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Move EulerOrder enum to math_defs.h and global scope

Aaron Franke 2 năm trước cách đây
mục cha
commit
8556fdd4bc

+ 7 - 0
core/core_constants.cpp

@@ -167,6 +167,13 @@ void register_global_constants() {
 	BIND_CORE_ENUM_CONSTANT(INLINE_ALIGNMENT_IMAGE_MASK);
 	BIND_CORE_ENUM_CONSTANT(INLINE_ALIGNMENT_TEXT_MASK);
 
+	BIND_CORE_ENUM_CLASS_CONSTANT(EulerOrder, EULER_ORDER, XYZ);
+	BIND_CORE_ENUM_CLASS_CONSTANT(EulerOrder, EULER_ORDER, XZY);
+	BIND_CORE_ENUM_CLASS_CONSTANT(EulerOrder, EULER_ORDER, YXZ);
+	BIND_CORE_ENUM_CLASS_CONSTANT(EulerOrder, EULER_ORDER, YZX);
+	BIND_CORE_ENUM_CLASS_CONSTANT(EulerOrder, EULER_ORDER, ZXY);
+	BIND_CORE_ENUM_CLASS_CONSTANT(EulerOrder, EULER_ORDER, ZYX);
+
 	BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, NONE);
 	BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, SPECIAL);
 	BIND_CORE_ENUM_CLASS_CONSTANT(Key, KEY, ESCAPE);

+ 12 - 12
core/math/basis.cpp

@@ -453,7 +453,7 @@ void Basis::get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) cons
 
 Vector3 Basis::get_euler(EulerOrder p_order) const {
 	switch (p_order) {
-		case EULER_ORDER_XYZ: {
+		case EulerOrder::XYZ: {
 			// Euler angles in XYZ convention.
 			// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
 			//
@@ -488,7 +488,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
 			}
 			return euler;
 		} break;
-		case EULER_ORDER_XZY: {
+		case EulerOrder::XZY: {
 			// Euler angles in XZY convention.
 			// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
 			//
@@ -517,7 +517,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
 			}
 			return euler;
 		} break;
-		case EULER_ORDER_YXZ: {
+		case EulerOrder::YXZ: {
 			// Euler angles in YXZ convention.
 			// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
 			//
@@ -555,7 +555,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
 
 			return euler;
 		} break;
-		case EULER_ORDER_YZX: {
+		case EulerOrder::YZX: {
 			// Euler angles in YZX convention.
 			// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
 			//
@@ -584,7 +584,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
 			}
 			return euler;
 		} break;
-		case EULER_ORDER_ZXY: {
+		case EulerOrder::ZXY: {
 			// Euler angles in ZXY convention.
 			// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
 			//
@@ -612,7 +612,7 @@ Vector3 Basis::get_euler(EulerOrder p_order) const {
 			}
 			return euler;
 		} break;
-		case EULER_ORDER_ZYX: {
+		case EulerOrder::ZYX: {
 			// Euler angles in ZYX convention.
 			// See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
 			//
@@ -663,22 +663,22 @@ void Basis::set_euler(const Vector3 &p_euler, EulerOrder p_order) {
 	Basis zmat(c, -s, 0, s, c, 0, 0, 0, 1);
 
 	switch (p_order) {
-		case EULER_ORDER_XYZ: {
+		case EulerOrder::XYZ: {
 			*this = xmat * (ymat * zmat);
 		} break;
-		case EULER_ORDER_XZY: {
+		case EulerOrder::XZY: {
 			*this = xmat * zmat * ymat;
 		} break;
-		case EULER_ORDER_YXZ: {
+		case EulerOrder::YXZ: {
 			*this = ymat * xmat * zmat;
 		} break;
-		case EULER_ORDER_YZX: {
+		case EulerOrder::YZX: {
 			*this = ymat * zmat * xmat;
 		} break;
-		case EULER_ORDER_ZXY: {
+		case EulerOrder::ZXY: {
 			*this = zmat * xmat * ymat;
 		} break;
-		case EULER_ORDER_ZYX: {
+		case EulerOrder::ZYX: {
 			*this = zmat * ymat * xmat;
 		} break;
 		default: {

