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Merge pull request #71431 from raulsntos/dotnet/scale-and-rotation
C#: Replace `Rotation` and `Scale` properties with get methods
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commit
fda8e6b18d
@ -119,31 +119,6 @@ namespace Godot
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}
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}
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/// <summary>
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/// The scale of this basis.
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/// </summary>
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/// <value>Equivalent to the lengths of each column vector, but negative if the determinant is negative.</value>
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public Vector3 Scale
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{
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readonly get
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{
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real_t detSign = Mathf.Sign(Determinant());
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return detSign * new Vector3
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(
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Column0.Length(),
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Column1.Length(),
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Column2.Length()
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);
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}
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set
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{
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value /= Scale; // Value becomes what's called "delta_scale" in core.
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Column0 *= value.x;
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Column1 *= value.y;
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Column2 *= value.z;
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}
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}
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/// <summary>
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/// Access whole columns in the form of <see cref="Vector3"/>.
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/// </summary>
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@ -566,6 +541,21 @@ namespace Godot
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return orthonormalizedBasis.GetQuaternion();
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}
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/// <summary>
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/// Assuming that the matrix is the combination of a rotation and scaling,
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/// return the absolute value of scaling factors along each axis.
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/// </summary>
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public readonly Vector3 GetScale()
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{
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real_t detSign = Mathf.Sign(Determinant());
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return detSign * new Vector3
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(
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Column0.Length(),
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Column1.Length(),
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Column2.Length()
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);
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}
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/// <summary>
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/// Returns the inverse of the matrix.
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/// </summary>
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@ -31,45 +31,6 @@ namespace Godot
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/// </summary>
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public Vector2 origin;
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/// <summary>
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/// The rotation of this transformation matrix.
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/// </summary>
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/// <value>Getting is equivalent to calling <see cref="Mathf.Atan2(real_t, real_t)"/> with the values of <see cref="x"/>.</value>
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public real_t Rotation
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{
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readonly get
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{
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return Mathf.Atan2(x.y, x.x);
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}
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set
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{
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Vector2 scale = Scale;
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x.x = y.y = Mathf.Cos(value);
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x.y = y.x = Mathf.Sin(value);
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y.x *= -1;
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Scale = scale;
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}
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}
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/// <summary>
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/// The scale of this transformation matrix.
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/// </summary>
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/// <value>Equivalent to the lengths of each column vector, but Y is negative if the determinant is negative.</value>
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public Vector2 Scale
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{
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readonly get
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{
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real_t detSign = Mathf.Sign(BasisDeterminant());
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return new Vector2(x.Length(), detSign * y.Length());
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}
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set
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{
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value /= Scale; // Value becomes what's called "delta_scale" in core.
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x *= value.x;
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y *= value.y;
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}
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}
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/// <summary>
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/// Access whole columns in the form of <see cref="Vector2"/>.
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/// The third column is the <see cref="origin"/> vector.
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@ -202,6 +163,23 @@ namespace Godot
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return new Vector2(x.Dot(v), y.Dot(v));
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}
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/// <summary>
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/// Returns the transform's rotation (in radians).
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/// </summary>
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public readonly real_t GetRotation()
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{
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return Mathf.Atan2(x.y, x.x);
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}
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/// <summary>
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/// Returns the scale.
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/// </summary>
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public readonly Vector2 GetScale()
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{
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real_t detSign = Mathf.Sign(BasisDeterminant());
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return new Vector2(x.Length(), detSign * y.Length());
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}
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/// <summary>
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/// Interpolates this transform to the other <paramref name="transform"/> by <paramref name="weight"/>.
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/// </summary>
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@ -210,11 +188,11 @@ namespace Godot
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/// <returns>The interpolated transform.</returns>
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public readonly Transform2D InterpolateWith(Transform2D transform, real_t weight)
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{
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real_t r1 = Rotation;
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real_t r2 = transform.Rotation;
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real_t r1 = GetRotation();
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real_t r2 = transform.GetRotation();
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Vector2 s1 = Scale;
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Vector2 s2 = transform.Scale;
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Vector2 s1 = GetScale();
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Vector2 s2 = transform.GetScale();
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// Slerp rotation
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var v1 = new Vector2(Mathf.Cos(r1), Mathf.Sin(r1));
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@ -124,11 +124,11 @@ namespace Godot
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/// <returns>The interpolated transform.</returns>
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public readonly Transform3D InterpolateWith(Transform3D transform, real_t weight)
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{
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Vector3 sourceScale = basis.Scale;
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Vector3 sourceScale = basis.GetScale();
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Quaternion sourceRotation = basis.GetRotationQuaternion();
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Vector3 sourceLocation = origin;
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Vector3 destinationScale = transform.basis.Scale;
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Vector3 destinationScale = transform.basis.GetScale();
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Quaternion destinationRotation = transform.basis.GetRotationQuaternion();
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Vector3 destinationLocation = transform.origin;
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