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-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs254
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";
}
}
}