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-rw-r--r--core/core_constants.cpp7
-rw-r--r--core/math/basis.cpp24
-rw-r--r--core/math/basis.h23
-rw-r--r--core/math/math_defs.h9
-rw-r--r--core/math/quaternion.cpp4
-rw-r--r--core/variant/binder_common.h2
-rw-r--r--core/variant/variant_call.cpp18
-rw-r--r--core/variant/variant_internal.h6
-rw-r--r--doc/classes/@GlobalScope.xml18
-rw-r--r--doc/classes/Basis.xml20
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs43
-rw-r--r--scene/3d/node_3d.cpp2
-rw-r--r--scene/3d/node_3d.h2
-rw-r--r--scene/3d/remote_transform_3d.cpp4
-rw-r--r--servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp2
-rw-r--r--tests/core/math/test_basis.h48
16 files changed, 105 insertions, 127 deletions
diff --git a/core/core_constants.cpp b/core/core_constants.cpp
index c784d87c87..0e8532a327 100644
--- a/core/core_constants.cpp
+++ b/core/core_constants.cpp
@@ -167,6 +167,13 @@ void register_global_constants() {
BIND_CORE_ENUM_CONSTANT(INLINE_ALIGNMENT_IMAGE_MASK);
BIND_CORE_ENUM_CONSTANT(INLINE_ALIGNMENT_TEXT_MASK);
+ BIND_CORE_ENUM_CLASS_CONSTANT(EulerOrder, EULER_ORDER, XYZ);
+ BIND_CORE_ENUM_CLASS_CONSTANT(EulerOrder, EULER_ORDER, XZY);
+ BIND_CORE_ENUM_CLASS_CONSTANT(EulerOrder, EULER_ORDER, YXZ);
+ BIND_CORE_ENUM_CLASS_CONSTANT(EulerOrder, EULER_ORDER, YZX);
+ BIND_CORE_ENUM_CLASS_CONSTANT(EulerOrder, EULER_ORDER, ZXY);
+ BIND_CORE_ENUM_CLASS_CONSTANT(EulerOrder, EULER_ORDER, ZYX);
+
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, NONE);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, SPECIAL);
BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, ESCAPE);
diff --git a/core/math/basis.cpp b/core/math/basis.cpp
index 5f0d7ba96f..41ec6d8ce3 100644
--- a/core/math/basis.cpp
+++ b/core/math/basis.cpp
@@ -453,7 +453,7 @@ void Basis::get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) cons
Vector3 Basis::get_euler(EulerOrder p_order) const {
switch (p_order) {
- case EULER_ORDER_XYZ: {
+ case EulerOrder::XYZ: {
// Euler angles in XYZ convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
//
@@ -488,7 +488,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
}
return euler;
} break;
- case EULER_ORDER_XZY: {
+ case EulerOrder::XZY: {
// Euler angles in XZY convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
//
@@ -517,7 +517,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
}
return euler;
} break;
- case EULER_ORDER_YXZ: {
+ case EulerOrder::YXZ: {
// Euler angles in YXZ convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
//
@@ -555,7 +555,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
return euler;
} break;
- case EULER_ORDER_YZX: {
+ case EulerOrder::YZX: {
// Euler angles in YZX convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
//
@@ -584,7 +584,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
}
return euler;
} break;
- case EULER_ORDER_ZXY: {
+ case EulerOrder::ZXY: {
// Euler angles in ZXY convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
//
@@ -612,7 +612,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
}
return euler;
} break;
- case EULER_ORDER_ZYX: {
+ case EulerOrder::ZYX: {
// Euler angles in ZYX convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
//
@@ -663,22 +663,22 @@ void Basis::set_euler(const Vector3 &p_euler, EulerOrder p_order) {
Basis zmat(c, -s, 0, s, c, 0, 0, 0, 1);
switch (p_order) {
- case EULER_ORDER_XYZ: {
+ case EulerOrder::XYZ: {
*this = xmat * (ymat * zmat);
} break;
- case EULER_ORDER_XZY: {
+ case EulerOrder::XZY: {
*this = xmat * zmat * ymat;
} break;
