[Core] Rename Matrix3 file to Basis

The code already referred to "Basis", it's just the file name that was different for some reason.
This commit is contained in:
Aaron Franke 2019-02-09 00:24:02 -05:00
parent 33b64ec3fd
commit 3f837d5cc5
11 changed files with 15 additions and 15 deletions

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@ -1,5 +1,5 @@
/*************************************************************************/
/* matrix3.cpp */
/* basis.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "matrix3.h"
#include "basis.h"
#include "core/math/math_funcs.h"
#include "core/os/copymem.h"

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@ -1,5 +1,5 @@
/*************************************************************************/
/* matrix3.h */
/* basis.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
@ -31,8 +31,8 @@
// Circular dependency between Vector3 and Basis :/
#include "core/math/vector3.h"
#ifndef MATRIX3_H
#define MATRIX3_H
#ifndef BASIS_H
#define BASIS_H
#include "core/math/quat.h"
@ -341,4 +341,4 @@ real_t Basis::determinant() const {
elements[1][0] * (elements[0][1] * elements[2][2] - elements[2][1] * elements[0][2]) +
elements[2][0] * (elements[0][1] * elements[1][2] - elements[1][1] * elements[0][2]);
}
#endif
#endif // BASIS_H

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@ -30,7 +30,7 @@
#include "quat.h"
#include "core/math/matrix3.h"
#include "core/math/basis.h"
#include "core/print_string.h"
// set_euler_xyz expects a vector containing the Euler angles in the format

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@ -32,7 +32,7 @@
#define TRANSFORM_H
#include "core/math/aabb.h"
#include "core/math/matrix3.h"
#include "core/math/basis.h"
#include "core/math/plane.h"
/**

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@ -30,7 +30,7 @@
#include "vector3.h"
#include "core/math/matrix3.h"
#include "core/math/basis.h"
void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {

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@ -151,7 +151,7 @@ struct Vector3 {
};
// Should be included after class definition, otherwise we get circular refs
#include "core/math/matrix3.h"
#include "core/math/basis.h"
Vector3 Vector3::cross(const Vector3 &p_b) const {

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@ -41,8 +41,8 @@
#include "core/dvector.h"
#include "core/io/ip_address.h"
#include "core/math/aabb.h"
#include "core/math/basis.h"
#include "core/math/face3.h"
#include "core/math/matrix3.h"
#include "core/math/plane.h"
#include "core/math/quat.h"
#include "core/math/transform.h"

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@ -30,9 +30,9 @@
#include "test_math.h"
#include "core/math/basis.h"
#include "core/math/camera_matrix.h"
#include "core/math/math_funcs.h"
#include "core/math/matrix3.h"
#include "core/math/transform.h"
#include "core/os/file_access.h"
#include "core/os/keyboard.h"

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@ -31,7 +31,7 @@
#ifndef BULLET_TYPES_CONVERTER_H
#define BULLET_TYPES_CONVERTER_H
#include "core/math/matrix3.h"
#include "core/math/basis.h"
#include "core/math/transform.h"
#include "core/math/vector3.h"
#include "core/typedefs.h"

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@ -30,7 +30,7 @@
#include "gdnative/basis.h"
#include "core/math/matrix3.h"
#include "core/math/basis.h"
#include "core/variant.h"
#ifdef __cplusplus

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@ -652,7 +652,7 @@ void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) {
linear_velocity=(p_xform.origin - get_transform().origin)/p_step;
//compute a FAKE angular velocity, not so easy
Matrix3 rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized();
Basis rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized();
Vector3 axis;
real_t angle;