Jump to content
  • Advertisement
Sign in to follow this  
schupf

Is there a name for: Position + Orientation

This topic is 2449 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello,

my scene objects all have a position, scale and orientation. I want to write a getter method that returns true,
if any of these 3 attribues has been modified (compared to the last frame):


SceneObject* obj = ...
bool b = obj->isPositionOrRotationOrScaleDirty(); // Need a better name for this method
// b = false
obj->setRotation(45);
b = obj->isPos...
// b = true


The stupid problem: I can't think of any good name. Is there a general word for position/scale/rotation?

Share this post


Link to post
Share on other sites
Advertisement
Transformation, and if matrices are involved, transformation matrix. So getTransform() or getTransformation() would make sense.

Share this post


Link to post
Share on other sites
Considering that these things are usually stored or at least end up in a transformation matrix each frame...

edit: I need to start refreshing before replying...

Share this post


Link to post
Share on other sites
One of the dictionary definitions of "situation" means position and orientation; however, this is not one of the common modern usages of the word. The verb form "situate" is less ambiguous for that purpose.

Share this post


Link to post
Share on other sites
Hidden
A relatively sane name for a pos+quat would be 'rotor' (google rotors and geometric algebra). Otherwise I'd stick with PosQuat (my personal preference). Using 'transform' implies that the PosQuat supports translation, rotation, scaling, shearing and reflection. Which it doesn't.

Share this post


Link to post
Quite honestly, its whatever works for you/whatever you want it to be. If you are working with colleagues, just have it documented so that they know what exactly it is.

Abbreviation always works to. But, again, document. Even for yourself. Once your code amounts to 100,000 lines and your looking for what that one function does, you'll wish you documented.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!