- case EULER_ORDER_YXZ: {
+ case EulerOrder::YXZ: {
*this = ymat * xmat * zmat;
} break;
- case EULER_ORDER_YZX: {
+ case EulerOrder::YZX: {
*this = ymat * zmat * xmat;
} break;
- case EULER_ORDER_ZXY: {
+ case EulerOrder::ZXY: {
*this = zmat * xmat * ymat;
} break;
- case EULER_ORDER_ZYX: {
+ case EulerOrder::ZYX: {
*this = zmat * ymat * xmat;
} break;
default: {
diff --git a/core/math/basis.h b/core/math/basis.h
index 69bef5a7be..a1d9fccef1 100644
--- a/core/math/basis.h
+++ b/core/math/basis.h
@@ -56,15 +56,6 @@ struct _NO_DISCARD_ Basis {
_FORCE_INLINE_ real_t determinant() const;
- enum EulerOrder {
- EULER_ORDER_XYZ,
- EULER_ORDER_XZY,
- EULER_ORDER_YXZ,
- EULER_ORDER_YZX,
- EULER_ORDER_ZXY,
- EULER_ORDER_ZYX
- };
-
void from_z(const Vector3 &p_z);
void rotate(const Vector3 &p_axis, real_t p_angle);
@@ -73,13 +64,13 @@ struct _NO_DISCARD_ Basis {
void rotate_local(const Vector3 &p_axis, real_t p_angle);
Basis rotated_local(const Vector3 &p_axis, real_t p_angle) const;
- void rotate(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ);
- Basis rotated(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ) const;
+ void rotate(const Vector3 &p_euler, EulerOrder p_order = EulerOrder::YXZ);
+ Basis rotated(const Vector3 &p_euler, EulerOrder p_order = EulerOrder::YXZ) const;
void rotate(const Quaternion &p_quaternion);
Basis rotated(const Quaternion &p_quaternion) const;
- Vector3 get_euler_normalized(EulerOrder p_order = EULER_ORDER_YXZ) const;
+ Vector3 get_euler_normalized(EulerOrder p_order = EulerOrder::YXZ) const;
void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const;
void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const;
Quaternion get_rotation_quaternion() const;
@@ -88,9 +79,9 @@ struct _NO_DISCARD_ Basis {
Vector3 rotref_posscale_decomposition(Basis &rotref) const;
- Vector3 get_euler(EulerOrder p_order = EULER_ORDER_YXZ) const;
- void set_euler(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ);
- static Basis from_euler(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ) {
+ Vector3 get_euler(EulerOrder p_order = EulerOrder::YXZ) const;
+ void set_euler(const Vector3 &p_euler, EulerOrder p_order = EulerOrder::YXZ);
+ static Basis from_euler(const Vector3 &p_euler, EulerOrder p_order = EulerOrder::YXZ) {
Basis b;
b.set_euler(p_euler, p_order);
return b;
@@ -119,7 +110,7 @@ struct _NO_DISCARD_ Basis {
Vector3 get_scale_local() const;
void set_axis_angle_scale(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale);
- void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale, EulerOrder p_order = EULER_ORDER_YXZ);
+ void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale, EulerOrder p_order = EulerOrder::YXZ);
void set_quaternion_scale(const Quaternion &p_quaternion, const Vector3 &p_scale);
// transposed dot products
diff --git a/core/math/math_defs.h b/core/math/math_defs.h
index b8b82f2ff4..759667e2d5 100644
--- a/core/math/math_defs.h
+++ b/core/math/math_defs.h
@@ -116,6 +116,15 @@ enum Corner {
CORNER_BOTTOM_LEFT
};
+enum class EulerOrder {
+ XYZ,
+ XZY,
+ YXZ,
+ YZX,
+ ZXY,
+ ZYX
+};
+
/**
* The "Real" type is an abstract type used for real numbers, such as 1.5,
* in contrast to integer numbers. Precision can be controlled with the
diff --git a/core/math/quaternion.cpp b/core/math/quaternion.cpp
index 79a4e62b56..42b61f6dfe 100644
--- a/core/math/quaternion.cpp
+++ b/core/math/quaternion.cpp
@@ -44,7 +44,7 @@ real_t Quaternion::angle_to(const Quaternion &p_to) const {
// This implementation uses XYZ convention (Z is the first rotation).