+ 7 - 16
core/math/basis.h

@@ -56,15 +56,6 @@ struct _NO_DISCARD_ Basis {
 
 	_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 rotate(const Vector3 &p_axis, real_t p_angle);
@@ -73,13 +64,13 @@ struct _NO_DISCARD_ Basis {
 	void rotate_local(const Vector3 &p_axis, real_t p_angle);
 	Basis rotated_local(const Vector3 &p_axis, real_t p_angle) const;
 
-	void rotate(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ);
-	Basis rotated(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ) const;
+	void rotate(const Vector3 &p_euler, EulerOrder p_order = EulerOrder::YXZ);
+	Basis rotated(const Vector3 &p_euler, EulerOrder p_order = EulerOrder::YXZ) const;
 
 	void rotate(const Quaternion &p_quaternion);
 	Basis rotated(const Quaternion &p_quaternion) const;
 
-	Vector3 get_euler_normalized(EulerOrder p_order = EULER_ORDER_YXZ) const;
+	Vector3 get_euler_normalized(EulerOrder p_order = EulerOrder::YXZ) const;
 	void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const;
 	void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const;
 	Quaternion get_rotation_quaternion() const;
@@ -88,9 +79,9 @@ struct _NO_DISCARD_ Basis {
 
 	Vector3 rotref_posscale_decomposition(Basis &rotref) const;
 
-	Vector3 get_euler(EulerOrder p_order = EULER_ORDER_YXZ) const;
-	void set_euler(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ);
-	static Basis from_euler(const Vector3 &p_euler, EulerOrder p_order = EULER_ORDER_YXZ) {
+	Vector3 get_euler(EulerOrder p_order = EulerOrder::YXZ) const;
+	void set_euler(const Vector3 &p_euler, EulerOrder p_order = EulerOrder::YXZ);
+	static Basis from_euler(const Vector3 &p_euler, EulerOrder p_order = EulerOrder::YXZ) {
 		Basis b;
 		b.set_euler(p_euler, p_order);
 		return b;
@@ -119,7 +110,7 @@ struct _NO_DISCARD_ Basis {
 	Vector3 get_scale_local() const;
 
 	void set_axis_angle_scale(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale);
-	void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale, EulerOrder p_order = EULER_ORDER_YXZ);
+	void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale, EulerOrder p_order = EulerOrder::YXZ);
 	void set_quaternion_scale(const Quaternion &p_quaternion, const Vector3 &p_scale);
 
 	// transposed dot products

+ 9 - 0
core/math/math_defs.h

@@ -116,6 +116,15 @@ enum Corner {
 	CORNER_BOTTOM_LEFT
 };
 
+enum class EulerOrder {
+	XYZ,
+	XZY,
+	YXZ,
+	YZX,
+	ZXY,
+	ZYX
+};
+
 /**
  * The "Real" type is an abstract type used for real numbers, such as 1.5,
  * in contrast to integer numbers. Precision can be controlled with the

+ 2 - 2
core/math/quaternion.cpp

@@ -44,7 +44,7 @@ real_t Quaternion::angle_to(const Quaternion &p_to) const {
 // This implementation uses XYZ convention (Z is the first rotation).
 Vector3 Quaternion::get_euler_xyz() const {
 	Basis m(*this);
-	return m.get_euler(Basis::EULER_ORDER_XYZ);
+	return m.get_euler(EulerOrder::XYZ);
 }
 
