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Rename center
method to get_center
in Plane.
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@ -748,7 +748,7 @@ Geometry3D::MeshData Geometry3D::build_convex_mesh(const Vector<Plane> &p_planes
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Vector3 right = p.normal.cross(ref).normalized();
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Vector3 up = p.normal.cross(right).normalized();
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Vector3 center = p.center();
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Vector3 center = p.get_center();
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// make a quad clockwise
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LocalVector<Vector3> vertices = {
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@ -47,7 +47,7 @@ struct _NO_DISCARD_ Plane {
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/* Plane-Point operations */
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_FORCE_INLINE_ Vector3 center() const { return normal * d; }
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_FORCE_INLINE_ Vector3 get_center() const { return normal * d; }
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Vector3 get_any_perpendicular_normal() const;
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_FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
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@ -1923,7 +1923,7 @@ static void _register_variant_builtin_methods() {
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/* Plane */
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bind_method(Plane, normalized, sarray(), varray());
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bind_method(Plane, center, sarray(), varray());
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bind_method(Plane, get_center, sarray(), varray());
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bind_method(Plane, is_equal_approx, sarray("to_plane"), varray());
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bind_method(Plane, is_finite, sarray(), varray());
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bind_method(Plane, is_point_over, sarray("point"), varray());
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@ -67,12 +67,6 @@
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</constructor>
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</constructors>
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<methods>
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<method name="center" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the center of the plane.
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</description>
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</method>
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<method name="distance_to" qualifiers="const">
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<return type="float" />
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<param index="0" name="point" type="Vector3" />
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@ -80,6 +74,12 @@
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Returns the shortest distance from the plane to the position [param point]. If the point is above the plane, the distance will be positive. If below, the distance will be negative.
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</description>
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</method>
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<method name="get_center" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the center of the plane.
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</description>
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</method>
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<method name="has_point" qualifiers="const">
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<return type="bool" />
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<param index="0" name="point" type="Vector3" />
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@ -84,7 +84,7 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count
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Transform3D main_transform_inv = main_transform.inverse();
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// 5. figure out far plane, this could use some improvement, we may have our far plane too close like this, not sure if this matters
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Vector3 far_center = (planes[0][Projection::PLANE_FAR].center() + planes[1][Projection::PLANE_FAR].center()) * 0.5;
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Vector3 far_center = (planes[0][Projection::PLANE_FAR].get_center() + planes[1][Projection::PLANE_FAR].get_center()) * 0.5;
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Plane far(-z, far_center);
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/////////////////////////////////////////////////////////////////////////////
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@ -87,8 +87,8 @@ TEST_CASE("[Plane] Plane-point operations") {
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const Plane y_facing_plane = Plane(0, 1, 0, 4);
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CHECK_MESSAGE(
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plane.center().is_equal_approx(Vector3(32 * 3, 22 * 3, 16 * 3)),
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"center() should return a vector pointing to the center of the plane.");
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plane.get_center().is_equal_approx(Vector3(32 * 3, 22 * 3, 16 * 3)),
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"get_center() should return a vector pointing to the center of the plane.");
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CHECK_MESSAGE(
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y_facing_plane.is_point_over(Vector3(0, 5, 0)),
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