diff options
Diffstat (limited to 'modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs')
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs | 254 |
1 files changed, 127 insertions, 127 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs index f11b3c553a..84fc73b87a 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs @@ -49,22 +49,22 @@ namespace Godot /// <summary> /// The projection's X column. Also accessible by using the index position <c>[0]</c>. /// </summary> - public Vector4 x; + public Vector4 X; /// <summary> /// The projection's Y column. Also accessible by using the index position <c>[1]</c>. /// </summary> - public Vector4 y; + public Vector4 Y; /// <summary> /// The projection's Z column. Also accessible by using the index position <c>[2]</c>. /// </summary> - public Vector4 z; + public Vector4 Z; /// <summary> /// The projection's W column. Also accessible by using the index position <c>[3]</c>. /// </summary> - public Vector4 w; + public Vector4 W; /// <summary> /// Access whole columns in the form of <see cref="Vector4"/>. @@ -80,13 +80,13 @@ namespace Godot switch (column) { case 0: - return x; + return X; case 1: - return y; + return Y; case 2: - return z; + return Z; case 3: - return w; + return W; default: throw new ArgumentOutOfRangeException(nameof(column)); } @@ -96,16 +96,16 @@ namespace Godot switch (column) { case 0: - x = value; + X = value; return; case 1: - y = value; + Y = value; return; case 2: - z = value; + Z = value; return; case 3: - w = value; + W = value; return; default: throw new ArgumentOutOfRangeException(nameof(column)); @@ -128,13 +128,13 @@ namespace Godot switch (column) { case 0: - return x[row]; + return X[row]; case 1: - return y[row]; + return Y[row]; case 2: - return z[row]; + return Z[row]; case 3: - return w[row]; + return W[row]; default: throw new ArgumentOutOfRangeException(nameof(column)); } @@ -144,16 +144,16 @@ namespace Godot switch (column) { case 0: - x[row] = value; + X[row] = value; return; case 1: - y[row] = value; + Y[row] = value; return; case 2: - z[row] = value; + Z[row] = value; return; case 3: - w[row] = value; + W[row] = value; return; default: throw new ArgumentOutOfRangeException(nameof(column)); @@ -180,20 +180,20 @@ namespace Godot /// <summary> /// Creates a new <see cref="Projection"/> that scales a given projection to fit around - /// a given <see cref="AABB"/> in projection space. + /// a given <see cref="Aabb"/> in projection space. /// </summary> - /// <param name="aabb">The AABB to fit the projection around.</param> + /// <param name="aabb">The Aabb to fit the projection around.</param> /// <returns>The created projection.