 // get_euler_yxz returns a vector containing the Euler angles in the format
@@ -56,7 +56,7 @@ Vector3 Quaternion::get_euler_yxz() const {
 	ERR_FAIL_COND_V_MSG(!is_normalized(), Vector3(0, 0, 0), "The quaternion must be normalized.");
 #endif
 	Basis m(*this);
-	return m.get_euler(Basis::EULER_ORDER_YXZ);
+	return m.get_euler(EulerOrder::YXZ);
 }
 
 void Quaternion::operator*=(const Quaternion &p_q) {

+ 1 - 1
core/variant/binder_common.h

@@ -138,7 +138,7 @@ VARIANT_ENUM_CAST(Vector3::Axis);
 VARIANT_ENUM_CAST(Vector3i::Axis);
 VARIANT_ENUM_CAST(Vector4::Axis);
 VARIANT_ENUM_CAST(Vector4i::Axis);
-VARIANT_ENUM_CAST(Basis::EulerOrder);
+VARIANT_ENUM_CAST(EulerOrder);
 VARIANT_ENUM_CAST(Projection::Planes);
 
 VARIANT_ENUM_CAST(Error);

+ 2 - 16
core/variant/variant_call.cpp

@@ -1927,7 +1927,7 @@ static void _register_variant_builtin_methods() {
 	bind_methodv(Basis, rotated, static_cast<Basis (Basis::*)(const Vector3 &, real_t) const>(&Basis::rotated), sarray("axis", "angle"), varray());
 	bind_method(Basis, scaled, sarray("scale"), varray());
 	bind_method(Basis, get_scale, sarray(), varray());
-	bind_method(Basis, get_euler, sarray("order"), varray((int64_t)Basis::EULER_ORDER_YXZ));
+	bind_method(Basis, get_euler, sarray("order"), varray((int64_t)EulerOrder::YXZ));
 	bind_method(Basis, tdotx, sarray("with"), varray());
 	bind_method(Basis, tdoty, sarray("with"), varray());
 	bind_method(Basis, tdotz, sarray("with"), varray());
@@ -1937,7 +1937,7 @@ static void _register_variant_builtin_methods() {
 	bind_method(Basis, get_rotation_quaternion, sarray(), varray());
 	bind_static_method(Basis, looking_at, sarray("target", "up"), varray(Vector3(0, 1, 0)));
 	bind_static_method(Basis, from_scale, sarray("scale"), varray());
-	bind_static_method(Basis, from_euler, sarray("euler", "order"), varray((int64_t)Basis::EULER_ORDER_YXZ));
+	bind_static_method(Basis, from_euler, sarray("euler", "order"), varray((int64_t)EulerOrder::YXZ));
 
 	/* AABB */
 
@@ -2434,20 +2434,6 @@ static void _register_variant_builtin_methods() {
 	_VariantCall::add_variant_constant(Variant::VECTOR2I, "UP", Vector2i(0, -1));
 	_VariantCall::add_variant_constant(Variant::VECTOR2I, "DOWN", Vector2i(0, 1));
 
