Basis constructor: row vectors -> column vectors
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@ -238,10 +238,8 @@ struct _NO_DISCARD_ Basis {
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Basis(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_angle, p_scale); }
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static Basis from_scale(const Vector3 &p_scale);
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_FORCE_INLINE_ Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
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rows[0] = row0;
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rows[1] = row1;
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rows[2] = row2;
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_FORCE_INLINE_ Basis(const Vector3 &p_x_axis, const Vector3 &p_y_axis, const Vector3 &p_z_axis) {
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set_columns(p_x_axis, p_y_axis, p_z_axis);
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}
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_FORCE_INLINE_ Basis() {}
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@ -134,11 +134,11 @@ Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *sign) {
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}
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Basis Vector3::outer(const Vector3 &p_with) const {
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Vector3 row0(x * p_with.x, x * p_with.y, x * p_with.z);
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Vector3 row1(y * p_with.x, y * p_with.y, y * p_with.z);
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Vector3 row2(z * p_with.x, z * p_with.y, z * p_with.z);
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return Basis(row0, row1, row2);
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Basis basis;
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basis.rows[0] = Vector3(x * p_with.x, x * p_with.y, x * p_with.z);
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basis.rows[1] = Vector3(y * p_with.x, y * p_with.y, y * p_with.z);
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basis.rows[2] = Vector3(z * p_with.x, z * p_with.y, z * p_with.z);
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return basis;
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}
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bool Vector3::is_equal_approx(const Vector3 &p_v) const {
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@ -426,7 +426,9 @@ PhysicalBone3D *Skeleton3DEditor::create_physical_bone(int bone_id, int bone_chi
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bone_shape->set_name("CollisionShape3D");
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Transform3D capsule_transform;
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capsule_transform.basis = Basis(Vector3(1, 0, 0), Vector3(0, 0, 1), Vector3(0, -1, 0));
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capsule_transform.basis.rows[0] = Vector3(1, 0, 0);
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capsule_transform.basis.rows[1] = Vector3(0, 0, 1);
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capsule_transform.basis.rows[2] = Vector3(0, -1, 0);
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bone_shape->set_transform(capsule_transform);
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/// Get an up vector not collinear with child rest origin
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