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#18051: Use 'var' when applicable
(cherry picked from commit fdfc478c88)
This commit is contained in:
committed by
Hein-Pieter van Braam
parent
e7b97af276
commit
31171ea5a2
@@ -110,7 +110,7 @@ namespace Godot
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public Transform2D AffineInverse()
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{
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Transform2D inv = this;
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var inv = this;
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real_t det = this[0, 0] * this[1, 1] - this[1, 0] * this[0, 1];
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@@ -157,15 +157,15 @@ namespace Godot
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Vector2 s2 = m.Scale;
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// Slerp rotation
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Vector2 v1 = new Vector2(Mathf.Cos(r1), Mathf.Sin(r1));
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Vector2 v2 = new Vector2(Mathf.Cos(r2), Mathf.Sin(r2));
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var v1 = new Vector2(Mathf.Cos(r1), Mathf.Sin(r1));
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var v2 = new Vector2(Mathf.Cos(r2), Mathf.Sin(r2));
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real_t dot = v1.Dot(v2);
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// Clamp dot to [-1, 1]
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dot = (dot < -1.0f) ? -1.0f : ((dot > 1.0f) ? 1.0f : dot);
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Vector2 v = new Vector2();
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var v = new Vector2();
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if (dot > 0.9995f)
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{
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@@ -184,8 +184,8 @@ namespace Godot
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Vector2 p2 = m.Origin;
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// Construct matrix
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Transform2D res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.LinearInterpolate(p2, c));
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Vector2 scale = s1.LinearInterpolate(s2, c);
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var res = new Transform2D(Mathf.Atan2(v.y, v.x), p1.LinearInterpolate(p2, c));
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Vector2 scale = s1.LinearInterpolate(s2, c);
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res.x *= scale;
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res.y *= scale;
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@@ -194,7 +194,7 @@ namespace Godot
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public Transform2D Inverse()
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{
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Transform2D inv = this;
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var inv = this;
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// Swap
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real_t temp = inv.x.y;
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@@ -208,7 +208,7 @@ namespace Godot
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public Transform2D Orthonormalized()
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{
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Transform2D on = this;
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var on = this;
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Vector2 onX = on.x;
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Vector2 onY = on.y;
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@@ -230,7 +230,7 @@ namespace Godot
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public Transform2D Scaled(Vector2 scale)
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{
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Transform2D copy = this;
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var copy = this;
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copy.x *= scale;
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copy.y *= scale;
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copy.o *= scale;
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@@ -249,7 +249,7 @@ namespace Godot
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public Transform2D Translated(Vector2 offset)
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{
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Transform2D copy = this;
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var copy = this;
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copy.o += copy.BasisXform(offset);
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return copy;
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}
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