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authorAaron Franke <arnfranke@yahoo.com>2022-09-19 18:19:03 -0500
committerAaron Franke <arnfranke@yahoo.com>2022-09-19 18:22:52 -0500
commite26a75cd0cff77b0956f1c7d98fdcbb89b08d38b (patch)
treefb0f65b94013daff80c31c9e4976adf4358d0e8b /include
parente30c858c5d959c9216006839bed00a30a6977d6b (diff)
downloadredot-cpp-e26a75cd0cff77b0956f1c7d98fdcbb89b08d38b.tar.gz
Rename Basis "elements" to "rows"
https://github.com/godotengine/godot/pull/60627
Diffstat (limited to 'include')
-rw-r--r--include/godot_cpp/variant/basis.hpp126
-rw-r--r--include/godot_cpp/variant/transform3d.hpp6
2 files changed, 66 insertions, 66 deletions
diff --git a/include/godot_cpp/variant/basis.hpp b/include/godot_cpp/variant/basis.hpp
index 777c9b5..7e11f39 100644
--- a/include/godot_cpp/variant/basis.hpp
+++ b/include/godot_cpp/variant/basis.hpp
@@ -43,17 +43,17 @@ class Basis {
friend class Variant;
public:
- Vector3 elements[3] = {
+ Vector3 rows[3] = {
Vector3(1, 0, 0),
Vector3(0, 1, 0),
Vector3(0, 0, 1)
};
inline const Vector3 &operator[](int axis) const {
- return elements[axis];
+ return rows[axis];
}
inline Vector3 &operator[](int axis) {
- return elements[axis];
+ return rows[axis];
}
void invert();
@@ -67,14 +67,14 @@ public:
void from_z(const Vector3 &p_z);
inline Vector3 get_axis(int p_axis) const {
- // get actual basis axis (elements is transposed for performance)
- return Vector3(elements[0][p_axis], elements[1][p_axis], elements[2][p_axis]);
+ // get actual basis axis (rows is transposed for performance)
+ return Vector3(rows[0][p_axis], rows[1][p_axis], rows[2][p_axis]);
}
inline void set_axis(int p_axis, const Vector3 &p_value) {
- // get actual basis axis (elements is transposed for performance)
- elements[0][p_axis] = p_value.x;
- elements[1][p_axis] = p_value.y;
- elements[2][p_axis] = p_value.z;
+ // get actual basis axis (rows is transposed for performance)
+ rows[0][p_axis] = p_value.x;
+ rows[1][p_axis] = p_value.y;
+ rows[2][p_axis] = p_value.z;
}
void rotate(const Vector3 &p_axis, real_t p_phi);
@@ -143,13 +143,13 @@ public:
// transposed dot products
inline real_t tdotx(const Vector3 &v) const {
- return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2];
+ return rows[0][0] * v[0] + rows[1][0] * v[1] + rows[2][0] * v[2];
}
inline real_t tdoty(const Vector3 &v) const {
- return elements[0][1] * v[0] + elements[1][1] * v[1] + elements[2][1] * v[2];
+ return rows[0][1] * v[0] + rows[1][1] * v[1] + rows[2][1] * v[2];
}
inline real_t tdotz(const Vector3 &v) const {
- return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2];
+ return rows[0][2] * v[0] + rows[1][2] * v[1] + rows[2][2] * v[2];
}
bool is_equal_approx(const Basis &p_basis) const;
@@ -185,15 +185,15 @@ public:
/* create / set */
inline void set(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) {
- elements[0][0] = xx;
- elements[0][1] = xy;
- elements[0][2] = xz;
- elements[1][0] = yx;
- elements[1][1] = yy;
- elements[1][2] = yz;
- elements[2][0] = zx;
- elements[2][1] = zy;
- elements[2][2] = zz;
+ rows[0][0] = xx;
+ rows[0][1] = xy;
+ rows[0][2] = xz;
+ rows[1][0] = yx;
+ rows[1][1] = yy;
+ rows[1][2] = yz;
+ rows[2][0] = zx;
+ rows[2][1] = zy;
+ rows[2][2] = zz;
}
inline void set(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) {
