diff options
| author | Raul Santos <raulsntos@gmail.com> | 2023-01-14 20:06:45 +0100 | 
|---|---|---|
| committer | Raul Santos <raulsntos@gmail.com> | 2023-01-14 20:06:45 +0100 | 
| commit | 949a2778ca65c1b8d88c5ff1bea51b58ead30ea2 (patch) | |
| tree | 992b3158616095107faaaae1a3b70d47ae1bee0d | |
| parent | 60d031777b2a922cba03210181c9ba7ad3a6f3ab (diff) | |
C#: Sync `Basis` with Core
- Remove `GetOrthogonalIndex` method (moved to `GridMap`).
- Remove `GetRow` and `SetRow` methods.
| -rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs | 109 | 
1 files changed, 0 insertions, 109 deletions
| diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs index 5aa1622bf8..90fdb14953 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs @@ -493,12 +493,6 @@ namespace Godot              }          } -        /// <summary> -        /// Returns the basis's rotation in the form of a quaternion. -        /// See <see cref="GetEuler"/> if you need Euler angles, but keep in -        /// mind that quaternions should generally be preferred to Euler angles. -        /// </summary> -        /// <returns>A <see cref="Quaternion"/> representing the basis's rotation.</returns>          internal readonly Quaternion GetQuaternion()          {              real_t trace = Row0[0] + Row1[1] + Row2[2]; @@ -573,109 +567,6 @@ namespace Godot          }          /// <summary> -        /// Get rows by index. Rows are not very useful for user code, -        /// but are more efficient for some internal calculations. -        /// </summary> -        /// <param name="index">Which row.</param> -        /// <exception cref="ArgumentOutOfRangeException"> -        /// <paramref name="index"/> is not 0, 1 or 2. -        /// </exception> -        /// <returns>One of <c>Row0</c>, <c>Row1</c>, or <c>Row2</c>.</returns> -        public readonly Vector3 GetRow(int index) -        { -            switch (index) -            { -                case 0: -                    return Row0; -                case 1: -                    return Row1; -                case 2: -                    return Row2; -                default: -                    throw new ArgumentOutOfRangeException(nameof(index)); -            } -        } - -        /// <summary> -        /// Sets rows by index. Rows are not very useful for user code, -        /// but are more efficient for some internal calculations. -        /// </summary> -        /// <param name="index">Which row.</param> -        /// <param name="value">The vector to set the row to.</param> -        /// <exception cref="ArgumentOutOfRangeException"> -        /// <paramref name="index"/> is not 0, 1 or 2. -        /// </exception> -        public void SetRow(int index, Vector3 value) -        { -            switch (index) -            { -                case 0: -                    Row0 = value; -                    return; -                case 1: -                    Row1 = value; -                    return; -                case 2: -                    Row2 = value; -                    return; -                default: -                    throw new ArgumentOutOfRangeException(nameof(index)); -            } -        } - -        /// <summary> -        /// This function considers a discretization of rotations into -        /// 24 points on unit sphere, lying along the vectors (x, y, z) with -        /// each component being either -1, 0, or 1, and returns the index -        /// of the point best representing the orientation of the object. -        /// It is mainly used by the <see cref="GridMap"/> editor. -        /// -        /// For further details, refer to the Godot source code. -        /// </summary> -        /// <returns>The orthogonal index.</returns> -        public readonly int GetOrthogonalIndex() -        { -            var orth = this; - -            for (int i = 0; i < 3; i++) -            { -                for (int j = 0; j < 3; j++) -                { -                    var row = orth.GetRow(i); - -                    real_t v = row[j]; - -                    if (v > 0.5f) -                    { -                        v = 1.0f; -                    } -                    else if (v < -0.5f) -                    { -                        v = -1.0f; -                    } -                    else -                    { -                        v = 0f; -                    } - -                    row[j] = v; - -                    orth.SetRow(i, row); -                } -            } - -            for (int i = 0; i < 24; i++) -            { -                if (orth == _orthoBases[i]) -                { -                    return i; -                } -            } - -            return 0; -        } - -        /// <summary>          /// Returns the inverse of the matrix.          /// </summary>          /// <returns>The inverse matrix.</returns> |