feat: updated engine version to 4.4-rc1
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@ -20,6 +20,7 @@
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<return type="Transform2D" />
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<description>
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Constructs a [Transform2D] identical to [constant IDENTITY].
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[b]Note:[/b] In C#, this constructs a [Transform2D] with all of its components set to [constant Vector2.ZERO].
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</description>
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</constructor>
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<constructor name="Transform2D">
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@ -61,8 +62,8 @@
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<method name="affine_inverse" qualifiers="const">
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<return type="Transform2D" />
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<description>
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Returns the inverted version of this transform. Unlike [method inverse], this method works with almost any basis, including non-uniform ones, but is slower. See also [method inverse].
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[b]Note:[/b] For this method to return correctly, the transform's basis needs to have a determinant that is not exactly [code]0[/code] (see [method determinant]).
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Returns the inverted version of this transform. Unlike [method inverse], this method works with almost any basis, including non-uniform ones, but is slower.
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[b]Note:[/b] For this method to return correctly, the transform's basis needs to have a determinant that is not exactly [code]0.0[/code] (see [method determinant]).
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</description>
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</method>
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<method name="basis_xform" qualifiers="const">
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@ -84,7 +85,7 @@
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<return type="float" />
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<description>
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Returns the [url=https://en.wikipedia.org/wiki/Determinant]determinant[/url] of this transform basis's matrix. For advanced math, this number can be used to determine a few attributes:
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- If the determinant is exactly [code]0[/code], the basis is not invertible (see [method inverse]).
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- If the determinant is exactly [code]0.0[/code], the basis is not invertible (see [method inverse]).
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- If the determinant is a negative number, the basis represents a negative scale.
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[b]Note:[/b] If the basis's scale is the same for every axis, its determinant is always that scale by the power of 2.
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</description>
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@ -115,7 +116,7 @@
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# Rotating the Transform2D in any way preserves its scale.
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my_transform = my_transform.rotated(TAU / 2)
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print(my_transform.get_scale()) # Prints (2, 4).
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print(my_transform.get_scale()) # Prints (2.0, 4.0)
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[/gdscript]
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[csharp]
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var myTransform = new Transform2D(
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@ -126,7 +127,7 @@
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// Rotating the Transform2D in any way preserves its scale.
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myTransform = myTransform.Rotated(Mathf.Tau / 2.0f);
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GD.Print(myTransform.GetScale()); // Prints (2, 4, 8).
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GD.Print(myTransform.GetScale()); // Prints (2, 4)
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[/csharp]
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[/codeblocks]
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[b]Note:[/b] If the value returned by [method determinant] is negative, the scale is also negative.
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@ -151,7 +152,7 @@
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<return type="Transform2D" />
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<description>
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Returns the [url=https://en.wikipedia.org/wiki/Invertible_matrix]inverted version of this transform[/url].
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[b]Note:[/b] For this method to return correctly, the transform's basis needs to be [i]orthonormal[/i] (see [method orthonormalized]). That means, the basis should only represent a rotation. If it does not, use [method affine_inverse] instead.
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[b]Note:[/b] For this method to return correctly, the transform's basis needs to be [i]orthonormal[/i] (see [method orthonormalized]). That means the basis should only represent a rotation. If it does not, use [method affine_inverse] instead.
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</description>
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</method>
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<method name="is_conformal" qualifiers="const">
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@ -183,14 +184,15 @@
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<method name="orthonormalized" qualifiers="const">
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<return type="Transform2D" />
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<description>
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Returns a copy of this transform with its basis orthonormalized. An orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to each other) and [i]normalized[/i] (the axes have a length of [code]1[/code]), which also means it can only represent rotation.
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Returns a copy of this transform with its basis orthonormalized. An orthonormal basis is both [i]orthogonal[/i] (the axes are perpendicular to each other) and [i]normalized[/i] (the axes have a length of [code]1.0[/code]), which also means it can only represent a rotation.
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</description>
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</method>
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<method name="rotated" qualifiers="const">
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<return type="Transform2D" />
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<param index="0" name="angle" type="float" />
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<description>
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Returns a copy of the transform rotated by the given [param angle] (in radians).
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Returns a copy of this transform rotated by the given [param angle] (in radians).
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If [param angle] is positive, the transform is rotated clockwise.
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This method is an optimized version of multiplying the given transform [code]X[/code] with a corresponding rotation transform [code]R[/code] from the left, i.e., [code]R * X[/code].
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This can be seen as transforming with respect to the global/parent frame.
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</description>
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@ -251,33 +253,34 @@
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</member>
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<member name="y" type="Vector2" setter="" getter="" default="Vector2(0, 1)">
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The transform basis's Y axis, and the column [code]1[/code] of the matrix. Combined with [member x], this represents the transform's rotation, scale, and skew.
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On the identity transform, this vector points up ([constant Vector2.UP]).
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On the identity transform, this vector points down ([constant Vector2.DOWN]).
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</member>
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</members>
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<constants>
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<constant name="IDENTITY" value="Transform2D(1, 0, 0, 1, 0, 0)">
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The identity [Transform2D]. A transform with no translation, no rotation, and its scale being [code]1[/code]. When multiplied by another [Variant] such as [Rect2] or another [Transform2D], no transformation occurs. This means that:
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The identity [Transform2D]. This is a transform with no translation, no rotation, and a scale of [constant Vector2.ONE]. This also means that:
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- The [member x] points right ([constant Vector2.RIGHT]);
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- The [member y] points up ([constant Vector2.UP]).
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- The [member y] points down ([constant Vector2.DOWN]).
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[codeblock]
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var transform = Transform2D.IDENTITY
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print("| X | Y | Origin")
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print("| %s | %s | %s" % [transform.x.x, transform.y.x, transform.origin.x])
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print("| %s | %s | %s" % [transform.x.y, transform.y.y, transform.origin.y])
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print("| %.f | %.f | %.f" % [transform.x.x, transform.y.x, transform.origin.x])
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print("| %.f | %.f | %.f" % [transform.x.y, transform.y.y, transform.origin.y])
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# Prints:
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# | X | Y | Origin
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# | 1 | 0 | 0
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# | 0 | 1 | 0
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[/codeblock]
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This is identical to creating [constructor Transform2D] without any parameters. This constant can be used to make your code clearer, and for consistency with C#.
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If a [Vector2], a [Rect2], a [PackedVector2Array], or another [Transform2D] is transformed (multiplied) by this constant, no transformation occurs.
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[b]Note:[/b] In GDScript, this constant is equivalent to creating a [constructor Transform2D] without any arguments. It can be used to make your code clearer, and for consistency with C#.
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</constant>
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<constant name="FLIP_X" value="Transform2D(-1, 0, 0, 1, 0, 0)">
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When any transform is multiplied by [constant FLIP_X], it negates all components of the [member x] axis (the X column).
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When [constant FLIP_X] is multiplied by any basis, it negates the [member Vector2.x] component of all axes (the X row).
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When [constant FLIP_X] is multiplied by any transform, it negates the [member Vector2.x] component of all axes (the X row).
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</constant>
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<constant name="FLIP_Y" value="Transform2D(1, 0, 0, -1, 0, 0)">
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When any transform is multiplied by [constant FLIP_Y], it negates all components of the [member y] axis (the Y column).
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When [constant FLIP_Y] is multiplied by any basis, it negates the [member Vector2.y] component of all axes (the Y row).
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When [constant FLIP_Y] is multiplied by any transform, it negates the [member Vector2.y] component of all axes (the Y row).
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</constant>
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</constants>
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<operators>
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