[Core] Codestyle improvements to math types
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@ -102,10 +102,10 @@ struct _NO_DISCARD_ Transform3D {
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void operator*=(const Transform3D &p_transform);
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Transform3D operator*(const Transform3D &p_transform) const;
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void operator*=(const real_t p_val);
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Transform3D operator*(const real_t p_val) const;
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void operator/=(const real_t p_val);
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Transform3D operator/(const real_t p_val) const;
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void operator*=(real_t p_val);
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Transform3D operator*(real_t p_val) const;
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void operator/=(real_t p_val);
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Transform3D operator/(real_t p_val) const;
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Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const;
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@ -115,11 +115,11 @@ struct _NO_DISCARD_ Transform3D {
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basis.xform(v));
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}
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void set(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, real_t tx, real_t ty, real_t tz) {
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basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
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origin.x = tx;
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origin.y = ty;
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origin.z = tz;
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void set(real_t p_xx, real_t p_xy, real_t p_xz, real_t p_yx, real_t p_yy, real_t p_yz, real_t p_zx, real_t p_zy, real_t p_zz, real_t p_tx, real_t p_ty, real_t p_tz) {
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basis.set(p_xx, p_xy, p_xz, p_yx, p_yy, p_yz, p_zx, p_zy, p_zz);
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origin.x = p_tx;
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origin.y = p_ty;
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origin.z = p_tz;
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}
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operator String() const;
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@ -127,7 +127,7 @@ struct _NO_DISCARD_ Transform3D {
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Transform3D() {}
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Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3());
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Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin);
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Transform3D(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, real_t ox, real_t oy, real_t oz);
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Transform3D(real_t p_xx, real_t p_xy, real_t p_xz, real_t p_yx, real_t p_yy, real_t p_yz, real_t p_zx, real_t p_zy, real_t p_zz, real_t p_ox, real_t p_oy, real_t p_oz);
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};
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_FORCE_INLINE_ Vector3 Transform3D::xform(const Vector3 &p_vector) const {
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