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Replace Vector3.to_diagonal_matrix with Basis.from_scale
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@ -207,6 +207,10 @@ Basis Basis::transposed() const {
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return tr;
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}
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Basis Basis::from_scale(const Vector3 &p_scale) {
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return Basis(p_scale.x, 0, 0, 0, p_scale.y, 0, 0, 0, p_scale.z);
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}
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// Multiplies the matrix from left by the scaling matrix: M -> S.M
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// See the comment for Basis::rotated for further explanation.
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void Basis::scale(const Vector3 &p_scale) {
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@ -246,10 +250,7 @@ void Basis::make_scale_uniform() {
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}
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Basis Basis::scaled_local(const Vector3 &p_scale) const {
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Basis b;
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b.set_diagonal(p_scale);
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return (*this) * b;
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return (*this) * Basis::from_scale(p_scale);
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}
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Vector3 Basis::get_scale_abs() const {
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@ -991,21 +992,23 @@ void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
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}
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void Basis::set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) {
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set_diagonal(p_scale);
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_set_diagonal(p_scale);
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rotate(p_axis, p_phi);
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}
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void Basis::set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale) {
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set_diagonal(p_scale);
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_set_diagonal(p_scale);
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rotate(p_euler);
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}
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void Basis::set_quaternion_scale(const Quaternion &p_quaternion, const Vector3 &p_scale) {
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set_diagonal(p_scale);
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_set_diagonal(p_scale);
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rotate(p_quaternion);
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}
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void Basis::set_diagonal(const Vector3 &p_diag) {
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// This also sets the non-diagonal elements to 0, which is misleading from the
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// name, so we want this method to be private. Use `from_scale` externally.
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void Basis::_set_diagonal(const Vector3 &p_diag) {
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elements[0][0] = p_diag.x;
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elements[0][1] = 0;
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elements[0][2] = 0;
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@ -35,6 +35,9 @@
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#include "core/math/vector3.h"
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class Basis {
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private:
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void _set_diagonal(const Vector3 &p_diag);
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public:
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Vector3 elements[3] = {
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Vector3(1, 0, 0),
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@ -166,8 +169,6 @@ public:
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int get_orthogonal_index() const;
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void set_orthogonal_index(int p_index);
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void set_diagonal(const Vector3 &p_diag);
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bool is_orthogonal() const;
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bool is_diagonal() const;
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bool is_rotation() const;
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@ -254,6 +255,7 @@ public:
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Basis(const Vector3 &p_axis, real_t p_phi) { set_axis_angle(p_axis, p_phi); }
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Basis(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_phi, p_scale); }
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static Basis from_scale(const Vector3 &p_scale);
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_FORCE_INLINE_ Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
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elements[0] = row0;
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@ -115,12 +115,6 @@ Basis Vector3::outer(const Vector3 &p_b) const {
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return Basis(row0, row1, row2);
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}
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Basis Vector3::to_diagonal_matrix() const {
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return Basis(x, 0, 0,
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0, y, 0,
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0, 0, z);
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}
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bool Vector3::is_equal_approx(const Vector3 &p_v) const {
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return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y) && Math::is_equal_approx(z, p_v.z);
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}
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@ -106,7 +106,6 @@ struct Vector3 {
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_FORCE_INLINE_ Vector3 cross(const Vector3 &p_b) const;
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_FORCE_INLINE_ real_t dot(const Vector3 &p_b) const;
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Basis outer(const Vector3 &p_b) const;
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Basis to_diagonal_matrix() const;
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_FORCE_INLINE_ Vector3 abs() const;
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_FORCE_INLINE_ Vector3 floor() const;
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@ -1568,7 +1568,6 @@ static void _register_variant_builtin_methods() {
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bind_method(Vector3, dot, sarray("with"), varray());
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bind_method(Vector3, cross, sarray("with"), varray());
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bind_method(Vector3, outer, sarray("with"), varray());
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bind_method(Vector3, to_diagonal_matrix, sarray(), varray());
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bind_method(Vector3, abs, sarray(), varray());
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bind_method(Vector3, floor, sarray(), varray());
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bind_method(Vector3, ceil, sarray(), varray());
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@ -1732,6 +1731,7 @@ static void _register_variant_builtin_methods() {
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bind_method(Basis, is_equal_approx, sarray("b"), varray());
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bind_method(Basis, get_rotation_quaternion, sarray(), varray());
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bind_static_method(Basis, looking_at, sarray("target", "up"), varray(Vector3(0, 1, 0)));
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bind_static_method(Basis, from_scale, sarray("scale"), varray());
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/* AABB */
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@ -71,6 +71,13 @@
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A negative determinant means the basis has a negative scale. A zero determinant means the basis isn't invertible, and is usually considered invalid.
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</description>
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</method>
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<method name="from_scale" qualifiers="static">
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<return type="Basis" />
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<argument index="0" name="scale" type="Vector3" />
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<description>
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Constructs a pure scale basis matrix with no rotation or shearing. The scale values are set as the diagonal of the matrix, and the other parts of the matrix are zero.
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</description>
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</method>
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<method name="get_euler" qualifiers="const">
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<return type="Vector3" />
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<description>
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@ -412,13 +412,6 @@
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Returns this vector with each component snapped to the nearest multiple of [code]step[/code]. This can also be used to round to an arbitrary number of decimals.
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</description>
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</method>
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<method name="to_diagonal_matrix" qualifiers="const">
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<return type="Basis" />
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<description>
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Returns a diagonal matrix with the vector as main diagonal.
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This is equivalent to a Basis with no rotation or shearing and this vector's components set as the scale.
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</description>
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</method>
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</methods>
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<members>
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<member name="x" type="float" setter="" getter="" default="0.0">
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@ -110,7 +110,7 @@ void Body3DSW::update_mass_properties() {
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real_t mass = area * this->mass / total_area;
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Basis shape_inertia_tensor = shape->get_moment_of_inertia(mass).to_diagonal_matrix();
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Basis shape_inertia_tensor = Basis::from_scale(shape->get_moment_of_inertia(mass));
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Transform3D shape_transform = get_shape_transform(i);
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Basis shape_basis = shape_transform.basis.orthonormalized();
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@ -123,7 +123,7 @@ void Body3DSW::update_mass_properties() {
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// Set the inertia to a valid value when there are no valid shapes.
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if (!inertia_set) {
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inertia_tensor.set_diagonal(Vector3(1.0, 1.0, 1.0));
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inertia_tensor = Basis();
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}
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// Handle partial custom inertia.
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@ -215,7 +215,7 @@ void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &
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} else {
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calculate_inertia = false;
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if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) {
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principal_inertia_axes_local.set_diagonal(Vector3(1.0, 1.0, 1.0));
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principal_inertia_axes_local = Basis();
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_inv_inertia = inertia.inverse();
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_update_transform_dependant();
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}
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@ -301,7 +301,7 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) {
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case PhysicsServer3D::BODY_MODE_DYNAMIC: {
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_inv_mass = mass > 0 ? (1.0 / mass) : 0;
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if (!calculate_inertia) {
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principal_inertia_axes_local.set_diagonal(Vector3(1.0, 1.0, 1.0));
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principal_inertia_axes_local = Basis();
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_inv_inertia = inertia.inverse();
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_update_transform_dependant();
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}
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