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https://github.com/godotengine/godot
synced 2024-09-05 05:08:27 +00:00
[Mono] Basis/Transforms Array operator comments and improvements
The behavior for Basis and Transform2D is unchanged, and Transform gets new behavior. All of the behavior is identical to GDScript's behavior.
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@ -93,11 +93,15 @@ namespace Godot
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}
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}
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public Vector3 this[int columnIndex]
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/// <summary>
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/// Access whole columns in the form of Vector3.
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/// </summary>
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/// <param name="column">Which column vector.</param>
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public Vector3 this[int column]
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{
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get
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{
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switch (columnIndex)
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switch (column)
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{
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case 0:
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return Column0;
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@ -111,7 +115,7 @@ namespace Godot
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}
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set
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{
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switch (columnIndex)
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switch (column)
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{
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case 0:
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Column0 = value;
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@ -128,50 +132,22 @@ namespace Godot
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}
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}
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public real_t this[int columnIndex, int rowIndex]
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/// <summary>
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/// Access matrix elements in column-major order.
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/// </summary>
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/// <param name="column">Which column, the matrix horizontal position.</param>
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/// <param name="row">Which row, the matrix vertical position.</param>
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public real_t this[int column, int row]
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{
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get
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{
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switch (columnIndex)
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{
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case 0:
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return Column0[rowIndex];
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case 1:
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return Column1[rowIndex];
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case 2:
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return Column2[rowIndex];
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default:
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throw new IndexOutOfRangeException();
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}
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return this[column][row];
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}
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set
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{
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switch (columnIndex)
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{
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case 0:
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{
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var column0 = Column0;
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column0[rowIndex] = value;
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Column0 = column0;
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return;
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}
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case 1:
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{
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var column1 = Column1;
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column1[rowIndex] = value;
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Column1 = column1;
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return;
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}
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case 2:
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{
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var column2 = Column2;
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column2[rowIndex] = value;
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Column2 = column2;
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return;
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}
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default:
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throw new IndexOutOfRangeException();
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}
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Vector3 columnVector = this[column];
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columnVector[row] = value;
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this[column] = columnVector;
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}
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}
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@ -130,7 +130,7 @@ namespace Godot
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public static real_t InverseLerp(real_t from, real_t to, real_t weight)
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{
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return (weight - from) / (to - from);
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return (weight - from) / (to - from);
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}
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public static bool IsEqualApprox(real_t a, real_t b)
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@ -151,12 +151,12 @@ namespace Godot
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public static bool IsInf(real_t s)
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{
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return real_t.IsInfinity(s);
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return real_t.IsInfinity(s);
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}
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public static bool IsNaN(real_t s)
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{
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return real_t.IsNaN(s);
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return real_t.IsNaN(s);
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}
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public static bool IsZeroApprox(real_t s)
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@ -264,7 +264,8 @@ namespace Godot
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instanceIndex++;
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toIndex++;
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}
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} else
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}
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else
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{
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while (true)
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{
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@ -15,6 +15,76 @@ namespace Godot
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public Basis basis;
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public Vector3 origin;
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/// <summary>
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/// Access whole columns in the form of Vector3. The fourth column is the origin vector.
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/// </summary>
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/// <param name="column">Which column vector.</param>
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public Vector3 this[int column]
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{
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get
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{
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switch (column)
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{
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case 0:
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return basis.Column0;
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case 1:
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return basis.Column1;
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case 2:
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return basis.Column2;
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case 3:
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return origin;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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set
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{
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switch (column)
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{
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case 0:
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basis.Column0 = value;
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return;
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case 1:
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basis.Column1 = value;
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return;
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case 2:
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basis.Column2 = value;
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return;
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case 3:
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origin = value;
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return;
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default:
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throw new IndexOutOfRangeException();
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}
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}
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}
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/// <summary>
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/// Access matrix elements in column-major order. The fourth column is the origin vector.
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/// </summary>
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/// <param name="column">Which column, the matrix horizontal position.</param>
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/// <param name="row">Which row, the matrix vertical position.</param>
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public real_t this[int column, int row]
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{
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get
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{
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if (column == 3)
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{
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return origin[row];
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}
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return basis[column, row];
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}
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set
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{
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if (column == 3)
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{
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origin[row] = value;
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return;
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}
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basis[column, row] = value;
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}
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}
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public Transform AffineInverse()
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{
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Basis basisInv = basis.Inverse();
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@ -54,11 +54,15 @@ namespace Godot
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}
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}
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public Vector2 this[int rowIndex]
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/// <summary>
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/// Access whole columns in the form of Vector2. The third column is the origin vector.
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/// </summary>
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/// <param name="column">Which column vector.</param>
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public Vector2 this[int column]
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{
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get
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{
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switch (rowIndex)
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switch (column)
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{
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case 0:
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return x;
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@ -72,7 +76,7 @@ namespace Godot
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}
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set
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{
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switch (rowIndex)
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switch (column)
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{
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case 0:
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x = value;
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@ -89,38 +93,22 @@ namespace Godot
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}
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}
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public real_t this[int rowIndex, int columnIndex]
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/// <summary>
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/// Access matrix elements in column-major order. The third column is the origin vector.
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/// </summary>
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/// <param name="column">Which column, the matrix horizontal position.</param>
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/// <param name="row">Which row, the matrix vertical position.</param>
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public real_t this[int column, int row]
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{
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get
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{
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switch (rowIndex)
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{
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case 0:
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return x[columnIndex];
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case 1:
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return y[columnIndex];
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case 2:
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return origin[columnIndex];
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default:
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throw new IndexOutOfRangeException();
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}
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return this[column][row];
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}
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set
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{
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switch (rowIndex)
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{
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case 0:
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x[columnIndex] = value;
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return;
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case 1:
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y[columnIndex] = value;
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return;
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case 2:
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origin[columnIndex] = value;
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return;
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default:
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throw new IndexOutOfRangeException();
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}
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Vector2 columnVector = this[column];
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columnVector[row] = value;
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this[column] = columnVector;
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}
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}
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