Fix mono basis GetEuler bug and marshalling/unmarshalling
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a8d8c06753
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@ -47,9 +47,27 @@ namespace Godot
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new Basis(0f, -1f, 0f, 0f, 0f, -1f, 1f, 0f, 0f)
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};
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public Vector3 x;
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public Vector3 y;
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public Vector3 z;
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public Vector3 x
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{
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get => GetAxis(0);
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set => SetAxis(0, value);
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}
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public Vector3 y
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{
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get => GetAxis(1);
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set => SetAxis(1, value);
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}
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public Vector3 z
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{
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get => GetAxis(2);
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set => SetAxis(2, value);
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}
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private Vector3 _x;
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private Vector3 _y;
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private Vector3 _z;
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public static Basis Identity
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{
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@ -76,11 +94,11 @@ namespace Godot
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switch (index)
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{
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case 0:
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return x;
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return _x;
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case 1:
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return y;
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return _y;
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case 2:
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return z;
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return _z;
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default:
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throw new IndexOutOfRangeException();
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}
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@ -90,13 +108,13 @@ namespace Godot
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switch (index)
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{
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case 0:
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x = value;
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_x = value;
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return;
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case 1:
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y = value;
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_y = value;
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return;
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case 2:
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z = value;
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_z = value;
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return;
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default:
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throw new IndexOutOfRangeException();
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@ -111,11 +129,11 @@ namespace Godot
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switch (index)
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{
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case 0:
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return x[axis];
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return _x[axis];
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case 1:
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return y[axis];
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return _y[axis];
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case 2:
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return z[axis];
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return _z[axis];
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default:
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throw new IndexOutOfRangeException();
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}
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@ -125,13 +143,13 @@ namespace Godot
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switch (index)
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{
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case 0:
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x[axis] = value;
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_x[axis] = value;
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return;
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case 1:
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y[axis] = value;
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_y[axis] = value;
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return;
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case 2:
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z[axis] = value;
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_z[axis] = value;
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return;
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default:
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throw new IndexOutOfRangeException();
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@ -161,6 +179,13 @@ namespace Godot
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return new Vector3(this[0, axis], this[1, axis], this[2, axis]);
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}
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public void SetAxis(int axis, Vector3 value)
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{
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this[0, axis] = value.x;
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this[1, axis] = value.y;
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this[2, axis] = value.z;
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}
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public Vector3 GetEuler()
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{
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Basis m = this.Orthonormalized();
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@ -168,7 +193,7 @@ namespace Godot
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Vector3 euler;
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euler.z = 0.0f;
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real_t mxy = m.y[2];
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real_t mxy = m[1, 2];
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if (mxy < 1.0f)
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@ -176,19 +201,19 @@ namespace Godot
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if (mxy > -1.0f)
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{
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euler.x = Mathf.Asin(-mxy);
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euler.y = Mathf.Atan2(m.x[2], m.z[2]);
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euler.z = Mathf.Atan2(m.y[0], m.y[1]);
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euler.y = Mathf.Atan2(m[0, 2], m[2, 2]);
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euler.z = Mathf.Atan2(m[1, 0], m[1, 1]);
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}
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else
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{
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euler.x = Mathf.PI * 0.5f;
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euler.y = -Mathf.Atan2(-m.x[1], m.x[0]);
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euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
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}
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}
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else
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{
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euler.x = -Mathf.PI * 0.5f;
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euler.y = -Mathf.Atan2(m.x[1], m.x[0]);
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euler.y = -Mathf.Atan2(-m[0, 1], m[0, 0]);
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}
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return euler;
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@ -357,48 +382,47 @@ namespace Godot
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}
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public Quat Quat() {
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real_t trace = x[0] + y[1] + z[2];
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real_t trace = _x[0] + _y[1] + _z[2];
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if (trace > 0.0f) {
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real_t s = Mathf.Sqrt(trace + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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(z[1] - y[2]) * inv_s,
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(x[2] - z[0]) * inv_s,
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(y[0] - x[1]) * inv_s,
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(_z[1] - _y[2]) * inv_s,
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(_x[2] - _z[0]) * inv_s,
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(_y[0] - _x[1]) * inv_s,
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s * 0.25f
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);
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} else if (x[0] > y[1] && x[0] > z[2]) {
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real_t s = Mathf.Sqrt(x[0] - y[1] - z[2] + 1.0f) * 2f;
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} else if (_x[0] > _y[1] && _x[0] > _z[2]) {
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real_t s = Mathf.Sqrt(_x[0] - _y[1] - _z[2] + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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s * 0.25f,
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(x[1] + y[0]) * inv_s,
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(x[2] + z[0]) * inv_s,
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(z[1] - y[2]) * inv_s
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(_x[1] + _y[0]) * inv_s,
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(_x[2] + _z[0]) * inv_s,