Vector3 Quaternion::get_euler_xyz() const {
Basis m(*this);
- return m.get_euler(Basis::EULER_ORDER_XYZ);
+ return m.get_euler(EulerOrder::XYZ);
}
// get_euler_yxz returns a vector containing the Euler angles in the format
@@ -56,7 +56,7 @@ Vector3 Quaternion::get_euler_yxz() const {
ERR_FAIL_COND_V_MSG(!is_normalized(), Vector3(0, 0, 0), "The quaternion must be normalized.");
#endif
Basis m(*this);
- return m.get_euler(Basis::EULER_ORDER_YXZ);
+ return m.get_euler(EulerOrder::YXZ);
}
void Quaternion::operator*=(const Quaternion &p_q) {
diff --git a/core/variant/binder_common.h b/core/variant/binder_common.h
index f0c3b1ce38..696b27f9f2 100644
--- a/core/variant/binder_common.h
+++ b/core/variant/binder_common.h
@@ -138,7 +138,7 @@ VARIANT_ENUM_CAST(Vector3::Axis);
VARIANT_ENUM_CAST(Vector3i::Axis);
VARIANT_ENUM_CAST(Vector4::Axis);
VARIANT_ENUM_CAST(Vector4i::Axis);
-VARIANT_ENUM_CAST(Basis::EulerOrder);
+VARIANT_ENUM_CAST(EulerOrder);
VARIANT_ENUM_CAST(Projection::Planes);
VARIANT_ENUM_CAST(Error);
diff --git a/core/variant/variant_call.cpp b/core/variant/variant_call.cpp
index 087ce09215..f32233d808 100644
--- a/core/variant/variant_call.cpp
+++ b/core/variant/variant_call.cpp
@@ -1927,7 +1927,7 @@ static void _register_variant_builtin_methods() {
bind_methodv(Basis, rotated, static_cast<Basis (Basis::*)(const Vector3 &, real_t) const>(&Basis::rotated), sarray("axis", "angle"), varray());
bind_method(Basis, scaled, sarray("scale"), varray());
bind_method(Basis, get_scale, sarray(), varray());
- bind_method(Basis, get_euler, sarray("order"), varray((int64_t)Basis::EULER_ORDER_YXZ));
+ bind_method(Basis, get_euler, sarray("order"), varray((int64_t)EulerOrder::YXZ));
bind_method(Basis, tdotx, sarray("with"), varray());
bind_method(Basis, tdoty, sarray("with"), varray());
bind_method(Basis, tdotz, sarray("with"), varray());
@@ -1937,7 +1937,7 @@ static void _register_variant_builtin_methods() {
bind_method(Basis, get_rotation_quaternion, sarray(), varray());
bind_static_method(Basis, looking_at, sarray("target", "up"), varray(Vector3(0, 1, 0)));
bind_static_method(Basis, from_scale, sarray("scale"), varray());
- bind_static_method(Basis, from_euler, sarray("euler", "order"), varray((int64_t)Basis::EULER_ORDER_YXZ));
+ bind_static_method(Basis, from_euler, sarray("euler", "order"), varray((int64_t)EulerOrder::YXZ));
/* AABB */
@@ -2434,20 +2434,6 @@ static void _register_variant_builtin_methods() {
_VariantCall::add_variant_constant(Variant::VECTOR2I, "UP", Vector2i(0, -1));
_VariantCall::add_variant_constant(Variant::VECTOR2I, "DOWN", Vector2i(0, 1));
- _VariantCall::add_constant(Variant::BASIS, "EULER_ORDER_XYZ", Basis::EULER_ORDER_XYZ);
- _VariantCall::add_constant(Variant::BASIS, "EULER_ORDER_XZY", Basis::EULER_ORDER_XZY);
- _VariantCall::add_constant(Variant::BASIS, "EULER_ORDER_YXZ", Basis::EULER_ORDER_YXZ);
- _VariantCall::add_constant(Variant::BASIS, "EULER_ORDER_YZX", Basis::EULER_ORDER_YZX);
- _VariantCall::add_constant(Variant::BASIS, "EULER_ORDER_ZXY", Basis::EULER_ORDER_ZXY);
- _VariantCall::add_constant(Variant::BASIS, "EULER_ORDER_ZYX", Basis::EULER_ORDER_ZYX);
-
- _VariantCall::add_enum_constant(Variant::BASIS, "EulerOrder", "EULER_ORDER_XYZ", Basis::EULER_ORDER_XYZ);
- _VariantCall::add_enum_constant(Variant::BASIS, "EulerOrder", "EULER_ORDER_XZY", Basis::EULER_ORDER_XZY);
- _VariantCall::add_enum_constant(Variant::BASIS, "EulerOrder", "EULER_ORDER_YXZ", Basis::EULER_ORDER_YXZ);
- _VariantCall::add_enum_constant(Variant::BASIS, "EulerOrder", "EULER_ORDER_YZX", Basis::EULER_ORDER_YZX);
- _VariantCall::add_enum_constant(Variant::BASIS, "EulerOrder", "EULER_ORDER_ZXY", Basis::EULER_ORDER_ZXY);
