C#: Replace calls to old of old Basis(Vec3,Vec3,Vec3) constructor
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3 changed files with 21 additions and 16 deletions
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@ -13,9 +13,9 @@ namespace Godot
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{
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private static readonly Basis identity = new Basis
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(
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new Vector3(1f, 0f, 0f),
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new Vector3(0f, 1f, 0f),
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new Vector3(0f, 0f, 1f)
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1f, 0f, 0f,
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0f, 1f, 0f,
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0f, 0f, 1f
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);
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private static readonly Basis[] orthoBases = {
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@ -159,9 +159,9 @@ namespace Godot
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{
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return new Basis
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(
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new Vector3(xAxis.x, yAxis.x, zAxis.x),
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new Vector3(xAxis.y, yAxis.y, zAxis.y),
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new Vector3(xAxis.z, yAxis.z, zAxis.z)
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xAxis.x, yAxis.x, zAxis.x,
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xAxis.y, yAxis.y, zAxis.y,
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xAxis.z, yAxis.z, zAxis.z
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);
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}
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@ -535,12 +535,17 @@ namespace Godot
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public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
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{
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x = xAxis;
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y = yAxis;
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z = zAxis;
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_x = new Vector3(xAxis.x, yAxis.x, zAxis.x);
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_y = new Vector3(xAxis.y, yAxis.y, zAxis.y);
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_z = new Vector3(xAxis.z, yAxis.z, zAxis.z);
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// Same as:
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// SetAxis(0, xAxis);
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// SetAxis(1, yAxis);
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// SetAxis(2, zAxis);
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// We need to assign the struct fields so we can't do that...
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}
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public Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz)
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internal Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz)
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{
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_x = new Vector3(xx, xy, xz);
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_y = new Vector3(yx, yy, yz);
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@ -124,9 +124,9 @@ namespace Godot
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// Constants
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private static readonly Transform _identity = new Transform(Basis.Identity, Vector3.Zero);
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private static readonly Transform _flipX = new Transform(new Basis(new Vector3(-1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, 1)), Vector3.Zero);
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private static readonly Transform _flipY = new Transform(new Basis(new Vector3(1, 0, 0), new Vector3(0, -1, 0), new Vector3(0, 0, 1)), Vector3.Zero);
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private static readonly Transform _flipZ = new Transform(new Basis(new Vector3(1, 0, 0), new Vector3(0, 1, 0), new Vector3(0, 0, -1)), Vector3.Zero);
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private static readonly Transform _flipX = new Transform(new Basis(-1, 0, 0, 0, 1, 0, 0, 0, 1), Vector3.Zero);
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private static readonly Transform _flipY = new Transform(new Basis(1, 0, 0, 0, -1, 0, 0, 0, 1), Vector3.Zero);
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private static readonly Transform _flipZ = new Transform(new Basis(1, 0, 0, 0, 1, 0, 0, 0, -1), Vector3.Zero);
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public static Transform Identity { get { return _identity; } }
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public static Transform FlipX { get { return _flipX; } }
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@ -204,9 +204,9 @@ namespace Godot
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public Basis Outer(Vector3 b)
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{
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return new Basis(
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new Vector3(x * b.x, x * b.y, x * b.z),
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new Vector3(y * b.x, y * b.y, y * b.z),
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new Vector3(z * b.x, z * b.y, z * b.z)
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x * b.x, x * b.y, x * b.z,
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y * b.x, y * b.y, y * b.z,
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z * b.x, z * b.y, z * b.z
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);
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}
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