</returns> - public static Projection CreateFitAabb(AABB aabb) + public static Projection CreateFitAabb(Aabb aabb) { Vector3 min = aabb.Position; Vector3 max = aabb.Position + aabb.Size; return new Projection( - new Vector4(2 / (max.x - min.x), 0, 0, 0), - new Vector4(0, 2 / (max.y - min.y), 0, 0), - new Vector4(0, 0, 2 / (max.z - min.z), 0), - new Vector4(-(max.x + min.x) / (max.x - min.x), -(max.y + min.y) / (max.y - min.y), -(max.z + min.z) / (max.z - min.z), 1) + new Vector4(2 / (max.X - min.X), 0, 0, 0), + new Vector4(0, 2 / (max.Y - min.Y), 0, 0), + new Vector4(0, 0, 2 / (max.Z - min.Z), 0), + new Vector4(-(max.X + min.X) / (max.X - min.X), -(max.Y + min.Y) / (max.Y - min.Y), -(max.Z + min.Z) / (max.Z - min.Z), 1) ); } @@ -300,7 +300,7 @@ namespace Godot { size *= aspect; } - return CreateFrustum(-size / 2 + offset.x, +size / 2 + offset.x, -size / aspect / 2 + offset.y, +size / aspect / 2 + offset.y, near, far); + return CreateFrustum(-size / 2 + offset.X, +size / 2 + offset.X, -size / aspect / 2 + offset.Y, +size / aspect / 2 + offset.Y, near, far); } /// <summary> @@ -311,10 +311,10 @@ namespace Godot public static Projection CreateLightAtlasRect(Rect2 rect) { return new Projection( - new Vector4(rect.Size.x, 0, 0, 0), - new Vector4(0, rect.Size.y, 0, 0), + new Vector4(rect.Size.X, 0, 0, 0), + new Vector4(0, rect.Size.Y, 0, 0), new Vector4(0, 0, 1, 0), - new Vector4(rect.Position.x, rect.Position.y, 0, 1) + new Vector4(rect.Position.X, rect.Position.Y, 0, 1) ); } @@ -332,13 +332,13 @@ namespace Godot public static Projection CreateOrthogonal(real_t left, real_t right, real_t bottom, real_t top, real_t zNear, real_t zFar) { Projection proj = Projection.Identity; - proj.x.x = (real_t)2.0 / (right - left); - proj.w.x = -((right + left) / (right - left)); - proj.y.y = (real_t)2.0 / (top - bottom); - proj.w.y = -((top + bottom) / (top - bottom)); - proj.z.z = (real_t)(-2.0) / (zFar - zNear); - proj.w.z = -((zFar + zNear) / (zFar - zNear)); - proj.w.w = (real_t)1.0; + proj.X.X = (real_t)2.0 / (right - left); + proj.W.X = -((right + left) / (right - left)); + proj.Y.Y = (real_t)2.0 / (top - bottom); + proj.W.Y = -((top + bottom) / (top - bottom)); + proj.Z.Z = (real_t)(-2.0) / (zFar - zNear); + proj.W.Z = -((zFar + zNear) / (zFar - zNear)); + proj.W.W = (real_t)1.0; return proj; } @@ -392,12 +392,12 @@ namespace Godot Projection proj = Projection.Identity; - proj.x.x = cotangent / aspect; - proj.y.y = cotangent; - proj.z.z = -(zFar + zNear) / deltaZ; - proj.z.w = -1; - proj.w.z = -2 * zNear * zFar / deltaZ; - proj.w.w = 0; + proj.X.X = cotangent / aspect; + proj.Y.Y = cotangent; + proj.Z.Z = -(zFar + zNear) / deltaZ; + proj.Z.W = -1; + proj.W.Z = -2 * zNear * zFar / deltaZ; + proj.W.W = 0; return proj; } @@ -456,7 +456,7 @@ namespace Godot } Projection proj = CreateFrustum(left, right, -ymax, ymax, zNear, zFar); Projection cm = Projection.Identity; - cm.w.x = modeltranslation; + cm.W.X = modeltranslation; return proj * cm; } @@ -469,18 +469,18 @@ namespace Godot /// <returns>The determinant calculated from this projection.