Mono: Basis constructor for euler parameter
(cherry picked from commit c26d30986a
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@ -446,6 +446,26 @@ namespace Godot
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_z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
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_z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
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}
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}
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public Basis(Vector3 euler)
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{
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real_t c;
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real_t s;
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c = Mathf.Cos(euler.x);
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s = Mathf.Sin(euler.x);
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var xmat = new Basis((real_t)1.0, (real_t)0.0, (real_t)0.0, (real_t)0.0, c, -s, (real_t)0.0, s, c);
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c = Mathf.Cos(euler.y);
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s = Mathf.Sin(euler.y);
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var ymat = new Basis(c, (real_t)0.0, s, (real_t)0.0, (real_t)1.0, (real_t)0.0, -s, (real_t)0.0, c);
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c = Mathf.Cos(euler.z);
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s = Mathf.Sin(euler.z);
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var zmat = new Basis(c, -s, (real_t)0.0, s, c, (real_t)0.0, (real_t)0.0, (real_t)0.0, (real_t)1.0);
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this = ymat * xmat * zmat;
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}
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public Basis(Vector3 axis, real_t phi)
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public Basis(Vector3 axis, real_t phi)
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{
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{
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var axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
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var axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
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