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authorIgnacio Etcheverry <ignalfonsore@gmail.com>2018-11-20 02:08:19 +0100
committerIgnacio Etcheverry <ignalfonsore@gmail.com>2018-11-20 02:08:22 +0100
commitbf94eed60c010f54299b6241a47c639c010a3985 (patch)
tree427f3a31892990398f5af959f0a48f63a4952289 /modules/mono
parent7c4c646749772aee235ea5b42b6f1a1f2bfe2b51 (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.cs26
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)