瀏覽代碼

Merge pull request #997 from asmaloney/fix-shadow-eulerorder

Fix a shadowed enum (EulerOrder)
Rémi Verschelde 2 年之前
父節點
當前提交
cf3d995e8c
共有 2 個文件被更改,包括 3 次插入11 次删除
  1. 1 9
      include/godot_cpp/variant/basis.hpp
  2. 2 2
      src/variant/quaternion.cpp

+ 1 - 9
include/godot_cpp/variant/basis.hpp

@@ -31,6 +31,7 @@
 #ifndef GODOT_BASIS_HPP
 #ifndef GODOT_BASIS_HPP
 #define GODOT_BASIS_HPP
 #define GODOT_BASIS_HPP
 
 
+#include <godot_cpp/classes/global_constants.hpp>
 #include <godot_cpp/variant/quaternion.hpp>
 #include <godot_cpp/variant/quaternion.hpp>
 #include <godot_cpp/variant/vector3.hpp>
 #include <godot_cpp/variant/vector3.hpp>
 
 
@@ -58,15 +59,6 @@ struct _NO_DISCARD_ Basis {
 
 
 	_FORCE_INLINE_ real_t determinant() const;
 	_FORCE_INLINE_ real_t determinant() const;
 
 
-	enum EulerOrder {
-		EULER_ORDER_XYZ,
-		EULER_ORDER_XZY,
-		EULER_ORDER_YXZ,
-		EULER_ORDER_YZX,
-		EULER_ORDER_ZXY,
-		EULER_ORDER_ZYX
-	};
-
 	void from_z(const Vector3 &p_z);
 	void from_z(const Vector3 &p_z);
 
 
 	void rotate(const Vector3 &p_axis, real_t p_angle);
 	void rotate(const Vector3 &p_axis, real_t p_angle);

+ 2 - 2
src/variant/quaternion.cpp

@@ -46,7 +46,7 @@ real_t Quaternion::angle_to(const Quaternion &p_to) const {
 // This implementation uses XYZ convention (Z is the first rotation).
 // This implementation uses XYZ convention (Z is the first rotation).
 Vector3 Quaternion::get_euler_xyz() const {
 Vector3 Quaternion::get_euler_xyz() const {
 	Basis m(*this);
 	Basis m(*this);
-	return m.get_euler(Basis::EULER_ORDER_XYZ);
+	return m.get_euler(EULER_ORDER_XYZ);
 }
 }
 
 
 // get_euler_yxz returns a vector containing the Euler angles in the format
 // get_euler_yxz returns a vector containing the Euler angles in the format
@@ -58,7 +58,7 @@ Vector3 Quaternion::get_euler_yxz() const {
 	ERR_FAIL_COND_V_MSG(!is_normalized(), Vector3(0, 0, 0), "The quaternion must be normalized.");
 	ERR_FAIL_COND_V_MSG(!is_normalized(), Vector3(0, 0, 0), "The quaternion must be normalized.");
 #endif
 #endif
 	Basis m(*this);
 	Basis m(*this);
-	return m.get_euler(Basis::EULER_ORDER_YXZ);
+	return m.get_euler(EULER_ORDER_YXZ);
 }
 }
 
 
 void Quaternion::operator*=(const Quaternion &p_q) {
 void Quaternion::operator*=(const Quaternion &p_q) {