set_axis(0, p_x);
@@ -201,39 +201,39 @@ public:
set_axis(2, p_z);
}
inline Vector3 get_column(int i) const {
- return Vector3(elements[0][i], elements[1][i], elements[2][i]);
+ return Vector3(rows[0][i], rows[1][i], rows[2][i]);
}
inline Vector3 get_row(int i) const {
- return Vector3(elements[i][0], elements[i][1], elements[i][2]);
+ return Vector3(rows[i][0], rows[i][1], rows[i][2]);
}
inline Vector3 get_main_diagonal() const {
- return Vector3(elements[0][0], elements[1][1], elements[2][2]);
+ return Vector3(rows[0][0], rows[1][1], rows[2][2]);
}
inline void set_row(int i, const Vector3 &p_row) {
- elements[i][0] = p_row.x;
- elements[i][1] = p_row.y;
- elements[i][2] = p_row.z;
+ rows[i][0] = p_row.x;
+ rows[i][1] = p_row.y;
+ rows[i][2] = p_row.z;
}
inline void set_zero() {
- elements[0].zero();
- elements[1].zero();
- elements[2].zero();
+ rows[0].zero();
+ rows[1].zero();
+ rows[2].zero();
}
inline Basis transpose_xform(const Basis &m) const {
return Basis(
- elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x,
- elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y,
- elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z,
- elements[0].y * m[0].x + elements[1].y * m[1].x + elements[2].y * m[2].x,
- elements[0].y * m[0].y + elements[1].y * m[1].y + elements[2].y * m[2].y,
- elements[0].y * m[0].z + elements[1].y * m[1].z + elements[2].y * m[2].z,
- elements[0].z * m[0].x + elements[1].z * m[1].x + elements[2].z * m[2].x,
- elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y,
- elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z);
+ rows[0].x * m[0].x + rows[1].x * m[1].x + rows[2].x * m[2].x,
+ rows[0].x * m[0].y + rows[1].x * m[1].y + rows[2].x * m[2].y,
+ rows[0].x * m[0].z + rows[1].x * m[1].z + rows[2].x * m[2].z,
+ rows[0].y * m[0].x + rows[1].y * m[1].x + rows[2].y * m[2].x,
+ rows[0].y * m[0].y + rows[1].y * m[1].y + rows[2].y * m[2].y,
+ rows[0].y * m[0].z + rows[1].y * m[1].z + rows[2].y * m[2].z,
+ rows[0].z * m[0].x + rows[1].z * m[1].x + rows[2].z * m[2].x,
+ rows[0].z * m[0].y + rows[1].z * m[1].y + rows[2].z * m[2].y,
+ rows[0].z * m[0].z + rows[1].z * m[1].z + rows[2].z * m[2].z);
}
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) {
set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
@@ -269,22 +269,22 @@ public:
inline void Basis::operator*=(const Basis &p_matrix) {
set(
- p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
- p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
- p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
+ p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]),
+ p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]),
+ p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2]));
}
inline Basis Basis::operator*(const Basis &p_matrix) const {
return Basis(
- p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
- p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
- p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
+ p_matrix.tdotx(rows[0]), p_matrix.tdoty(rows[0]), p_matrix.tdotz(rows[0]),
+ p_matrix.tdotx(rows[1]), p_matrix.tdoty(rows[1]), p_matrix.tdotz(rows[1]),
+ p_matrix.tdotx(rows[2]), p_matrix.tdoty(rows[2]), p_matrix.tdotz(rows[2]));
}
inline void Basis::operator+=(const Basis &p_matrix) {
- elements[0] += p_matrix.elements[0];
