Merge pull request #997 from asmaloney/fix-shadow-eulerorder
Fix a shadowed enum (EulerOrder)pull/1000/head
commit
cf3d995e8c
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@ -31,6 +31,7 @@
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#ifndef GODOT_BASIS_HPP
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#define GODOT_BASIS_HPP
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#include <godot_cpp/classes/global_constants.hpp>
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#include <godot_cpp/variant/quaternion.hpp>
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#include <godot_cpp/variant/vector3.hpp>
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@ -58,15 +59,6 @@ struct _NO_DISCARD_ Basis {
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_FORCE_INLINE_ real_t determinant() const;
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enum EulerOrder {
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EULER_ORDER_XYZ,
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EULER_ORDER_XZY,
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EULER_ORDER_YXZ,
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EULER_ORDER_YZX,
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EULER_ORDER_ZXY,
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EULER_ORDER_ZYX
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};
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void from_z(const Vector3 &p_z);
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void rotate(const Vector3 &p_axis, real_t p_angle);
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@ -46,7 +46,7 @@ real_t Quaternion::angle_to(const Quaternion &p_to) const {
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// This implementation uses XYZ convention (Z is the first rotation).
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Vector3 Quaternion::get_euler_xyz() const {
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Basis m(*this);
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return m.get_euler(Basis::EULER_ORDER_XYZ);
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return m.get_euler(EULER_ORDER_XYZ);
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}
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// get_euler_yxz returns a vector containing the Euler angles in the format
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@ -58,7 +58,7 @@ Vector3 Quaternion::get_euler_yxz() const {
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ERR_FAIL_COND_V_MSG(!is_normalized(), Vector3(0, 0, 0), "The quaternion must be normalized.");
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#endif
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Basis m(*this);
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return m.get_euler(Basis::EULER_ORDER_YXZ);
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return m.get_euler(EULER_ORDER_YXZ);
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}
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void Quaternion::operator*=(const Quaternion &p_q) {
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