</returns> public readonly real_t Determinant() { - return x.w * y.z * z.y * w.x - x.z * y.w * z.y * w.x - - x.w * y.y * z.z * w.x + x.y * y.w * z.z * w.x + - x.z * y.y * z.w * w.x - x.y * y.z * z.w * w.x - - x.w * y.z * z.x * w.y + x.z * y.w * z.x * w.y + - x.w * y.x * z.z * w.y - x.x * y.w * z.z * w.y - - x.z * y.x * z.w * w.y + x.x * y.z * z.w * w.y + - x.w * y.y * z.x * w.z - x.y * y.w * z.x * w.z - - x.w * y.x * z.y * w.z + x.x * y.w * z.y * w.z + - x.y * y.x * z.w * w.z - x.x * y.y * z.w * w.z - - x.z * y.y * z.x * w.w + x.y * y.z * z.x * w.w + - x.z * y.x * z.y * w.w - x.x * y.z * z.y * w.w - - x.y * y.x * z.z * w.w + x.x * y.y * z.z * w.w; + return X.W * Y.Z * Z.Y * W.X - X.Z * Y.W * Z.Y * W.X - + X.W * Y.Y * Z.Z * W.X + X.Y * Y.W * Z.Z * W.X + + X.Z * Y.Y * Z.W * W.X - X.Y * Y.Z * Z.W * W.X - + X.W * Y.Z * Z.X * W.Y + X.Z * Y.W * Z.X * W.Y + + X.W * Y.X * Z.Z * W.Y - X.X * Y.W * Z.Z * W.Y - + X.Z * Y.X * Z.W * W.Y + X.X * Y.Z * Z.W * W.Y + + X.W * Y.Y * Z.X * W.Z - X.Y * Y.W * Z.X * W.Z - + X.W * Y.X * Z.Y * W.Z + X.X * Y.W * Z.Y * W.Z + + X.Y * Y.X * Z.W * W.Z - X.X * Y.Y * Z.W * W.Z - + X.Z * Y.Y * Z.X * W.W + X.Y * Y.Z * Z.X * W.W + + X.Z * Y.X * Z.Y * W.W - X.X * Y.Z * Z.Y * W.W - + X.Y * Y.X * Z.Z * W.W + X.X * Y.Y * Z.Z * W.W; } /// <summary> @@ -490,7 +490,7 @@ namespace Godot public readonly real_t GetAspect() { Vector2 vpHe = GetViewportHalfExtents(); - return vpHe.x / vpHe.y; + return vpHe.X / vpHe.Y; } /// <summary> @@ -499,15 +499,15 @@ namespace Godot /// <returns>The horizontal field of view of this projection.</returns> public readonly real_t GetFov() { - Plane rightPlane = new Plane(x.w - x.x, y.w - y.x, z.w - z.x, -w.w + w.x).Normalized(); - if (z.x == 0 && z.y == 0) + Plane rightPlane = new Plane(X.W - X.X, Y.W - Y.X, Z.W - Z.X, -W.W + W.X).Normalized(); + if (Z.X == 0 && Z.Y == 0) { - return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x))) * (real_t)2.0; + return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.X))) * (real_t)2.0; } else { - Plane leftPlane = new Plane(x.w + x.x, y.w + y.x, z.w + z.x, w.w + w.x).Normalized(); - return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(leftPlane.Normal.x))) + Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.x))); + Plane leftPlane = new Plane(X.W + X.X, Y.W + Y.X, Z.W + Z.X, W.W + W.X).Normalized(); + return Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(leftPlane.Normal.X))) + Mathf.RadToDeg(Mathf.Acos(Mathf.Abs(rightPlane.Normal.X))); } } @@ -531,12 +531,12 @@ namespace Godot { if (IsOrthogonal()) { - return GetViewportHalfExtents().x; + return GetViewportHalfExtents().X; } else { real_t zn = GetZNear(); - real_t width = GetViewportHalfExtents().x * (real_t)2.0; + real_t width = GetViewportHalfExtents().X * (real_t)2.0; return (real_t)1.0 / (zn / width); } } @@ -551,7 +551,7 @@ namespace Godot { Vector3 result = this * new Vector3(1, 0, -1); - return (int)((result.x * (real_t)0.5 + (real_t)0.5) * forPixelWidth); + return (int)((result.X * (real_t)0.5 + (real_t)0.5) * forPixelWidth); } /// <summary> @@ -567,12 +567,12 @@ namespace Godot { Plane newPlane = plane switch { - Planes.Near => new Plane(x.w + x.z, y.w + y.z, z.w + z.z, w.w + w.z), - Planes.Far => new Plane(x.w - x.z, y.w - y.z, z.w - z.z, w.w - w.z), - Planes.Left => new Plane(x.w + x.x, y.w + y.x, z.w + z.x, w.w + w.x), - Planes.Top => new Plane(x.w - x.y, y.w - y.y, z.w - z.y, w.w - w.y), - Planes.Right => new Plane(x.w - x.x, y.w - y.x, z.w - z.x, w.w - w.x), - Planes.Bottom => new Plane(x.w + x.y, y.w + y.y, z.w + z.y, w.w + w.y), + Planes.Near => new Plane(X.W + X.Z, Y.W + Y.Z, Z.W + Z.Z, W.W + W.Z), + Planes.Far => new Plane(X.W - X.Z, Y.W - Y.Z, Z.W - Z.Z, W.W - W.Z), + Planes.Left => new Plane(X.W + X.X, Y.W + Y.X, Z.W + Z.X, W.W + W.X), + Planes.Top => new Plane(X.W - X.Y, Y.W - Y.Y, Z.W - Z.Y, W.W - W.Y), + Planes.Right => new Plane(X.W - X.X, Y.W - Y.X, Z.W - Z.X, W.W - W.X), + Planes.Bottom => new Plane(X.W + X.Y, Y.W + Y.Y, Z.W + Z.Y, W.W + W.Y), _ => new Plane(), }; newPlane.Normal = -newPlane.Normal; @@ -586,7 +586,7 @@ namespace Godot public readonly Vector2 GetFarPlaneHalfExtents() { var res = GetProjectionPlane(Planes.Far).Intersect3(GetProjectionPlane(Planes.Right), GetProjectionPlane(Planes.Top)); - return new Vector2(res.Value.x, res.Value.y); + return new Vector2(res.Value.X, res.Value.Y); } /// <summary> @@ -597,7 +597,7 @@ namespace Godot public readonly Vector2 GetViewportHalfExtents() { var res = GetProjectionPlane(Planes.Near).Intersect3(GetProjectionPlane(Planes.Right), GetProjectionPlane(Planes.Top)); - return new Vector2(res.Value.x, res.Value.y); + return new Vector2(res.Value.X, res.Value.Y); } /// <summary> @@ -625,7 +625,7 @@ namespace Godot public readonly Projection FlippedY() { Projection proj = this; - proj.y = -proj.y; + proj.Y = -proj.Y; return proj; } @@ -642,8 +642,8 @@ namespace Godot real_t zFar = GetZFar(); real_t zNear = newZNear; real_t deltaZ = zFar - zNear; - proj.z.z = -(zFar + zNear) / deltaZ; - proj.w.z = -2 * zNear * zFar / deltaZ; + proj.Z.Z = -(zFar + zNear) / deltaZ; + proj.W.Z = -2 * zNear * zFar / deltaZ; return proj; } @@ -656,8 +656,8 @@ namespace Godot public readonly Projection JitterOffseted(Vector2 offset) { Projection proj = this; - proj.w.x += offset.x; - proj.w.y += offset.y; + proj.W.X += offset.X; + proj.W.Y += offset.Y; return proj; } @@ -795,7 +795,7 @@ namespace Godot /// <returns>If the projection performs an orthogonal projection.</returns> public readonly bool IsOrthogonal() { - return w.w == (real_t)1.0; + return W.W == (real_t)1.0; } // Constants @@ -835,10 +835,10 @@ namespace Godot /// <param name="w">The W column, or column index 3.</param> public Projection(Vector4 x, Vector4 y, Vector4 z, Vector4 w) { - this.x = x; - this.y = y; - this.z = z; - this.w = w; + X = x; + Y = y; + Z = z; + W = w; } /// <summary> @@ -847,10 +847,10 @@ namespace Godot /// <param name="transform">The <see cref="Transform3D"/>.