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authorJuan Linietsky <juan@godotengine.org>2017-12-26 12:44:58 -0300
committerJuan Linietsky <juan@godotengine.org>2017-12-26 12:45:56 -0300
commitc1153f5041f896536957b851329b5adaa1de6dc4 (patch)
treeb9ebf4b5f247521ffbeb97bde57415d62679c530
parentb8c849205c18c632e34c66c294bd5b38b11687f3 (diff)
Change the rotate function of Spatial to be local, makes more sense. Closes #14569
-rw-r--r--core/math/matrix3.cpp9
-rw-r--r--core/math/matrix3.h3
-rw-r--r--scene/3d/spatial.cpp8
-rw-r--r--scene/3d/voxel_light_baker.cpp4
4 files changed, 17 insertions, 7 deletions
diff --git a/core/math/matrix3.cpp b/core/math/matrix3.cpp
index ab3bca79ae..5346141470 100644
--- a/core/math/matrix3.cpp
+++ b/core/math/matrix3.cpp
@@ -311,6 +311,15 @@ void Basis::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = rotated(p_axis, p_phi);
}
+void Basis::rotate_local(const Vector3 &p_axis, real_t p_phi) {
+
+ *this = rotated_local(p_axis, p_phi);
+}
+Basis Basis::rotated_local(const Vector3 &p_axis, real_t p_phi) const {
+
+ return (*this) * Basis(p_axis, p_phi);
+}
+
Basis Basis::rotated(const Vector3 &p_euler) const {
return Basis(p_euler) * (*this);
}
diff --git a/core/math/matrix3.h b/core/math/matrix3.h
index 9a33b8203d..9a75308f08 100644
--- a/core/math/matrix3.h
+++ b/core/math/matrix3.h
@@ -75,6 +75,9 @@ public:
void rotate(const Vector3 &p_axis, real_t p_phi);
Basis rotated(const Vector3 &p_axis, real_t p_phi) const;
+ void rotate_local(const Vector3 &p_axis, real_t p_phi);
+ Basis rotated_local(const Vector3 &p_axis, real_t p_phi) const;
+
void rotate(const Vector3 &p_euler);
Basis rotated(const Vector3 &p_euler) const;
diff --git a/scene/3d/spatial.cpp b/scene/3d/spatial.cpp
index d9f88ac693..e890533ab7 100644
--- a/scene/3d/spatial.cpp
+++ b/scene/3d/spatial.cpp
@@ -558,27 +558,27 @@ bool Spatial::is_visible() const {
void Spatial::rotate(const Vector3 &p_normal, float p_radians) {
Transform t = get_transform();
- t.basis.rotate(p_normal, p_radians);
+ t.basis.rotate_local(p_normal, p_radians); //use local rotation here, as it makes more sense here in tree hierarchy
set_transform(t);
}
void Spatial::rotate_x(float p_radians) {
Transform t = get_transform();
- t.basis.rotate(Vector3(1, 0, 0), p_radians);
+ t.basis.rotate_local(Vector3(1, 0, 0), p_radians);
set_transform(t);
}
void Spatial::rotate_y(float p_radians) {
Transform t = get_transform();
- t.basis.rotate(Vector3(0, 1, 0), p_radians);
+ t.basis.rotate_local(Vector3(0, 1, 0), p_radians);
set_transform(t);
}
void Spatial::rotate_z(float p_radians) {
Transform t = get_transform();
- t.basis.rotate(Vector3(0, 0, 1), p_radians);
+ t.basis.rotate_local(Vector3(0, 0, 1), p_radians);
set_transform(t);
}
diff --git a/scene/3d/voxel_light_baker.cpp b/scene/3d/voxel_light_baker.cpp
index 17aa649dff..bd7e52d947 100644
--- a/scene/3d/voxel_light_baker.cpp
+++ b/scene/3d/voxel_light_baker.cpp
@@ -1799,7 +1799,6 @@ Vector3 VoxelLightBaker::_compute_ray_trace_at_pos(const Vector3 &p_pos, const V
void VoxelLightBaker::_lightmap_bake_point(uint32_t p_x, LightMap *p_line) {
-
LightMap *pixel = &p_line[p_x];
if (pixel->pos == Vector3())
return;
@@ -1814,7 +1813,6 @@ void VoxelLightBaker::_lightmap_bake_point(uint32_t p_x, LightMap *p_line) {
// pixel->light = Vector3(1, 1, 1);
//}
}
-
}
Error VoxelLightBaker::make_lightmap(const Transform &p_xform, Ref<Mesh> &p_mesh, LightMapData &r_lightmap, bool (*p_bake_time_func)(void *, float, float), void *p_bake_time_ud) {
@@ -1882,7 +1880,7 @@ Error VoxelLightBaker::make_lightmap(const Transform &p_xform, Ref<Mesh> &p_mesh
for (int i = 0; i < height; i++) {
- thread_process_array(width,this,&VoxelLightBaker::_lightmap_bake_point,&lightmap_ptr[i*width]);
+ thread_process_array(width, this, &VoxelLightBaker::_lightmap_bake_point, &lightmap_ptr[i * width]);
lines = MAX(lines, i); //for multithread
if (p_bake_time_func) {