Merge pull request #86742 from paulloz/doc/dotnet-basis-examples
Add C# examples in `Basis.xml`
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179dfdc8d7
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@ -71,12 +71,20 @@
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<param index="1" name="order" type="int" default="2" />
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<description>
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Constructs a pure rotation Basis matrix from Euler angles in the specified Euler rotation order. By default, use YXZ order (most common). See the [enum EulerOrder] enum for possible values.
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[codeblock]
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[codeblocks]
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[gdscript]
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# Creates a Basis whose z axis points down.
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var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0))
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print(my_basis.z) # Prints (0, -1, 0).
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[/codeblock]
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[/gdscript]
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[csharp]
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// Creates a Basis whose z axis points down.
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var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f));
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GD.Print(myBasis.Z); // Prints (0, -1, 0).
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="from_scale" qualifiers="static">
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@ -84,13 +92,22 @@
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<param index="0" name="scale" type="Vector3" />
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<description>
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Constructs a pure scale basis matrix with no rotation or shearing. The scale values are set as the diagonal of the matrix, and the other parts of the matrix are zero.
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[codeblock]
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[codeblocks]
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[gdscript]
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var my_basis = Basis.from_scale(Vector3(2, 4, 8))
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print(my_basis.x) # Prints (2, 0, 0).
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print(my_basis.y) # Prints (0, 4, 0).
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print(my_basis.z) # Prints (0, 0, 8).
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[/codeblock]
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[/gdscript]
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[csharp]
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var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f));
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GD.Print(myBasis.X); // Prints (2, 0, 0).
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GD.Print(myBasis.Y); // Prints (0, 4, 0).
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GD.Print(myBasis.Z); // Prints (0, 0, 8).
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="get_euler" qualifiers="const">
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@ -111,7 +128,8 @@
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<return type="Vector3" />
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<description>
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Assuming that the matrix is the combination of a rotation and scaling, return the absolute value of scaling factors along each axis.
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[codeblock]
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[codeblocks]
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[gdscript]
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var my_basis = Basis(
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Vector3(2, 0, 0),
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Vector3(0, 4, 0),
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@ -122,7 +140,20 @@
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my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4)
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print(my_basis.get_scale()) # Prints (2, 4, 8).
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[/codeblock]
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[/gdscript]
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[csharp]
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var myBasis = new Basis(
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Vector3(2.0f, 0.0f, 0.0f),
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Vector3(0.0f, 4.0f, 0.0f),
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Vector3(0.0f, 0.0f, 8.0f)
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);
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// Rotating the Basis in any way preserves its scale.
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myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f);
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myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f);
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GD.Print(myBasis.Scale); // Prints (2, 4, 8).
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="inverse" qualifiers="const">
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@ -165,14 +196,25 @@
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<return type="Basis" />
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<description>
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Returns the orthonormalized version of the matrix (useful to call from time to time to avoid rounding error for orthogonal matrices). This performs a Gram-Schmidt orthonormalization on the basis of the matrix.
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[codeblock]
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[codeblocks]
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[gdscript]
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# Rotate this Node3D every frame.
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func _process(delta):
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basis = basis.rotated(Vector3.UP, TAU * delta)
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basis = basis.rotated(Vector3.RIGHT, TAU * delta)
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basis = basis.orthonormalized()
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[/codeblock]
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[/gdscript]
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[csharp]
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// Rotate this Node3D every frame.
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public override void _Process(double delta)
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{
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Basis = Basis.Rotated(Vector3.Up, Mathf.Tau * (float)delta)
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.Rotated(Vector3.Right, Mathf.Tau * (float)delta)
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.Orthonormalized();
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}
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="rotated" qualifiers="const">
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@ -181,14 +223,24 @@
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<param index="1" name="angle" type="float" />
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<description>
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Introduce an additional rotation around the given axis by [param angle] (in radians). The axis must be a normalized vector.
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[codeblock]
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[codeblocks]
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[gdscript]
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var my_basis = Basis.IDENTITY
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var angle = TAU / 2
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my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up axis (yaw)
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my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right axis (pitch)
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my_basis = my_basis.rotated(Vector3.BACK, angle) # Rotate around the back axis (roll)
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[/codeblock]
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my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up axis (yaw).
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my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right axis (pitch).
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my_basis = my_basis.rotated(Vector3.BACK, angle) # Rotate around the back axis (roll).
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[/gdscript]
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[csharp]
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var myBasis = Basis.Identity;
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var angle = Mathf.Tau / 2.0f;
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myBasis = myBasis.Rotated(Vector3.Up, angle); // Rotate around the up axis (yaw).
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myBasis = myBasis.Rotated(Vector3.Right, angle); // Rotate around the right axis (pitch).
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myBasis = myBasis.Rotated(Vector3.Back, angle); // Rotate around the back axis (roll).
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="scaled" qualifiers="const">
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@ -196,7 +248,8 @@
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<param index="0" name="scale" type="Vector3" />
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<description>
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Introduce an additional scaling specified by the given 3D scaling factor.
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[codeblock]
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[codeblocks]
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[gdscript]
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var my_basis = Basis(
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Vector3(1, 1, 1),
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Vector3(2, 2, 2),
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@ -207,7 +260,20 @@
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print(my_basis.x) # Prints (0, 2, -2).
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print(my_basis.y) # Prints (0, 4, -4).
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print(my_basis.z) # Prints (0, 6, -6).
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[/codeblock]
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[/gdscript]
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[csharp]
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var myBasis = new Basis(
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new Vector3(1.0f, 1.0f, 1.0f),
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new Vector3(2.0f, 2.0f, 2.0f),
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new Vector3(3.0f, 3.0f, 3.0f)
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);
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myBasis = myBasis.Scaled(new Vector3(0.0f, 2.0f, -2.0f));
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GD.Print(myBasis.X); // Prints (0, 2, -2).
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GD.Print(myBasis.Y); // Prints (0, 4, -4).
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GD.Print(myBasis.Z); // Prints (0, 6, -6).
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="slerp" qualifiers="const">
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@ -243,7 +309,8 @@
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<return type="Basis" />
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<description>
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Returns the transposed version of the matrix.
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[codeblock]
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[codeblocks]
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[gdscript]
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var my_basis = Basis(
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Vector3(1, 2, 3),
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Vector3(4, 5, 6),
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@ -254,7 +321,20 @@
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print(my_basis.x) # Prints (1, 4, 7).
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print(my_basis.y) # Prints (2, 5, 8).
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print(my_basis.z) # Prints (3, 6, 9).
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[/codeblock]
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[/gdscript]
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[csharp]
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var myBasis = new Basis(
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new Vector3(1.0f, 2.0f, 3.0f),
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new Vector3(4.0f, 5.0f, 6.0f),
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new Vector3(7.0f, 8.0f, 9.0f)
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);
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myBasis = myBasis.Transposed();
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GD.Print(myBasis.X); // Prints (1, 4, 7).
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GD.Print(myBasis.Y); // Prints (2, 5, 8).
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GD.Print(myBasis.Z); // Prints (3, 6, 9).
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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</methods>
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