-	_VariantCall::add_constant(Variant::BASIS, "EULER_ORDER_XYZ", Basis::EULER_ORDER_XYZ);
-	_VariantCall::add_constant(Variant::BASIS, "EULER_ORDER_XZY", Basis::EULER_ORDER_XZY);
-	_VariantCall::add_constant(Variant::BASIS, "EULER_ORDER_YXZ", Basis::EULER_ORDER_YXZ);
-	_VariantCall::add_constant(Variant::BASIS, "EULER_ORDER_YZX", Basis::EULER_ORDER_YZX);
-	_VariantCall::add_constant(Variant::BASIS, "EULER_ORDER_ZXY", Basis::EULER_ORDER_ZXY);
-	_VariantCall::add_constant(Variant::BASIS, "EULER_ORDER_ZYX", Basis::EULER_ORDER_ZYX);
-
-	_VariantCall::add_enum_constant(Variant::BASIS, "EulerOrder", "EULER_ORDER_XYZ", Basis::EULER_ORDER_XYZ);
-	_VariantCall::add_enum_constant(Variant::BASIS, "EulerOrder", "EULER_ORDER_XZY", Basis::EULER_ORDER_XZY);
-	_VariantCall::add_enum_constant(Variant::BASIS, "EulerOrder", "EULER_ORDER_YXZ", Basis::EULER_ORDER_YXZ);
-	_VariantCall::add_enum_constant(Variant::BASIS, "EulerOrder", "EULER_ORDER_YZX", Basis::EULER_ORDER_YZX);
-	_VariantCall::add_enum_constant(Variant::BASIS, "EulerOrder", "EULER_ORDER_ZXY", Basis::EULER_ORDER_ZXY);
-	_VariantCall::add_enum_constant(Variant::BASIS, "EulerOrder", "EULER_ORDER_ZYX", Basis::EULER_ORDER_ZYX);
-
 	_VariantCall::add_variant_constant(Variant::TRANSFORM2D, "IDENTITY", Transform2D());
 	_VariantCall::add_variant_constant(Variant::TRANSFORM2D, "FLIP_X", Transform2D(-1, 0, 0, 1, 0, 0));
 	_VariantCall::add_variant_constant(Variant::TRANSFORM2D, "FLIP_Y", Transform2D(1, 0, 0, -1, 0, 0));

+ 3 - 3
core/variant/variant_internal.h

@@ -824,9 +824,9 @@ VARIANT_ACCESSOR_NUMBER(Vector4i::Axis)
 VARIANT_ACCESSOR_NUMBER(Projection::Planes)
 
 template <>
-struct VariantInternalAccessor<Basis::EulerOrder> {
-	static _FORCE_INLINE_ Basis::EulerOrder get(const Variant *v) { return Basis::EulerOrder(*VariantInternal::get_int(v)); }
-	static _FORCE_INLINE_ void set(Variant *v, Basis::EulerOrder p_value) { *VariantInternal::get_int(v) = (int64_t)p_value; }
+struct VariantInternalAccessor<EulerOrder> {
+	static _FORCE_INLINE_ EulerOrder get(const Variant *v) { return EulerOrder(*VariantInternal::get_int(v)); }
+	static _FORCE_INLINE_ void set(Variant *v, EulerOrder p_value) { *VariantInternal::get_int(v) = (int64_t)p_value; }
 };
 
 template <>

+ 18 - 0
doc/classes/@GlobalScope.xml

@@ -1465,6 +1465,24 @@
 		<constant name="INLINE_ALIGNMENT_TEXT_MASK" value="12" enum="InlineAlignment">
 			A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants.
 		</constant>
+		<constant name="EULER_ORDER_XYZ" value="0" enum="EulerOrder">
+			Specifies that Euler angles should be in XYZ order. When composing, the order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X last.
+		</constant>
+		<constant name="EULER_ORDER_XZY" value="1" enum="EulerOrder">
+			Specifies that Euler angles should be in XZY order. When composing, the order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X last.
+		</constant>
+		<constant name="EULER_ORDER_YXZ" value="2" enum="EulerOrder">
+			Specifies that Euler angles should be in YXZ order. When composing, the order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y last.
+		</constant>
+		<constant name="EULER_ORDER_YZX" value="3" enum="EulerOrder">
+			Specifies that Euler angles should be in YZX order. When composing, the order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y last.
+		</constant>
+		<constant name="EULER_ORDER_ZXY" value="4" enum="EulerOrder">
+			Specifies that Euler angles should be in ZXY order. When composing, the order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z last.
+		</constant>
+		<constant name="EULER_ORDER_ZYX" value="5" enum="EulerOrder">
+			Specifies that Euler angles should be in ZYX order. When composing, the order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z last.
+		</constant>
 		<constant name="KEY_NONE" value="0" enum="Key">
 			Enum value which doesn't correspond to any key. This is used to initialize [enum Key] properties with a generic state.
 		</constant>