- _VariantCall::add_enum_constant(Variant::BASIS, "EulerOrder", "EULER_ORDER_ZYX", Basis::EULER_ORDER_ZYX);
-
_VariantCall::add_variant_constant(Variant::TRANSFORM2D, "IDENTITY", Transform2D());
_VariantCall::add_variant_constant(Variant::TRANSFORM2D, "FLIP_X", Transform2D(-1, 0, 0, 1, 0, 0));
_VariantCall::add_variant_constant(Variant::TRANSFORM2D, "FLIP_Y", Transform2D(1, 0, 0, -1, 0, 0));
diff --git a/core/variant/variant_internal.h b/core/variant/variant_internal.h
index 636710c934..94e7296a99 100644
--- a/core/variant/variant_internal.h
+++ b/core/variant/variant_internal.h
@@ -824,9 +824,9 @@ VARIANT_ACCESSOR_NUMBER(Vector4i::Axis)
VARIANT_ACCESSOR_NUMBER(Projection::Planes)
template <>
-struct VariantInternalAccessor<Basis::EulerOrder> {
- static _FORCE_INLINE_ Basis::EulerOrder get(const Variant *v) { return Basis::EulerOrder(*VariantInternal::get_int(v)); }
- static _FORCE_INLINE_ void set(Variant *v, Basis::EulerOrder p_value) { *VariantInternal::get_int(v) = (int64_t)p_value; }
+struct VariantInternalAccessor<EulerOrder> {
+ static _FORCE_INLINE_ EulerOrder get(const Variant *v) { return EulerOrder(*VariantInternal::get_int(v)); }
+ static _FORCE_INLINE_ void set(Variant *v, EulerOrder p_value) { *VariantInternal::get_int(v) = (int64_t)p_value; }
};
template <>
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index ae39f7ce28..ed404ea504 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -1466,6 +1466,24 @@
<constant name="INLINE_ALIGNMENT_TEXT_MASK" value="12" enum="InlineAlignment">
A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants.
</constant>
+ <constant name="EULER_ORDER_XYZ" value="0" enum="EulerOrder">
+ Specifies that Euler angles should be in XYZ order. When composing, the order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X last.
+ </constant>
+ <constant name="EULER_ORDER_XZY" value="1" enum="EulerOrder">
+ Specifies that Euler angles should be in XZY order. When composing, the order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X last.
+ </constant>
+ <constant name="EULER_ORDER_YXZ" value="2" enum="EulerOrder">
+ Specifies that Euler angles should be in YXZ order. When composing, the order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y last.
+ </constant>
+ <constant name="EULER_ORDER_YZX" value="3" enum="EulerOrder">
+ Specifies that Euler angles should be in YZX order. When composing, the order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y last.
+ </constant>
+ <constant name="EULER_ORDER_ZXY" value="4" enum="EulerOrder">
+ Specifies that Euler angles should be in ZXY order. When composing, the order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z last.
+ </constant>
+ <constant name="EULER_ORDER_ZYX" value="5" enum="EulerOrder">
+ Specifies that Euler angles should be in ZYX order. When composing, the order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z last.
+ </constant>
<constant name="KEY_NONE" value="0" enum="Key">
Enum value which doesn't correspond to any key. This is used to initialize [enum Key] properties with a generic state.
</constant>
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index 652d6d2407..acc2fd34dd 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -70,7 +70,7 @@
<param index="0" name="euler" type="Vector3" />
<param index="1" name="order" type="int" default="2" />
<description>
- Constructs a pure rotation Basis matrix from Euler angles in the specified Euler rotation order. By default, use YXZ order (most common).
+ Constructs a pure rotation Basis matrix from Euler angles in the specified Euler rotation order. By default, use YXZ order (most common). See the [enum EulerOrder] enum for possible values.