- elements[1] += p_matrix.elements[1];
- elements[2] += p_matrix.elements[2];
+ rows[0] += p_matrix.rows[0];
+ rows[1] += p_matrix.rows[1];
+ rows[2] += p_matrix.rows[2];
}
inline Basis Basis::operator+(const Basis &p_matrix) const {
@@ -294,9 +294,9 @@ inline Basis Basis::operator+(const Basis &p_matrix) const {
}
inline void Basis::operator-=(const Basis &p_matrix) {
- elements[0] -= p_matrix.elements[0];
- elements[1] -= p_matrix.elements[1];
- elements[2] -= p_matrix.elements[2];
+ rows[0] -= p_matrix.rows[0];
+ rows[1] -= p_matrix.rows[1];
+ rows[2] -= p_matrix.rows[2];
}
inline Basis Basis::operator-(const Basis &p_matrix) const {
@@ -306,9 +306,9 @@ inline Basis Basis::operator-(const Basis &p_matrix) const {
}
inline void Basis::operator*=(real_t p_val) {
- elements[0] *= p_val;
- elements[1] *= p_val;
- elements[2] *= p_val;
+ rows[0] *= p_val;
+ rows[1] *= p_val;
+ rows[2] *= p_val;
}
inline Basis Basis::operator*(real_t p_val) const {
@@ -319,22 +319,22 @@ inline Basis Basis::operator*(real_t p_val) const {
Vector3 Basis::xform(const Vector3 &p_vector) const {
return Vector3(
- elements[0].dot(p_vector),
- elements[1].dot(p_vector),
- elements[2].dot(p_vector));
+ rows[0].dot(p_vector),
+ rows[1].dot(p_vector),
+ rows[2].dot(p_vector));
}
Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
return Vector3(
- (elements[0][0] * p_vector.x) + (elements[1][0] * p_vector.y) + (elements[2][0] * p_vector.z),
- (elements[0][1] * p_vector.x) + (elements[1][1] * p_vector.y) + (elements[2][1] * p_vector.z),
- (elements[0][2] * p_vector.x) + (elements[1][2] * p_vector.y) + (elements[2][2] * p_vector.z));
+ (rows[0][0] * p_vector.x) + (rows[1][0] * p_vector.y) + (rows[2][0] * p_vector.z),
+ (rows[0][1] * p_vector.x) + (rows[1][1] * p_vector.y) + (rows[2][1] * p_vector.z),
+ (rows[0][2] * p_vector.x) + (rows[1][2] * p_vector.y) + (rows[2][2] * p_vector.z));
}
real_t Basis::determinant() const {
- return elements[0][0] * (elements[1][1] * elements[2][2] - elements[2][1] * elements[1][2]) -
- elements[1][0] * (elements[0][1] * elements[2][2] - elements[2][1] * elements[0][2]) +
- elements[2][0] * (elements[0][1] * elements[1][2] - elements[1][1] * elements[0][2]);
+ return rows[0][0] * (rows[1][1] * rows[2][2] - rows[2][1] * rows[1][2]) -
+ rows[1][0] * (rows[0][1] * rows[2][2] - rows[2][1] * rows[0][2]) +
+ rows[2][0] * (rows[0][1] * rows[1][2] - rows[1][1] * rows[0][2]);
}
} // namespace godot
diff --git a/include/godot_cpp/variant/transform3d.hpp b/include/godot_cpp/variant/transform3d.hpp
index 26ebca9..01d7887 100644
--- a/include/godot_cpp/variant/transform3d.hpp
+++ b/include/godot_cpp/variant/transform3d.hpp
@@ -134,9 +134,9 @@ inline Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const {
Vector3 v = p_vector - origin;
return Vector3(
- (basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z),
- (basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z),
- (basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
+ (basis.rows[0][0] * v.x) + (basis.rows[1][0] * v.y) + (basis.rows[2][0] * v.z),
+ (basis.rows[0][1] * v.x) + (basis.rows[1][1] * v.y) + (basis.rows[2][1] * v.z),
+ (basis.rows[0][2] * v.x) + (basis.rows[1][2] * v.y) + (basis.rows[2][2] * v.z));
}
inline Plane Transform3D::xform(const Plane &p_plane) const {