Use real_t in 3D nodes

This commit is contained in:
Aaron Franke 2021-01-29 19:55:54 -05:00
parent 80fc90e82a
commit 7cec3c2b95
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GPG key ID: 40A1750B977E56BF
21 changed files with 272 additions and 274 deletions

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@ -588,31 +588,31 @@ bool Node3D::is_visible() const {
return data.visible;
}
void Node3D::rotate_object_local(const Vector3 &p_axis, float p_angle) {
void Node3D::rotate_object_local(const Vector3 &p_axis, real_t p_angle) {
Transform3D t = get_transform();
t.basis.rotate_local(p_axis, p_angle);
set_transform(t);
}
void Node3D::rotate(const Vector3 &p_axis, float p_angle) {
void Node3D::rotate(const Vector3 &p_axis, real_t p_angle) {
Transform3D t = get_transform();
t.basis.rotate(p_axis, p_angle);
set_transform(t);
}
void Node3D::rotate_x(float p_angle) {
void Node3D::rotate_x(real_t p_angle) {
Transform3D t = get_transform();
t.basis.rotate(Vector3(1, 0, 0), p_angle);
set_transform(t);
}
void Node3D::rotate_y(float p_angle) {
void Node3D::rotate_y(real_t p_angle) {
Transform3D t = get_transform();
t.basis.rotate(Vector3(0, 1, 0), p_angle);
set_transform(t);
}
void Node3D::rotate_z(float p_angle) {
void Node3D::rotate_z(real_t p_angle) {
Transform3D t = get_transform();
t.basis.rotate(Vector3(0, 0, 1), p_angle);
set_transform(t);
@ -644,7 +644,7 @@ void Node3D::scale_object_local(const Vector3 &p_scale) {
set_transform(t);
}
void Node3D::global_rotate(const Vector3 &p_axis, float p_angle) {
void Node3D::global_rotate(const Vector3 &p_axis, real_t p_angle) {
Transform3D t = get_global_transform();
t.basis.rotate(p_axis, p_angle);
set_global_transform(t);