Merge pull request #481 from Zylann/vec_constants
Added missing constants to Vector2, Vector3, Basis and Quat
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@@ -7,6 +7,11 @@
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namespace godot {
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const Basis Basis::IDENTITY = Basis();
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const Basis Basis::FLIP_X = Basis(-1, 0, 0, 0, 1, 0, 0, 0, 1);
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const Basis Basis::FLIP_Y = Basis(1, 0, 0, 0, -1, 0, 0, 0, 1);
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const Basis Basis::FLIP_Z = Basis(1, 0, 0, 0, 1, 0, 0, 0, -1);
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Basis::Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
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elements[0] = row0;
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elements[1] = row1;
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@@ -7,6 +7,8 @@
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namespace godot {
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const Quat Quat::IDENTITY = Quat();
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// set_euler_xyz expects a vector containing the Euler angles in the format
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// (ax,ay,az), where ax is the angle of rotation around x axis,
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// and similar for other axes.
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@@ -9,6 +9,11 @@
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namespace godot {
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const Transform Transform::IDENTITY = Transform();
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const Transform Transform::FLIP_X = Transform(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0);
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const Transform Transform::FLIP_Y = Transform(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0);
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const Transform Transform::FLIP_Z = Transform(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0);
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Transform Transform::inverse_xform(const Transform &t) const {
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Vector3 v = t.origin - origin;
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@@ -7,6 +7,10 @@
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namespace godot {
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const Transform2D Transform2D::IDENTITY;
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const Transform2D Transform2D::FLIP_X = Transform2D(-1, 0, 0, 1, 0, 0);
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const Transform2D Transform2D::FLIP_Y = Transform2D(1, 0, 0, -1, 0, 0);
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Transform2D::Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
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elements[0][0] = xx;
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@@ -6,6 +6,15 @@
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namespace godot {
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const Vector2 Vector2::ZERO;
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const Vector2 Vector2::ONE;
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const Vector2 Vector2::INF;
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const Vector2 Vector2::LEFT = Vector2(-1, 0);
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const Vector2 Vector2::RIGHT = Vector2(1, 0);
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const Vector2 Vector2::UP = Vector2(0, -1);
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const Vector2 Vector2::DOWN = Vector2(0, 1);
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bool Vector2::operator==(const Vector2 &p_vec2) const {
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return x == p_vec2.x && y == p_vec2.y;
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}
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@@ -8,6 +8,17 @@
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namespace godot {
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const Vector3 Vector3::ZERO = Vector3();
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const Vector3 Vector3::ONE = Vector3();
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const Vector3 Vector3::INF = Vector3(INFINITY, INFINITY, INFINITY);
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const Vector3 Vector3::LEFT = Vector3(-1, 0, 0);
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const Vector3 Vector3::RIGHT = Vector3(1, 0, 0);
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const Vector3 Vector3::UP = Vector3(0, 1, 0);
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const Vector3 Vector3::DOWN = Vector3(0, -1, 0);
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const Vector3 Vector3::FORWARD = Vector3(0, 0, -1);
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const Vector3 Vector3::BACK = Vector3(0, 0, 1);
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bool Vector3::operator<(const Vector3 &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y)
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