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authorreduz <reduzio@gmail.com>2021-10-21 13:38:20 -0300
committerreduz <reduzio@gmail.com>2021-10-25 14:34:00 -0300
commitd03b7fbe090dca1f9ea4190116ac0efbee37e929 (patch)
tree5d7db71d15925908cf87483526e6716cba0bef65 /core/variant/variant.cpp
parent5ff0624a073fe580b7f26b94f6e242462b67bc2a (diff)
downloadredot-engine-d03b7fbe090dca1f9ea4190116ac0efbee37e929.tar.gz
Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
Diffstat (limited to 'core/variant/variant.cpp')
-rw-r--r--core/variant/variant.cpp4
1 files changed, 0 insertions, 4 deletions
diff --git a/core/variant/variant.cpp b/core/variant/variant.cpp
index 3214fc125d..81428caca1 100644
--- a/core/variant/variant.cpp
+++ b/core/variant/variant.cpp
@@ -313,7 +313,6 @@ bool Variant::can_convert(Variant::Type p_type_from, Variant::Type p_type_to) {
case BASIS: {
static const Type valid[] = {
QUATERNION,
- VECTOR3,
NIL
};
@@ -620,7 +619,6 @@ bool Variant::can_convert_strict(Variant::Type p_type_from, Variant::Type p_type
case BASIS: {
static const Type valid[] = {
QUATERNION,
- VECTOR3,
NIL
};
@@ -1889,8 +1887,6 @@ Variant::operator Basis() const {
return *_data._basis;
} else if (type == QUATERNION) {
return *reinterpret_cast<const Quaternion *>(_data._mem);
- } else if (type == VECTOR3) {
- return Basis(*reinterpret_cast<const Vector3 *>(_data._mem));
} else if (type == TRANSFORM3D) { // unexposed in Variant::can_convert?
return _data._transform3d->basis;
} else {