Unify Node3D RotationOrder with global EulerOrder

This commit is contained in:
Aaron Franke 2022-10-01 21:53:46 -05:00
parent 08d56ac2f1
commit 9225eb461e
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GPG Key ID: 40A1750B977E56BF
4 changed files with 11 additions and 41 deletions

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@ -490,6 +490,7 @@ public:
}
// Only enum classes that need to be bound need this to be defined.
VARIANT_ENUM_CLASS_CONSTRUCTOR(EulerOrder)
VARIANT_ENUM_CLASS_CONSTRUCTOR(JoyAxis)
VARIANT_ENUM_CLASS_CONSTRUCTOR(JoyButton)
VARIANT_ENUM_CLASS_CONSTRUCTOR(Key)

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@ -290,7 +290,7 @@
<member name="rotation_edit_mode" type="int" setter="set_rotation_edit_mode" getter="get_rotation_edit_mode" enum="Node3D.RotationEditMode" default="0">
Specify how rotation (and scale) will be presented in the editor.
</member>
<member name="rotation_order" type="int" setter="set_rotation_order" getter="get_rotation_order" enum="Node3D.RotationOrder" default="2">
<member name="rotation_order" type="int" setter="set_rotation_order" getter="get_rotation_order" enum="EulerOrder" default="2">
Specify the axis rotation order of the [member rotation] property. The final orientation is constructed by rotating the Euler angles in the order specified by this property.
</member>
<member name="scale" type="Vector3" setter="set_scale" getter="get_scale" default="Vector3(1, 1, 1)">
@ -342,17 +342,5 @@
</constant>
<constant name="ROTATION_EDIT_MODE_BASIS" value="2" enum="RotationEditMode">
</constant>
<constant name="ROTATION_ORDER_XYZ" value="0" enum="RotationOrder">
</constant>
<constant name="ROTATION_ORDER_XZY" value="1" enum="RotationOrder">
</constant>
<constant name="ROTATION_ORDER_YXZ" value="2" enum="RotationOrder">
</constant>
<constant name="ROTATION_ORDER_YZX" value="3" enum="RotationOrder">
</constant>
<constant name="ROTATION_ORDER_ZXY" value="4" enum="RotationOrder">
</constant>
<constant name="ROTATION_ORDER_ZYX" value="5" enum="RotationOrder">
</constant>
</constants>
</class>

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@ -392,27 +392,25 @@ Node3D::RotationEditMode Node3D::get_rotation_edit_mode() const {
return data.rotation_edit_mode;
}
void Node3D::set_rotation_order(RotationOrder p_order) {
EulerOrder order = EulerOrder(p_order);
if (data.euler_rotation_order == order) {
void Node3D::set_rotation_order(EulerOrder p_order) {
if (data.euler_rotation_order == p_order) {
return;
}
ERR_FAIL_INDEX(int32_t(order), 6);
ERR_FAIL_INDEX(int32_t(p_order), 6);
bool transform_changed = false;
if (data.dirty & DIRTY_EULER_ROTATION_AND_SCALE) {
_update_rotation_and_scale();
} else if (data.dirty & DIRTY_LOCAL_TRANSFORM) {
data.euler_rotation = Basis::from_euler(data.euler_rotation, data.euler_rotation_order).get_euler_normalized(order);
data.euler_rotation = Basis::from_euler(data.euler_rotation, data.euler_rotation_order).get_euler_normalized(p_order);
transform_changed = true;
} else {
data.dirty |= DIRTY_LOCAL_TRANSFORM;
transform_changed = true;
}
data.euler_rotation_order = order;
data.euler_rotation_order = p_order;
if (transform_changed) {
_propagate_transform_changed(this);
@ -423,8 +421,8 @@ void Node3D::set_rotation_order(RotationOrder p_order) {
notify_property_list_changed(); // Will change the rotation property.
}
Node3D::RotationOrder Node3D::get_rotation_order() const {
return RotationOrder(data.euler_rotation_order);
EulerOrder Node3D::get_rotation_order() const {
return data.euler_rotation_order;
}
void Node3D::set_rotation(const Vector3 &p_euler_rad) {
@ -1042,13 +1040,6 @@ void Node3D::_bind_methods() {
BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_QUATERNION);
BIND_ENUM_CONSTANT(ROTATION_EDIT_MODE_BASIS);
BIND_ENUM_CONSTANT(ROTATION_ORDER_XYZ);
BIND_ENUM_CONSTANT(ROTATION_ORDER_XZY);
BIND_ENUM_CONSTANT(ROTATION_ORDER_YXZ);
BIND_ENUM_CONSTANT(ROTATION_ORDER_YZX);
BIND_ENUM_CONSTANT(ROTATION_ORDER_ZXY);
BIND_ENUM_CONSTANT(ROTATION_ORDER_ZYX);
ADD_GROUP("Transform", "");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform", PROPERTY_HINT_NONE, "suffix:m", PROPERTY_USAGE_NO_EDITOR), "set_transform", "get_transform");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "global_transform", PROPERTY_HINT_NONE, "suffix:m", PROPERTY_USAGE_NONE), "set_global_transform", "get_global_transform");

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@ -61,15 +61,6 @@ public:
ROTATION_EDIT_MODE_BASIS,
};
enum RotationOrder {
ROTATION_ORDER_XYZ,
ROTATION_ORDER_XZY,
ROTATION_ORDER_YXZ,
ROTATION_ORDER_YZX,
ROTATION_ORDER_ZXY,
ROTATION_ORDER_ZYX
};
private:
// For the sake of ease of use, Node3D can operate with Transforms (Basis+Origin), Quaternion/Scale and Euler Rotation/Scale.
// Transform and Quaternion are stored in data.local_transform Basis (so quaternion is not really stored, but converted back/forth from 3x3 matrix on demand).
@ -179,7 +170,7 @@ public:
void set_rotation_edit_mode(RotationEditMode p_mode);
RotationEditMode get_rotation_edit_mode() const;
void set_rotation_order(RotationOrder p_order);
void set_rotation_order(EulerOrder p_order);
void set_rotation(const Vector3 &p_euler_rad);
void set_scale(const Vector3 &p_scale);
@ -188,7 +179,7 @@ public:
Vector3 get_position() const;
RotationOrder get_rotation_order() const;
EulerOrder get_rotation_order() const;
Vector3 get_rotation() const;
Vector3 get_scale() const;
@ -277,6 +268,5 @@ public:
};
VARIANT_ENUM_CAST(Node3D::RotationEditMode)
VARIANT_ENUM_CAST(Node3D::RotationOrder)
#endif // NODE_3D_H