+ 1 - 19
doc/classes/Basis.xml

@@ -70,7 +70,7 @@
 			<param index="0" name="euler" type="Vector3" />
 			<param index="1" name="order" type="int" default="2" />
 			<description>
-				Constructs a pure rotation Basis matrix from Euler angles in the specified Euler rotation order. By default, use YXZ order (most common).
+				Constructs a pure rotation Basis matrix from Euler angles in the specified Euler rotation order. By default, use YXZ order (most common). See the [enum EulerOrder] enum for possible values.
 			</description>
 		</method>
 		<method name="from_scale" qualifiers="static">
@@ -197,24 +197,6 @@
 		</member>
 	</members>
 	<constants>
-		<constant name="EULER_ORDER_XYZ" value="0">
-			Euler angle composing/decomposing order where X component is first, then Y, then Z.
-		</constant>
-		<constant name="EULER_ORDER_XZY" value="1">
-			Euler angle composing/decomposing order where X component is first, then Z, then Y.
-		</constant>
-		<constant name="EULER_ORDER_YXZ" value="2">
-			Euler angle composing/decomposing order where Y component is first, then X, then Z.
-		</constant>
-		<constant name="EULER_ORDER_YZX" value="3">
-			Euler angle composing/decomposing order where Y component is first, then Z, then X.
-		</constant>
-		<constant name="EULER_ORDER_ZXY" value="4">
-			Euler angle composing/decomposing order where Z component is first, then X, then Y.
-		</constant>
-		<constant name="EULER_ORDER_ZYX" value="5">
-			Euler angle composing/decomposing order where Z component is first, then Y, then X.
-		</constant>
 		<constant name="IDENTITY" value="Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)">
 			The identity basis, with no rotation or scaling applied.
 			This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer, and for consistency with C#.

+ 14 - 29
modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs

@@ -3,21 +3,6 @@ using System.Runtime.InteropServices;
 
 namespace Godot
 {
-    /// <summary>
-    /// Specifies which order Euler angle rotations should be in.
-    /// When composing, the order is the same as the letters. When decomposing,
-    /// the order is reversed (ex: YXZ decomposes Z first, then X, and Y last).
-    /// </summary>
-    public enum EulerOrder
-    {
-        XYZ,
-        XZY,
-        YXZ,
-        YZX,
-        ZXY,
-        ZYX
-    };
-
     /// <summary>
     /// 3×3 matrix used for 3D rotation and scale.
     /// Almost always used as an orthogonal basis for a Transform.
@@ -270,11 +255,11 @@ namespace Godot
         /// </summary>
         /// <param name="order">The Euler order to use. By default, use YXZ order (most common).</param>
         /// <returns>A <see cref="Vector3"/> representing the basis rotation in Euler angles.</returns>
-        public Vector3 GetEuler(EulerOrder order = EulerOrder.YXZ)
+        public Vector3 GetEuler(EulerOrder order = EulerOrder.Yxz)
         {
             switch (order)
             {
-                case EulerOrder.XYZ:
+                case EulerOrder.Xyz:
                 {
                     // Euler angles in XYZ convention.
                     // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
@@ -318,7 +303,7 @@ namespace Godot
                     }
                     return euler;
                 }
-                case EulerOrder.XZY:
+                case EulerOrder.Xzy:
                 {
                     // Euler angles in XZY convention.
                     // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
@@ -353,7 +338,7 @@ namespace Godot
                     }
                     return euler;
                 }
-                case EulerOrder.YXZ:
+                case EulerOrder.Yxz:
                 {
                     // Euler angles in YXZ convention.
                     // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
@@ -398,7 +383,7 @@ namespace Godot
 
