Merge pull request #25727 from aaronfranke/matrix3-basis
[Core] Rename Matrix3 file to Basis
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commit
b6e03d927e
11 changed files with 15 additions and 15 deletions
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@ -1,5 +1,5 @@
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/*************************************************************************/
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/* matrix3.cpp */
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/* basis.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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@ -28,7 +28,7 @@
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "matrix3.h"
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#include "basis.h"
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#include "core/math/math_funcs.h"
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#include "core/os/copymem.h"
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@ -1,5 +1,5 @@
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/*************************************************************************/
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/* matrix3.h */
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/* basis.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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@ -31,8 +31,8 @@
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// Circular dependency between Vector3 and Basis :/
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#include "core/math/vector3.h"
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#ifndef MATRIX3_H
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#define MATRIX3_H
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#ifndef BASIS_H
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#define BASIS_H
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#include "core/math/quat.h"
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@ -341,4 +341,4 @@ real_t Basis::determinant() const {
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elements[1][0] * (elements[0][1] * elements[2][2] - elements[2][1] * elements[0][2]) +
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elements[2][0] * (elements[0][1] * elements[1][2] - elements[1][1] * elements[0][2]);
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}
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#endif
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#endif // BASIS_H
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@ -30,7 +30,7 @@
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#include "quat.h"
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#include "core/math/matrix3.h"
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#include "core/math/basis.h"
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#include "core/print_string.h"
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// set_euler_xyz expects a vector containing the Euler angles in the format
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@ -32,7 +32,7 @@
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#define TRANSFORM_H
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#include "core/math/aabb.h"
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#include "core/math/matrix3.h"
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#include "core/math/basis.h"
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#include "core/math/plane.h"
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/**
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@ -30,7 +30,7 @@
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#include "vector3.h"
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#include "core/math/matrix3.h"
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#include "core/math/basis.h"
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void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
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@ -151,7 +151,7 @@ struct Vector3 {
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};
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// Should be included after class definition, otherwise we get circular refs
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#include "core/math/matrix3.h"
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#include "core/math/basis.h"
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Vector3 Vector3::cross(const Vector3 &p_b) const {
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@ -41,8 +41,8 @@
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#include "core/dvector.h"
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#include "core/io/ip_address.h"
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#include "core/math/aabb.h"
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#include "core/math/basis.h"
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#include "core/math/face3.h"
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#include "core/math/matrix3.h"
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#include "core/math/plane.h"
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#include "core/math/quat.h"
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#include "core/math/transform.h"
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@ -30,9 +30,9 @@
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#include "test_math.h"
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#include "core/math/basis.h"
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#include "core/math/camera_matrix.h"
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#include "core/math/math_funcs.h"
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#include "core/math/matrix3.h"
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#include "core/math/transform.h"
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#include "core/os/file_access.h"
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#include "core/os/keyboard.h"
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@ -31,7 +31,7 @@
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#ifndef BULLET_TYPES_CONVERTER_H
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#define BULLET_TYPES_CONVERTER_H
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#include "core/math/matrix3.h"
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#include "core/math/basis.h"
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#include "core/math/transform.h"
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#include "core/math/vector3.h"
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#include "core/typedefs.h"
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@ -30,7 +30,7 @@
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#include "gdnative/basis.h"
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#include "core/math/matrix3.h"
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#include "core/math/basis.h"
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#include "core/variant.h"
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#ifdef __cplusplus
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@ -652,7 +652,7 @@ void BodySW::simulate_motion(const Transform& p_xform,real_t p_step) {
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linear_velocity=(p_xform.origin - get_transform().origin)/p_step;
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//compute a FAKE angular velocity, not so easy
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Matrix3 rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized();
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Basis rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized();
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Vector3 axis;
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real_t angle;
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