</description>
</method>
<method name="from_scale" qualifiers="static">
@@ -197,24 +197,6 @@
</member>
</members>
<constants>
- <constant name="EULER_ORDER_XYZ" value="0">
- Euler angle composing/decomposing order where X component is first, then Y, then Z.
- </constant>
- <constant name="EULER_ORDER_XZY" value="1">
- Euler angle composing/decomposing order where X component is first, then Z, then Y.
- </constant>
- <constant name="EULER_ORDER_YXZ" value="2">
- Euler angle composing/decomposing order where Y component is first, then X, then Z.
- </constant>
- <constant name="EULER_ORDER_YZX" value="3">
- Euler angle composing/decomposing order where Y component is first, then Z, then X.
- </constant>
- <constant name="EULER_ORDER_ZXY" value="4">
- Euler angle composing/decomposing order where Z component is first, then X, then Y.
- </constant>
- <constant name="EULER_ORDER_ZYX" value="5">
- Euler angle composing/decomposing order where Z component is first, then Y, then X.
- </constant>
<constant name="IDENTITY" value="Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)">
The identity basis, with no rotation or scaling applied.
This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer, and for consistency with C#.
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
index 9c3bc51c44..bb1d6e1661 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
@@ -4,21 +4,6 @@ using System.Runtime.InteropServices;
namespace Godot
{
/// <summary>
- /// Specifies which order Euler angle rotations should be in.
- /// When composing, the order is the same as the letters. When decomposing,
- /// the order is reversed (ex: YXZ decomposes Z first, then X, and Y last).
- /// </summary>
- public enum EulerOrder
- {
- XYZ,
- XZY,
- YXZ,
- YZX,
- ZXY,
- ZYX
- };
-
- /// <summary>
/// 3×3 matrix used for 3D rotation and scale.
/// Almost always used as an orthogonal basis for a Transform.
///
@@ -270,11 +255,11 @@ namespace Godot
/// </summary>
/// <param name="order">The Euler order to use. By default, use YXZ order (most common).</param>
/// <returns>A <see cref="Vector3"/> representing the basis rotation in Euler angles.</returns>
- public Vector3 GetEuler(EulerOrder order = EulerOrder.YXZ)
+ public Vector3 GetEuler(EulerOrder order = EulerOrder.Yxz)
{
switch (order)
{
- case EulerOrder.XYZ:
+ case EulerOrder.Xyz:
{
// Euler angles in XYZ convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
@@ -318,7 +303,7 @@ namespace Godot
}
return euler;
}
- case EulerOrder.XZY:
+ case EulerOrder.Xzy:
{
// Euler angles in XZY convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
@@ -353,7 +338,7 @@ namespace Godot
}
return euler;
}
- case EulerOrder.YXZ:
+ case EulerOrder.Yxz:
{
// Euler angles in YXZ convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
@@ -398,7 +383,7 @@ namespace Godot
return euler;
}
- case EulerOrder.YZX:
+ case EulerOrder.Yzx:
{
// Euler angles in YZX convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
@@ -433,7 +418,7 @@ namespace Godot
}
return euler;
}
- case EulerOrder.ZXY:
+ case EulerOrder.Zxy:
{
// Euler angles in ZXY convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
@@ -468,7 +453,7 @@ namespace Godot
}
return euler;
}
- case EulerOrder.ZYX:
+ case EulerOrder.Zyx:
{
// Euler angles in ZYX convention.
// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
@@ -998,7 +983,7 @@ namespace Godot
/// </summary>
/// <param name="euler">The Euler angles to use.</param>
/// <param name="order">The order to compose the Euler angles.</param>
- public static Basis FromEuler(Vector3 euler, EulerOrder order = EulerOrder.YXZ)
+ public static Basis FromEuler(Vector3 euler, EulerOrder order = EulerOrder.Yxz)
{
real_t c, s;
@@ -1016,17 +1001,17 @@ namespace Godot
switch (order)
{
- case EulerOrder.XYZ:
+ case EulerOrder.Xyz:
return xmat * ymat * zmat;
- case EulerOrder.XZY:
+ case EulerOrder.Xzy:
return xmat * zmat * ymat;
- case EulerOrder.YXZ:
+ case EulerOrder.Yxz:
return ymat * xmat * zmat;
- case EulerOrder.YZX:
+ case EulerOrder.Yzx:
return ymat * zmat * xmat;
- case EulerOrder.ZXY:
+ case EulerOrder.Zxy:
return zmat * xmat * ymat;
- case EulerOrder.ZYX:
+ case EulerOrder.Zyx:
return zmat * ymat * xmat;
default:
throw new ArgumentOutOfRangeException(nameof(order));
diff --git a/scene/3d/node_3d.cpp b/scene/3d/node_3d.cpp
index 1743fa1838..e2d68c36ff 100644
--- a/scene/3d/node_3d.cpp
+++ b/scene/3d/node_3d.cpp
@@ -393,7 +393,7 @@ Node3D::RotationEditMode Node3D::get_rotation_edit_mode() const {
}
void Node3D::set_rotation_order(RotationOrder p_order) {
- Basis::EulerOrder order = Basis::EulerOrder(p_order);
+ EulerOrder order = EulerOrder(p_order);
if (data.euler_rotation_order == order) {
return;
diff --git a/scene/3d/node_3d.h b/scene/3d/node_3d.h
index 457f634c34..f6868209bb 100644
--- a/scene/3d/node_3d.h
+++ b/scene/3d/node_3d.h
@@ -100,7 +100,7 @@ private:
struct Data {
mutable Transform3D global_transform;
mutable Transform3D local_transform;
- mutable Basis::EulerOrder euler_rotation_order = Basis::EULER_ORDER_YXZ;
+ mutable EulerOrder euler_rotation_order = EulerOrder::YXZ;
mutable Vector3 euler_rotation;
mutable Vector3 scale = Vector3(1, 1, 1);
mutable RotationEditMode rotation_edit_mode = ROTATION_EDIT_MODE_EULER;
diff --git a/scene/3d/remote_transform_3d.cpp b/scene/3d/remote_transform_3d.cpp
index ff05e88241..817ffbfec8 100644
--- a/scene/3d/remote_transform_3d.cpp
+++ b/scene/3d/remote_transform_3d.cpp
@@ -68,7 +68,7 @@ void RemoteTransform3D::_update_remote() {
Transform3D our_trans = get_global_transform();
if (update_remote_rotation) {
- n->set_rotation(our_trans.basis.get_euler_normalized(Basis::EulerOrder(n->get_rotation_order())));
+ n->set_rotation(our_trans.basis.get_euler_normalized(EulerOrder(n->get_rotation_order())));
}
if (update_remote_scale) {
@@ -90,7 +90,7 @@ void RemoteTransform3D::_update_remote() {
Transform3D our_trans = get_transform();
if (update_remote_rotation) {
- n->set_rotation(our_trans.basis.get_euler_normalized(Basis::EulerOrder(n->get_rotation_order())));
+ n->set_rotation(our_trans.basis.get_euler_normalized(EulerOrder(n->get_rotation_order())));
}
if (update_remote_scale) {
diff --git a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
index e0fa940104..dfe2bfa4d3 100644
--- a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
+++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
@@ -232,7 +232,7 @@ GodotGeneric6DOFJoint3D::GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *
void GodotGeneric6DOFJoint3D::calculateAngleInfo() {
Basis relative_frame = m_calculatedTransformB.basis.inverse() * m_calculatedTransformA.basis;
- m_calculatedAxisAngleDiff = relative_frame.get_euler(Basis::EULER_ORDER_XYZ);
+ m_calculatedAxisAngleDiff = relative_frame.get_euler(EulerOrder::XYZ);
// in euler angle mode we do not actually constrain the angular velocity
// along the axes axis[0] and axis[2] (although we do use axis[1]) :
diff --git a/tests/core/math/test_basis.h b/tests/core/math/test_basis.h
index f52b715cd7..a4099ebf7d 100644
--- a/tests/core/math/test_basis.h
+++ b/tests/core/math/test_basis.h
@@ -46,26 +46,26 @@ Vector3 rad2deg(const Vector3 &p_rotation) {
return p_rotation / Math_PI * 180.0;
}
-String get_rot_order_name(Basis::EulerOrder ro) {
+String get_rot_order_name(EulerOrder ro) {
switch (ro) {
- case Basis::EULER_ORDER_XYZ:
+ case EulerOrder::XYZ:
return "XYZ";
- case Basis::EULER_ORDER_XZY:
+ case EulerOrder::XZY:
return "XZY";
- case Basis::EULER_ORDER_YZX:
+ case EulerOrder::YZX:
return "YZX";
- case Basis::EULER_ORDER_YXZ:
+ case EulerOrder::YXZ:
return "YXZ";
- case Basis::EULER_ORDER_ZXY:
+ case EulerOrder::ZXY:
return "ZXY";
- case Basis::EULER_ORDER_ZYX:
+ case EulerOrder::ZYX:
return "ZYX";
default:
return "[Not supported]";
}
}
-void test_rotation(Vector3 deg_original_euler, Basis::EulerOrder rot_order) {
+void test_rotation(Vector3 deg_original_euler, EulerOrder rot_order) {
// This test:
// 1. Converts the rotation vector from deg to rad.
