Merge pull request #481 from Zylann/vec_constants
Added missing constants to Vector2, Vector3, Basis and Quat
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@@ -13,6 +13,11 @@ class Quat;
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class Basis {
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private:
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static const Basis IDENTITY;
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static const Basis FLIP_X;
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static const Basis FLIP_Y;
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static const Basis FLIP_Z;
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// This helper template is for mimicking the behavior difference between the engine
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// and script interfaces that logically script sees matrices as column major, while
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// the engine stores them in row major to efficiently take advantage of SIMD
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@@ -11,6 +11,8 @@ namespace godot {
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class Quat {
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public:
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static const Quat IDENTITY;
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real_t x, y, z, w;
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real_t length_squared() const;
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@@ -10,6 +10,11 @@ namespace godot {
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class Transform {
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public:
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static const Transform IDENTITY;
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static const Transform FLIP_X;
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static const Transform FLIP_Y;
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static const Transform FLIP_Z;
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Basis basis;
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Vector3 origin;
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@@ -10,6 +10,10 @@ typedef Vector2 Size2;
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struct Rect2;
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struct Transform2D {
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static const Transform2D IDENTITY;
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static const Transform2D FLIP_X;
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static const Transform2D FLIP_Y;
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// Warning #1: basis of Transform2D is stored differently from Basis. In terms of elements array, the basis matrix looks like "on paper":
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// M = (elements[0][0] elements[1][0])
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// (elements[0][1] elements[1][1])
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@@ -12,6 +12,21 @@ namespace godot {
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class String;
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struct Vector2 {
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enum Axis {
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AXIS_X = 0,
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AXIS_Y,
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AXIS_COUNT
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};
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static const Vector2 ZERO;
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static const Vector2 ONE;
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static const Vector2 INF;
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// Coordinate system of the 2D engine
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static const Vector2 LEFT;
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static const Vector2 RIGHT;
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static const Vector2 UP;
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static const Vector2 DOWN;
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union {
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real_t x;
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@@ -19,8 +19,21 @@ struct Vector3 {
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AXIS_X,
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AXIS_Y,
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AXIS_Z,
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AXIS_COUNT
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};
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static const Vector3 ZERO;
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static const Vector3 ONE;
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static const Vector3 INF;
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// Coordinate system of the 3D engine
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static const Vector3 LEFT;
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static const Vector3 RIGHT;
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static const Vector3 UP;
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static const Vector3 DOWN;
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static const Vector3 FORWARD;
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static const Vector3 BACK;
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union {
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struct {
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real_t x;
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