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author | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2018-11-20 02:08:19 +0100 |
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committer | Ignacio Etcheverry <ignalfonsore@gmail.com> | 2018-11-20 02:08:22 +0100 |
commit | bf94eed60c010f54299b6241a47c639c010a3985 (patch) | |
tree | 427f3a31892990398f5af959f0a48f63a4952289 /modules/mono | |
parent | 7c4c646749772aee235ea5b42b6f1a1f2bfe2b51 (diff) |
C#: Fix Basis(Vec3,Vec3,Vec3) constructor
Now it sets axes in order to match GDScript implementation.
Diffstat (limited to 'modules/mono')
-rw-r--r-- | modules/mono/glue/Managed/Files/Basis.cs | 26 |
1 files changed, 16 insertions, 10 deletions
diff --git a/modules/mono/glue/Managed/Files/Basis.cs b/modules/mono/glue/Managed/Files/Basis.cs index a5618cb28d..54d2813abf 100644 --- a/modules/mono/glue/Managed/Files/Basis.cs +++ b/modules/mono/glue/Managed/Files/Basis.cs @@ -410,10 +410,12 @@ namespace Godot ); } - public Quat Quat() { + public Quat Quat() + { real_t trace = _x[0] + _y[1] + _z[2]; - if (trace > 0.0f) { + if (trace > 0.0f) + { real_t s = Mathf.Sqrt(trace + 1.0f) * 2f; real_t inv_s = 1f / s; return new Quat( @@ -424,7 +426,8 @@ namespace Godot ); } - if (_x[0] > _y[1] && _x[0] > _z[2]) { + if (_x[0] > _y[1] && _x[0] > _z[2]) + { real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f; real_t inv_s = 1f / s; return new Quat( @@ -435,7 +438,8 @@ namespace Godot ); } - if (_y[1] > _z[2]) { + if (_y[1] > _z[2]) + { real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f; real_t inv_s = 1f / s; return new Quat( @@ -444,7 +448,9 @@ namespace Godot (_y[2] + _z[1]) * inv_s, (_x[2] - _z[0]) * inv_s ); - } else { + } + else + { real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f; real_t inv_s = 1f / s; return new Quat( @@ -502,8 +508,8 @@ namespace Godot { var axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z); - real_t cosine = Mathf.Cos( phi); - real_t sine = Mathf.Sin( phi); + real_t cosine = Mathf.Cos(phi); + real_t sine = Mathf.Sin(phi); _x = new Vector3 ( @@ -529,9 +535,9 @@ namespace Godot public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis) { - _x = xAxis; - _y = yAxis; - _z = zAxis; + x = xAxis; + y = yAxis; + z = zAxis; } public Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) |