Use real_t in 3D nodes
This commit is contained in:
parent
80fc90e82a
commit
7cec3c2b95
21 changed files with 272 additions and 274 deletions
|
|
@ -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);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue