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authorreduz <reduzio@gmail.com>2021-10-21 13:38:20 -0300
committerreduz <reduzio@gmail.com>2021-10-25 14:34:00 -0300
commitd03b7fbe090dca1f9ea4190116ac0efbee37e929 (patch)
tree5d7db71d15925908cf87483526e6716cba0bef65 /tests/test_basis.h
parent5ff0624a073fe580b7f26b94f6e242462b67bc2a (diff)
Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
Diffstat (limited to 'tests/test_basis.h')
-rw-r--r--tests/test_basis.h28
1 files changed, 14 insertions, 14 deletions
diff --git a/tests/test_basis.h b/tests/test_basis.h
index 11c68f9eb7..b254d9fb7f 100644
--- a/tests/test_basis.h
+++ b/tests/test_basis.h
@@ -60,27 +60,27 @@ Basis EulerToBasis(RotOrder mode, const Vector3 &p_rotation) {
Basis ret;
switch (mode) {
case EulerXYZ:
- ret.set_euler_xyz(p_rotation);
+ ret.set_euler(p_rotation, Basis::EULER_ORDER_XYZ);
break;
case EulerXZY:
- ret.set_euler_xzy(p_rotation);
+ ret.set_euler(p_rotation, Basis::EULER_ORDER_XZY);
break;
case EulerYZX:
- ret.set_euler_yzx(p_rotation);
+ ret.set_euler(p_rotation, Basis::EULER_ORDER_YZX);
break;
case EulerYXZ:
- ret.set_euler_yxz(p_rotation);
+ ret.set_euler(p_rotation, Basis::EULER_ORDER_YXZ);
break;
case EulerZXY:
- ret.set_euler_zxy(p_rotation);
+ ret.set_euler(p_rotation, Basis::EULER_ORDER_ZXY);
break;
case EulerZYX:
- ret.set_euler_zyx(p_rotation);
+ ret.set_euler(p_rotation, Basis::EULER_ORDER_ZYX);
break;
default:
@@ -94,22 +94,22 @@ Basis EulerToBasis(RotOrder mode, const Vector3 &p_rotation) {
Vector3 BasisToEuler(RotOrder mode, const Basis &p_rotation) {
switch (mode) {
case EulerXYZ:
- return p_rotation.get_euler_xyz();
+ return p_rotation.get_euler(Basis::EULER_ORDER_XYZ);
case EulerXZY:
- return p_rotation.get_euler_xzy();
+ return p_rotation.get_euler(Basis::EULER_ORDER_XZY);
case EulerYZX:
- return p_rotation.get_euler_yzx();
+ return p_rotation.get_euler(Basis::EULER_ORDER_YZX);
case EulerYXZ:
- return p_rotation.get_euler_yxz();
+ return p_rotation.get_euler(Basis::EULER_ORDER_YXZ);
case EulerZXY:
- return p_rotation.get_euler_zxy();
+ return p_rotation.get_euler(Basis::EULER_ORDER_ZXY);
case EulerZYX:
- return p_rotation.get_euler_zyx();
+ return p_rotation.get_euler(Basis::EULER_ORDER_ZYX);
default:
// If you land here, Please integrate all rotation orders.
@@ -170,9 +170,9 @@ void test_rotation(Vector3 deg_original_euler, RotOrder rot_order) {
CHECK_MESSAGE((res.get_axis(2) - Vector3(0.0, 0.0, 1.0)).length() <= 0.1, vformat("Fail due to Z %s\n", String(res.get_axis(2))).utf8().ptr());
// Double check `to_rotation` decomposing with XYZ rotation order.
- const Vector3 euler_xyz_from_rotation = to_rotation.get_euler_xyz();
+ const Vector3 euler_xyz_from_rotation = to_rotation.get_euler(Basis::EULER_ORDER_XYZ);
Basis rotation_from_xyz_computed_euler;
- rotation_from_xyz_computed_euler.set_euler_xyz(euler_xyz_from_rotation);
+ rotation_from_xyz_computed_euler.set_euler(euler_xyz_from_rotation, Basis::EULER_ORDER_XYZ);
res = to_rotation.inverse() * rotation_from_xyz_computed_euler;