// 2. Converts euler to basis.
@@ -98,8 +98,8 @@ void test_rotation(Vector3 deg_original_euler, Basis::EulerOrder rot_order) {
CHECK_MESSAGE((res.get_column(2) - Vector3(0.0, 0.0, 1.0)).length() <= 0.1, vformat("Fail due to Z %s\n", String(res.get_column(2))).utf8().ptr());
// Double check `to_rotation` decomposing with XYZ rotation order.
- const Vector3 euler_xyz_from_rotation = to_rotation.get_euler(Basis::EULER_ORDER_XYZ);
- Basis rotation_from_xyz_computed_euler = Basis::from_euler(euler_xyz_from_rotation, Basis::EULER_ORDER_XYZ);
+ const Vector3 euler_xyz_from_rotation = to_rotation.get_euler(EulerOrder::XYZ);
+ Basis rotation_from_xyz_computed_euler = Basis::from_euler(euler_xyz_from_rotation, EulerOrder::XYZ);
res = to_rotation.inverse() * rotation_from_xyz_computed_euler;
@@ -113,13 +113,13 @@ void test_rotation(Vector3 deg_original_euler, Basis::EulerOrder rot_order) {
}
TEST_CASE("[Basis] Euler conversions") {
- Vector<Basis::EulerOrder> euler_order_to_test;
- euler_order_to_test.push_back(Basis::EULER_ORDER_XYZ);
- euler_order_to_test.push_back(Basis::EULER_ORDER_XZY);
- euler_order_to_test.push_back(Basis::EULER_ORDER_YZX);
- euler_order_to_test.push_back(Basis::EULER_ORDER_YXZ);
- euler_order_to_test.push_back(Basis::EULER_ORDER_ZXY);
- euler_order_to_test.push_back(Basis::EULER_ORDER_ZYX);
+ Vector<EulerOrder> euler_order_to_test;
+ euler_order_to_test.push_back(EulerOrder::XYZ);
+ euler_order_to_test.push_back(EulerOrder::XZY);
+ euler_order_to_test.push_back(EulerOrder::YZX);
+ euler_order_to_test.push_back(EulerOrder::YXZ);
+ euler_order_to_test.push_back(EulerOrder::ZXY);
+ euler_order_to_test.push_back(EulerOrder::ZYX);
Vector<Vector3> vectors_to_test;
@@ -185,13 +185,13 @@ TEST_CASE("[Basis] Euler conversions") {
}
TEST_CASE("[Stress][Basis] Euler conversions") {
- Vector<Basis::EulerOrder> euler_order_to_test;
- euler_order_to_test.push_back(Basis::EULER_ORDER_XYZ);
- euler_order_to_test.push_back(Basis::EULER_ORDER_XZY);
- euler_order_to_test.push_back(Basis::EULER_ORDER_YZX);
- euler_order_to_test.push_back(Basis::EULER_ORDER_YXZ);
- euler_order_to_test.push_back(Basis::EULER_ORDER_ZXY);
- euler_order_to_test.push_back(Basis::EULER_ORDER_ZYX);
+ Vector<EulerOrder> euler_order_to_test;
+ euler_order_to_test.push_back(EulerOrder::XYZ);
+ euler_order_to_test.push_back(EulerOrder::XZY);
+ euler_order_to_test.push_back(EulerOrder::YZX);
+ euler_order_to_test.push_back(EulerOrder::YXZ);
+ euler_order_to_test.push_back(EulerOrder::ZXY);
+ euler_order_to_test.push_back(EulerOrder::ZYX);
Vector<Vector3> vectors_to_test;
// Add 1000 random vectors with weirds numbers.