Unify Node3D RotationOrder with global EulerOrder

This commit is contained in:
Aaron Franke
2022-10-01 21:53:46 -05:00
parent 08d56ac2f1
commit 9225eb461e
4 changed files with 11 additions and 41 deletions

View File

@ -61,15 +61,6 @@ public:
ROTATION_EDIT_MODE_BASIS,
};
enum RotationOrder {
ROTATION_ORDER_XYZ,
ROTATION_ORDER_XZY,
ROTATION_ORDER_YXZ,
ROTATION_ORDER_YZX,
ROTATION_ORDER_ZXY,
ROTATION_ORDER_ZYX
};
private:
// For the sake of ease of use, Node3D can operate with Transforms (Basis+Origin), Quaternion/Scale and Euler Rotation/Scale.
// Transform and Quaternion are stored in data.local_transform Basis (so quaternion is not really stored, but converted back/forth from 3x3 matrix on demand).
@ -179,7 +170,7 @@ public:
void set_rotation_edit_mode(RotationEditMode p_mode);
RotationEditMode get_rotation_edit_mode() const;
void set_rotation_order(RotationOrder p_order);
void set_rotation_order(EulerOrder p_order);
void set_rotation(const Vector3 &p_euler_rad);
void set_scale(const Vector3 &p_scale);
@ -188,7 +179,7 @@ public:
Vector3 get_position() const;
RotationOrder get_rotation_order() const;
EulerOrder get_rotation_order() const;
Vector3 get_rotation() const;
Vector3 get_scale() const;
@ -277,6 +268,5 @@ public:
};
VARIANT_ENUM_CAST(Node3D::RotationEditMode)
VARIANT_ENUM_CAST(Node3D::RotationOrder)
#endif // NODE_3D_H