Merge pull request #997 from asmaloney/fix-shadow-eulerorder

Fix a shadowed enum (EulerOrder)
pull/1000/head
Rémi Verschelde 2023-01-18 18:36:21 +01:00 committed by GitHub
commit cf3d995e8c
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2 changed files with 3 additions and 11 deletions

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