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-rw-r--r--core/math/transform_2d.h13
1 files changed, 8 insertions, 5 deletions
diff --git a/core/math/transform_2d.h b/core/math/transform_2d.h
index 476577508f..1ee7d3d84f 100644
--- a/core/math/transform_2d.h
+++ b/core/math/transform_2d.h
@@ -39,16 +39,19 @@
class String;
struct [[nodiscard]] Transform2D {
- // Warning #1: basis of Transform2D is stored differently from Basis. In terms of columns array, the basis matrix looks like "on paper":
+ // WARNING: The basis of Transform2D is stored differently from Basis.
+ // In terms of columns array, the basis matrix looks like "on paper":
// M = (columns[0][0] columns[1][0])
// (columns[0][1] columns[1][1])
- // This is such that the columns, which can be interpreted as basis vectors of the coordinate system "painted" on the object, can be accessed as columns[i].
- // Note that this is the opposite of the indices in mathematical texts, meaning: $M_{12}$ in a math book corresponds to columns[1][0] here.
+ // This is such that the columns, which can be interpreted as basis vectors
+ // of the coordinate system "painted" on the object, can be accessed as columns[i].
+ // NOTE: This is the opposite of the indices in mathematical texts,
+ // meaning: $M_{12}$ in a math book corresponds to columns[1][0] here.
// This requires additional care when working with explicit indices.
// See https://en.wikipedia.org/wiki/Row-_and_column-major_order for further reading.
- // Warning #2: 2D be aware that unlike 3D code, 2D code uses a left-handed coordinate system: Y-axis points down,
- // and angle is measure from +X to +Y in a clockwise-fashion.
+ // WARNING: Be aware that unlike 3D code, 2D code uses a left-handed coordinate system:
+ // Y-axis points down, and angle is measure from +X to +Y in a clockwise-fashion.
Vector2 columns[3];