</param> public Projection(Transform3D transform) { - x = new Vector4(transform.basis.Row0.x, transform.basis.Row1.x, transform.basis.Row2.x, 0); - y = new Vector4(transform.basis.Row0.y, transform.basis.Row1.y, transform.basis.Row2.y, 0); - z = new Vector4(transform.basis.Row0.z, transform.basis.Row1.z, transform.basis.Row2.z, 0); - w = new Vector4(transform.origin.x, transform.origin.y, transform.origin.z, 1); + X = new Vector4(transform.Basis.Row0.X, transform.Basis.Row1.X, transform.Basis.Row2.X, 0); + Y = new Vector4(transform.Basis.Row0.Y, transform.Basis.Row1.Y, transform.Basis.Row2.Y, 0); + Z = new Vector4(transform.Basis.Row0.Z, transform.Basis.Row1.Z, transform.Basis.Row2.Z, 0); + W = new Vector4(transform.Origin.X, transform.Origin.Y, transform.Origin.Z, 1); } /// <summary> @@ -865,25 +865,25 @@ namespace Godot { return new Projection( new Vector4( - left.x.x * right.x.x + left.y.x * right.x.y + left.z.x * right.x.z + left.w.x * right.x.w, - left.x.y * right.x.x + left.y.y * right.x.y + left.z.y * right.x.z + left.w.y * right.x.w, - left.x.z * right.x.x + left.y.z * right.x.y + left.z.z * right.x.z + left.w.z * right.x.w, - left.x.w * right.x.x + left.y.w * right.x.y + left.z.w * right.x.z + left.w.w * right.x.w + left.X.X * right.X.X + left.Y.X * right.X.Y + left.Z.X * right.X.Z + left.W.X * right.X.W, + left.X.Y * right.X.X + left.Y.Y * right.X.Y + left.Z.Y * right.X.Z + left.W.Y * right.X.W, + left.X.Z * right.X.X + left.Y.Z * right.X.Y + left.Z.Z * right.X.Z + left.W.Z * right.X.W, + left.X.W * right.X.X + left.Y.W * right.X.Y + left.Z.W * right.X.Z + left.W.W * right.X.W ), new Vector4( - left.x.x * right.y.x + left.y.x * right.y.y + left.z.x * right.y.z + left.w.x * right.y.w, - left.x.y * right.y.x + left.y.y * right.y.y + left.z.y * right.y.z + left.w.y * right.y.w, - left.x.z * right.y.x + left.y.z * right.y.y + left.z.z * right.y.z + left.w.z * right.y.w, - left.x.w * right.y.x + left.y.w * right.y.y + left.z.w * right.y.z + left.w.w * right.y.w + left.X.X * right.Y.X + left.Y.X * right.Y.Y + left.Z.X * right.Y.Z + left.W.X * right.Y.W, + left.X.Y * right.Y.X + left.Y.Y * right.Y.Y + left.Z.Y * right.Y.Z + left.W.Y * right.Y.W, + left.X.Z * right.Y.X + left.Y.Z * right.Y.Y + left.Z.Z * right.Y.Z + left.W.Z * right.Y.W, + left.X.W * right.Y.X + left.Y.W * right.Y.Y + left.Z.W * right.Y.Z + left.W.W * right.Y.W ), new Vector4( - left.x.x * right.z.x + left.y.x * right.z.y + left.z.x * right.z.z + left.w.x * right.z.w, - left.x.y * right.z.x + left.y.y * right.z.y + left.z.y * right.z.z + left.w.y * right.z.w, - left.x.z * right.z.x + left.y.z * right.z.y + left.z.z * right.z.z + left.w.z * right.z.w, - left.x.w * right.z.x + left.y.w * right.z.y + left.z.w * right.z.z + left.w.w * right.z.w + left.X.X * right.Z.X + left.Y.X * right.Z.Y + left.Z.X * right.Z.Z + left.W.X * right.Z.W, + left.X.Y * right.Z.X + left.Y.Y * right.Z.Y + left.Z.Y * right.Z.Z + left.W.Y * right.Z.W, + left.X.Z * right.Z.X + left.Y.Z * right.Z.Y + left.Z.Z * right.Z.Z + left.W.Z * right.Z.W, + left.X.W * right.Z.X + left.Y.W * right.Z.Y + left.Z.W * right.Z.Z + left.W.W * right.Z.W ), new Vector4( - left.x.x * right.w.x + left.y.x * right.w.y + left.z.x * right.w.z + left.w.x * right.w.w, - left.x.y * right.w.x + left.y.y * right.w.y + left.z.y * right.w.z + left.w.y * right.w.w, - left.x.z * right.w.x + left.y.z * right.w.y + left.z.z * right.w.z + left.w.z * right.w.w, - left.x.w * right.w.x + left.y.w * right.w.y + left.z.w * right.w.z + left.w.w * right.w.w + left.X.X * right.W.X + left.Y.X * right.W.Y + left.Z.X * right.W.Z + left.W.X * right.W.W, + left.X.Y * right.W.X + left.Y.Y * right.W.Y + left.Z.Y * right.W.Z + left.W.Y * right.W.W, + left.X.Z * right.W.X + left.Y.Z * right.W.Y + left.Z.Z * right.W.Z + left.W.Z * right.W.W, + left.X.W * right.W.X + left.Y.W * right.W.Y + left.Z.W * right.W.Z + left.W.W * right.W.W ) ); } @@ -897,10 +897,10 @@ namespace Godot public static Vector4 operator *(Projection proj, Vector4 vector) { return new Vector4( - proj.x.x * vector.x + proj.y.x * vector.y + proj.z.x * vector.z + proj.w.x * vector.w, - proj.x.y * vector.x + proj.y.y * vector.y + proj.z.y * vector.z + proj.w.y * vector.w, - proj.x.z * vector.x + proj.y.z * vector.y + proj.z.z * vector.z + proj.w.z * vector.w, - proj.x.w * vector.x + proj.y.w * vector.y + proj.z.w * vector.z + proj.w.w * vector.w + proj.X.X * vector.X + proj.Y.X * vector.Y + proj.Z.X * vector.Z + proj.W.X * vector.W, + proj.X.Y * vector.X + proj.Y.Y * vector.Y + proj.Z.Y * vector.Z + proj.W.Y * vector.W, + proj.X.Z * vector.X + proj.Y.Z * vector.Y + proj.Z.Z * vector.Z + proj.W.Z * vector.W, + proj.X.W * vector.X + proj.Y.W * vector.Y + proj.Z.W * vector.Z + proj.W.W * vector.W ); } @@ -913,10 +913,10 @@ namespace Godot public static Vector4 operator *(Vector4 vector, Projection proj) { return new Vector4( - proj.x.x * vector.x + proj.x.y * vector.y + proj.x.z * vector.z + proj.x.w * vector.w, - proj.y.x * vector.x + proj.y.y * vector.y + proj.y.z * vector.z + proj.y.w * vector.w, - proj.z.x * vector.x + proj.z.y * vector.y + proj.z.z * vector.z + proj.z.w * vector.w, - proj.w.x * vector.x + proj.w.y * vector.y + proj.w.z * vector.z + proj.w.w * vector.w + proj.X.X * vector.X + proj.X.Y * vector.Y + proj.X.Z * vector.Z + proj.X.W * vector.W, + proj.Y.X * vector.X + proj.Y.Y * vector.Y + proj.Y.Z * vector.Z + proj.Y.W * vector.W, + proj.Z.X * vector.X + proj.Z.Y * vector.Y + proj.Z.Z * vector.Z + proj.Z.W * vector.W, + proj.W.X * vector.X + proj.W.Y * vector.Y + proj.W.Z * vector.Z + proj.W.W * vector.W ); } @@ -929,11 +929,11 @@ namespace Godot public static Vector3 operator *(Projection proj, Vector3 vector) { Vector3 ret = new Vector3( - proj.x.x * vector.x + proj.y.x * vector.y + proj.z.x * vector.z + proj.w.x, - proj.x.y * vector.x + proj.y.y * vector.y + proj.z.y * vector.z + proj.w.y, - proj.x.z * vector.x + proj.y.z * vector.y + proj.z.z * vector.z + proj.w.z + proj.X.X * vector.X + proj.Y.X * vector.Y + proj.Z.X * vector.Z + proj.W.X, + proj.X.Y * vector.X + proj.Y.Y * vector.Y + proj.Z.Y * vector.Z + proj.W.Y, + proj.X.Z * vector.X + proj.Y.Z * vector.Y + proj.Z.Z * vector.Z + proj.W.Z ); - return ret / (proj.x.w * vector.x + proj.y.w * vector.y + proj.z.w * vector.z + proj.w.w); + return ret / (proj.X.W * vector.X + proj.Y.W * vector.Y + proj.Z.W * vector.Z + proj.W.W); } /// <summary> @@ -966,11 +966,11 @@ namespace Godot { return new Transform3D( new Basis( - new Vector3(proj.x.x, proj.x.y, proj.x.z), - new Vector3(proj.y.x, proj.y.y, proj.y.z), - new Vector3(proj.z.x, proj.z.y, proj.z.z) + new Vector3(proj.X.X, proj.X.Y, proj.X.Z), + new Vector3(proj.Y.X, proj.Y.Y, proj.Y.Z), + new Vector3(proj.Z.X, proj.Z.Y, proj.Z.Z) ), - new Vector3(proj.w.x, proj.w.y, proj.w.z) + new Vector3(proj.W.X, proj.W.Y, proj.W.Z) ); } @@ -992,7 +992,7 @@ namespace Godot /// <returns>Whether or not the projections are exactly equal.</returns> public readonly bool Equals(Projection other) { - return x == other.x && y == other.y && z == other.z && w == other.w; + return X == other.X && Y == other.Y && Z == other.Z && W == other.W; } /// <summary> @@ -1001,7 +1001,7 @@ namespace Godot /// <returns>A hash code for this projection.</returns> public override readonly int GetHashCode() { - return y.GetHashCode() ^ x.GetHashCode() ^ z.GetHashCode() ^ w.GetHashCode(); + return Y.GetHashCode() ^ X.GetHashCode() ^ Z.GetHashCode() ^ W.GetHashCode(); } /// <summary> @@ -1010,7 +1010,7 @@ namespace Godot /// <returns>A string representation of this projection.</returns> public override readonly string ToString() { - return $"{x.x}, {x.y}, {x.z}, {x.w}\n{y.x}, {y.y}, {y.z}, {y.w}\n{z.x}, {z.y}, {z.z}, {z.w}\n{w.x}, {w.y}, {w.z}, {w.w}\n"; + return $"{X.X}, {X.Y}, {X.Z}, {X.W}\n{Y.X}, {Y.Y}, {Y.Z}, {Y.W}\n{Z.X}, {Z.Y}, {Z.Z}, {Z.W}\n{W.X}, {W.Y}, {W.Z}, {W.W}\n"; } /// <summary> @@ -1019,10 +1019,10 @@ namespace Godot /// <returns>A string representation of this projection.</returns> public readonly string ToString(string format) { - return $"{x.x.ToString(format)}, {x.y.ToString(format)}, {x.z.ToString(format)}, {x.w.ToString(format)}\n" + - $"{y.x.ToString(format)}, {y.y.ToString(format)}, {y.z.ToString(format)}, {y.w.ToString(format)}\n" + - $"{z.x.ToString(format)}, {z.y.ToString(format)}, {z.z.ToString(format)}, {z.w.ToString(format)}\n" + - $"{w.x.ToString(format)}, {w.y.ToString(format)}, {w.z.ToString(format)}, {w.w.ToString(format)}\n"; + return $"{X.X.ToString(format)}, {X.Y.ToString(format)}, {X.Z.ToString(format)}, {X.W.ToString(format)}\n" + + $"{Y.X.ToString(format)}, {Y.Y.ToString(format)}, {Y.Z.ToString(format)}, {Y.W.ToString(format)}\n" + + $"{Z.X.ToString(format)}, {Z.Y.ToString(format)}, {Z.Z.ToString(format)}, {Z.W.ToString(format)}\n" + + $"{W.X.ToString(format)}, {W.Y.ToString(format)}, {W.Z.ToString(format)}, {W.W.ToString(format)}\n"; } } } |