Merge pull request #25727 from aaronfranke/matrix3-basis

[Core] Rename Matrix3 file to Basis
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Rémi Verschelde 2019-02-10 12:32:32 +01:00 committed by GitHub
commit b6e03d927e
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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: */ /* This file is part of: */
/* GODOT ENGINE */ /* GODOT ENGINE */
@ -28,7 +28,7 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/ /*************************************************************************/
#include "matrix3.h" #include "basis.h"
#include "core/math/math_funcs.h" #include "core/math/math_funcs.h"
#include "core/os/copymem.h" #include "core/os/copymem.h"

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@ -1,5 +1,5 @@
/*************************************************************************/ /*************************************************************************/
/* matrix3.h */ /* basis.h */
/*************************************************************************/ /*************************************************************************/
/* This file is part of: */ /* This file is part of: */
/* GODOT ENGINE */ /* GODOT ENGINE */
@ -31,8 +31,8 @@
// Circular dependency between Vector3 and Basis :/ // Circular dependency between Vector3 and Basis :/
#include "core/math/vector3.h" #include "core/math/vector3.h"
#ifndef MATRIX3_H #ifndef BASIS_H
#define MATRIX3_H #define BASIS_H
#include "core/math/quat.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[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]); 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 "quat.h"
#include "core/math/matrix3.h" #include "core/math/basis.h"
#include "core/print_string.h" #include "core/print_string.h"
// set_euler_xyz expects a vector containing the Euler angles in the format // set_euler_xyz expects a vector containing the Euler angles in the format

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

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

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

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

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

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@ -30,7 +30,7 @@
#include "gdnative/basis.h" #include "gdnative/basis.h"
#include "core/math/matrix3.h" #include "core/math/basis.h"
#include "core/variant.h" #include "core/variant.h"
#ifdef __cplusplus #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; linear_velocity=(p_xform.origin - get_transform().origin)/p_step;
//compute a FAKE angular velocity, not so easy //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; Vector3 axis;
real_t angle; real_t angle;