, Vector3, double>>(sarray("axis", "phi"));
add_constructor<VariantConstructor<Basis, Vector3, double>>(sarray("axis", "angle"));
add_constructor<VariantConstructor<Basis, Vector3, Vector3, Vector3>>(sarray("x_axis", "y_axis", "z_axis"));
add_constructor<VariantConstructNoArgs<Transform3D>>(sarray());

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@ -35,9 +35,9 @@
<constructor name="Basis">
<return type="Basis" />
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="phi" type="float" />
<argument index="1" name="angle" type="float" />
<description>
Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]phi[/code], in radians. The axis must be a normalized vector.
Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]angle[/code] (in radians). The axis must be a normalized vector.
</description>
</constructor>
<constructor name="Basis">
@ -136,9 +136,9 @@
<method name="rotated" qualifiers="const">
<return type="Basis" />
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="phi" type="float" />
<argument index="1" name="angle" type="float" />
<description>
Introduce an additional rotation around the given axis by phi (radians). The axis must be a normalized vector.
Introduce an additional rotation around the given axis by [code]angle[/code] (in radians). The axis must be a normalized vector.
</description>
</method>
<method name="scaled" qualifiers="const">

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@ -139,9 +139,9 @@
</method>
<method name="rotated" qualifiers="const">
<return type="Transform2D" />
<argument index="0" name="phi" type="float" />
<argument index="0" name="angle" type="float" />
<description>
Returns a copy of the transform rotated by the given [code]phi[/code] angle (in radians), using matrix multiplication.
Returns a copy of the transform rotated by the given [code]angle[/code] (in radians), using matrix multiplication.
</description>
</method>
<method name="scaled" qualifiers="const">

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@ -94,9 +94,9 @@
<method name="rotated" qualifiers="const">
<return type="Transform3D" />
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="phi" type="float" />
<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]phi[/code] angle (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), using matrix multiplication. The [code]axis[/code] must be a normalized vector.
</description>
</method>
<method name="scaled" qualifiers="const">

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@ -278,9 +278,9 @@
</method>
<method name="rotated" qualifiers="const">
<return type="Vector2" />
<argument index="0" name="phi" type="float" />
<argument index="0" name="angle" type="float" />
<description>
Returns the vector rotated by [code]phi[/code] radians. See also [method @GlobalScope.deg2rad].
Returns the vector rotated by [code]angle[/code] (in radians). See also [method @GlobalScope.deg2rad].
</description>
</method>
<method name="round" qualifiers="const">

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@ -258,10 +258,10 @@
</method>
<method name="rotated" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="by_axis" type="Vector3" />
<argument index="1" name="phi" type="float" />
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="angle" type="float" />
<description>
Rotates this vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector.
Rotates this vector around a given axis by [code]angle[/code] (in radians). The axis must be a normalized vector.
</description>
</method>
<method name="round" qualifiers="const">

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@ -526,10 +526,10 @@ namespace Godot
/// <summary>
/// Introduce an additional rotation around the given <paramref name="axis"/>
/// by <paramref name="phi"/> (in radians). The axis must be a normalized vector.
/// by <paramref name="angle"/> (in radians). The axis must be a normalized vector.
/// </summary>
/// <param name="axis">The axis to rotate around. Must be normalized.</param>
/// <param name="phi">The angle to rotate, in radians.</param>
/// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated basis matrix.</returns>
public Basis Rotated(Vector3 axis, real_t phi)
{
@ -770,10 +770,10 @@ namespace Godot
/// <summary>
/// Constructs a pure rotation basis matrix, rotated around the given <paramref name="axis"/>
/// by <paramref name="phi"/> (in radians). The axis must be a normalized vector.
/// by <paramref name="angle"/> (in radians). The axis must be a normalized vector.
/// </summary>
/// <param name="axis">The axis to rotate around. Must be normalized.</param>
/// <param name="phi">The angle to rotate, in radians.</param>
/// <param name="angle">The angle to rotate, in radians.</param>
public Basis(Vector3 axis, real_t phi)
{
Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);

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@ -297,9 +297,9 @@ namespace Godot
}
/// <summary>
/// Rotates the transform by <paramref name="phi"/> (in radians), using matrix multiplication.
/// Rotates the transform by <paramref name="angle"/> (in radians), using matrix multiplication.
/// </summary>
/// <param name="phi">The angle to rotate, in radians.</param>
/// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated transformation matrix.</returns>
public Transform2D Rotated(real_t phi)
{

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@ -186,11 +186,11 @@ namespace Godot
}
/// <summary>
/// Rotates the transform around the given <paramref name="axis"/> by <paramref name="phi"/> (in radians),
/// 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.
/// </summary>
/// <param name="axis">The axis to rotate around. Must be normalized.</param>
/// <param name="phi">The angle to rotate, in radians.</param>
/// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated transformation matrix.</returns>
public Transform3D Rotated(Vector3 axis, real_t phi)
{

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@ -470,9 +470,9 @@ namespace Godot
}
/// <summary>
/// Rotates this vector by <paramref name="phi"/> radians.
/// Rotates this vector by <paramref name="angle"/> radians.
/// </summary>
/// <param name="phi">The angle to rotate by, in radians.</param>
/// <param name="angle">The angle to rotate by, in radians.</param>
/// <returns>The rotated vector.</returns>
public Vector2 Rotated(real_t phi)
{

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@ -488,11 +488,11 @@ namespace Godot
}
/// <summary>
/// Rotates this vector around a given <paramref name="axis"/> vector by <paramref name="phi"/> radians.
/// Rotates this vector around a given <paramref name="axis"/> vector by <paramref name="angle"/> (in radians).
/// The <paramref name="axis"/> vector must be a normalized vector.
/// </summary>
/// <param name="axis">The vector to rotate around. Must be normalized.</param>
/// <param name="phi">The angle to rotate by, in radians.</param>
/// <param name="angle">The angle to rotate by, in radians.</param>
/// <returns>The rotated vector.</returns>
public Vector3 Rotated(Vector3 axis, real_t phi)
{