C#: Expose `Transform2D.Determinant()`
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@ -47,7 +47,7 @@ namespace Godot
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{
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get
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{
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real_t detSign = Mathf.Sign(BasisDeterminant());
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real_t detSign = Mathf.Sign(Determinant());
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return new Vector2(X.Length(), detSign * Y.Length());
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}
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}
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@ -59,7 +59,7 @@ namespace Godot
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{
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get
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{
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real_t detSign = Mathf.Sign(BasisDeterminant());
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real_t detSign = Mathf.Sign(Determinant());
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return Mathf.Acos(X.Normalized().Dot(detSign * Y.Normalized())) - Mathf.Pi * 0.5f;
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}
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}
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@ -135,7 +135,7 @@ namespace Godot
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/// <returns>The inverse transformation matrix.</returns>
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public readonly Transform2D AffineInverse()
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{
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real_t det = BasisDeterminant();
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real_t det = Determinant();
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if (det == 0)
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throw new InvalidOperationException("Matrix determinant is zero and cannot be inverted.");
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@ -157,15 +157,16 @@ namespace Godot
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/// <summary>
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/// Returns the determinant of the basis matrix. If the basis is
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/// uniformly scaled, its determinant is the square of the scale.
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/// uniformly scaled, then its determinant equals the square of the
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/// scale factor.
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///
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/// A negative determinant means the Y scale is negative.
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/// A zero determinant means the basis isn't invertible,
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/// and is usually considered invalid.
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/// A negative determinant means the basis was flipped, so one part of
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/// the scale is negative. A zero determinant means the basis isn't
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/// invertible, and is usually considered invalid.
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/// </summary>
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/// <returns>The determinant of the basis matrix.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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private readonly real_t BasisDeterminant()
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public readonly real_t Determinant()
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{
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return (X.X * Y.Y) - (X.Y * Y.X);
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}
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