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(_z[1] - _y[2]) * inv_s
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);
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} else if (y[1] > z[2]) {
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real_t s = Mathf.Sqrt(-x[0] + y[1] - z[2] + 1.0f) * 2f;
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} else if (_y[1] > _z[2]) {
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real_t s = Mathf.Sqrt(-_x[0] + _y[1] - _z[2] + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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(x[1] + y[0]) * inv_s,
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(_x[1] + _y[0]) * inv_s,
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s * 0.25f,
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(y[2] + z[1]) * inv_s,
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(x[2] - z[0]) * inv_s
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(_y[2] + _z[1]) * inv_s,
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(_x[2] - _z[0]) * inv_s
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);
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} else {
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real_t s = Mathf.Sqrt(-x[0] - y[1] + z[2] + 1.0f) * 2f;
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real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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return new Quat(
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(x[2] + z[0]) * inv_s,
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(y[2] + z[1]) * inv_s,
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(_x[2] + _z[0]) * inv_s,
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(_y[2] + _z[1]) * inv_s,
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s * 0.25f,
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(y[0] - x[1]) * inv_s
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(_y[0] - _x[1]) * inv_s
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);
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}
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}
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// Constructors
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public Basis(Quat quat)
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{
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real_t s = 2.0f / quat.LengthSquared();
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@ -416,9 +440,9 @@ namespace Godot
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real_t yz = quat.y * zs;
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real_t zz = quat.z * zs;
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this.x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
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this.y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
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this.z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
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this._x = new Vector3(1.0f - (yy + zz), xy - wz, xz + wy);
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this._y = new Vector3(xy + wz, 1.0f - (xx + zz), yz - wx);
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this._z = new Vector3(xz - wy, yz + wx, 1.0f - (xx + yy));
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}
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public Basis(Vector3 axis, real_t phi)
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@ -428,21 +452,21 @@ namespace Godot
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real_t cosine = Mathf.Cos( (real_t)phi);
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real_t sine = Mathf.Sin( (real_t)phi);
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this.x = new Vector3
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this._x = new Vector3
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(
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axis_sq.x + cosine * (1.0f - axis_sq.x),
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axis.x * axis.y * (1.0f - cosine) - axis.z * sine,
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axis.z * axis.x * (1.0f - cosine) + axis.y * sine
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);
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this.y = new Vector3
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this._y = new Vector3
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(
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axis.x * axis.y * (1.0f - cosine) + axis.z * sine,
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axis_sq.y + cosine * (1.0f - axis_sq.y),
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axis.y * axis.z * (1.0f - cosine) - axis.x * sine
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);
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this.z = new Vector3
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this._z = new Vector3
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(
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axis.z * axis.x * (1.0f - cosine) - axis.y * sine,
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axis.y * axis.z * (1.0f - cosine) + axis.x * sine,
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@ -452,16 +476,16 @@ namespace Godot
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public Basis(Vector3 xAxis, Vector3 yAxis, Vector3 zAxis)
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{
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this.x = xAxis;
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this.y = yAxis;
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this.z = zAxis;
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this._x = xAxis;
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this._y = yAxis;
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this._z = zAxis;
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}
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public Basis(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)
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{
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this.x = new Vector3(xx, yx, zx);
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this.y = new Vector3(xy, yy, zy);
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this.z = new Vector3(xz, yz, zz);
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this._x = new Vector3(xx, xy, xz);
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this._y = new Vector3(yx, yy, yz);
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this._z = new Vector3(zx, zy, zz);
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}
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public static Basis operator *(Basis left, Basis right)
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@ -496,21 +520,21 @@ namespace Godot
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public bool Equals(Basis other)
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{
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return x.Equals(other.x) && y.Equals(other.y) && z.Equals(other.z);
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return _x.Equals(other[0]) && _y.Equals(other[1]) && _z.Equals(other[2]);
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}
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public override int GetHashCode()
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{
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return x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode();
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return _x.GetHashCode() ^ _y.GetHashCode() ^ _z.GetHashCode();
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}
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public override string ToString()
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{
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return String.Format("({0}, {1}, {2})", new object[]
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{
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this.x.ToString(),
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this.y.ToString(),
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this.z.ToString()
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this._x.ToString(),
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this._y.ToString(),
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this._z.ToString()
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});
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}
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@ -518,9 +542,9 @@ namespace Godot
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{
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return String.Format("({0}, {1}, {2})", new object[]
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{
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this.x.ToString(format),
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this.y.ToString(format),
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this.z.ToString(format)
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this._x.ToString(format),
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this._y.ToString(format),
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this._z.ToString(format)
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});
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}
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}
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@ -195,13 +195,13 @@ Dictionary mono_object_to_Dictionary(MonoObject *p_dict);
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// Transform
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#define MARSHALLED_OUT_Transform(m_in, m_out) real_t m_out[12] = { \
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m_in.basis[0].x, m_in.basis[1].x, m_in.basis[2].x, \
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m_in.basis[0].y, m_in.basis[1].y, m_in.basis[2].y, \
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m_in.basis[0].z, m_in.basis[1].z, m_in.basis[2].z, \
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m_in.basis[0].x, m_in.basis[0].y, m_in.basis[0].z, \
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m_in.basis[1].x, m_in.basis[1].y, m_in.basis[1].z, \
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m_in.basis[2].x, m_in.basis[2].y, m_in.basis[2].z, \
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m_in.origin.x, m_in.origin.y, m_in.origin.z \
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};
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#define MARSHALLED_IN_Transform(m_in, m_out) Transform m_out( \
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Basis(m_in[0], m_in[3], m_in[6], m_in[1], m_in[4], m_in[7], m_in[2], m_in[5], m_in[8]), \
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Basis(m_in[0], m_in[1], m_in[2], m_in[3], m_in[4], m_in[5], m_in[6], m_in[7], m_in[8]), \
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Vector3(m_in[9], m_in[10], m_in[11]));
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// AABB
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