                     return euler;
                 }
-                case EulerOrder.YZX:
+                case EulerOrder.Yzx:
                 {
                     // Euler angles in YZX convention.
                     // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
@@ -433,7 +418,7 @@ namespace Godot
                     }
                     return euler;
                 }
-                case EulerOrder.ZXY:
+                case EulerOrder.Zxy:
                 {
                     // Euler angles in ZXY convention.
                     // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
@@ -468,7 +453,7 @@ namespace Godot
                     }
                     return euler;
                 }
-                case EulerOrder.ZYX:
+                case EulerOrder.Zyx:
                 {
                     // Euler angles in ZYX convention.
                     // See https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix
@@ -998,7 +983,7 @@ namespace Godot
         /// </summary>
         /// <param name="euler">The Euler angles to use.</param>
         /// <param name="order">The order to compose the Euler angles.</param>
-        public static Basis FromEuler(Vector3 euler, EulerOrder order = EulerOrder.YXZ)
+        public static Basis FromEuler(Vector3 euler, EulerOrder order = EulerOrder.Yxz)
         {
             real_t c, s;
 
@@ -1016,17 +1001,17 @@ namespace Godot
 
             switch (order)
             {
-                case EulerOrder.XYZ:
+                case EulerOrder.Xyz:
                     return xmat * ymat * zmat;
-                case EulerOrder.XZY:
+                case EulerOrder.Xzy:
                     return xmat * zmat * ymat;
-                case EulerOrder.YXZ:
+                case EulerOrder.Yxz:
                     return ymat * xmat * zmat;
-                case EulerOrder.YZX:
+                case EulerOrder.Yzx:
                     return ymat * zmat * xmat;
-                case EulerOrder.ZXY:
+                case EulerOrder.Zxy:
                     return zmat * xmat * ymat;
-                case EulerOrder.ZYX:
+                case EulerOrder.Zyx:
                     return zmat * ymat * xmat;
                 default:
                     throw new ArgumentOutOfRangeException(nameof(order));

+ 1 - 1
scene/3d/node_3d.cpp

@@ -393,7 +393,7 @@ Node3D::RotationEditMode Node3D::get_rotation_edit_mode() const {
 }
 
 void Node3D::set_rotation_order(RotationOrder p_order) {
-	Basis::EulerOrder order = Basis::EulerOrder(p_order);
+	EulerOrder order = EulerOrder(p_order);
 
 	if (data.euler_rotation_order == order) {
 		return;

+ 1 - 1
scene/3d/node_3d.h

@@ -100,7 +100,7 @@ private:
 	struct Data {
 		mutable Transform3D global_transform;
 		mutable Transform3D local_transform;
-		mutable Basis::EulerOrder euler_rotation_order = Basis::EULER_ORDER_YXZ;
+		mutable EulerOrder euler_rotation_order = EulerOrder::YXZ;
 		mutable Vector3 euler_rotation;
 		mutable Vector3 scale = Vector3(1, 1, 1);
 		mutable RotationEditMode rotation_edit_mode = ROTATION_EDIT_MODE_EULER;

+ 2 - 2
scene/3d/remote_transform_3d.cpp

@@ -68,7 +68,7 @@ void RemoteTransform3D::_update_remote() {
 			Transform3D our_trans = get_global_transform();
 
 			if (update_remote_rotation) {
-				n->set_rotation(our_trans.basis.get_euler_normalized(Basis::EulerOrder(n->get_rotation_order())));
+				n->set_rotation(our_trans.basis.get_euler_normalized(EulerOrder(n->get_rotation_order())));
 			}
 
 			if (update_remote_scale) {
@@ -90,7 +90,7 @@ void RemoteTransform3D::_update_remote() {
 			Transform3D our_trans = get_transform();
 
 			if (update_remote_rotation) {
-				n->set_rotation(our_trans.basis.get_euler_normalized(Basis::EulerOrder(n->get_rotation_order())));
+				n->set_rotation(our_trans.basis.get_euler_normalized(EulerOrder(n->get_rotation_order())));
 			}
 
 			if (update_remote_scale) {

+ 1 - 1
servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp

@@ -232,7 +232,7 @@ GodotGeneric6DOFJoint3D::GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *
 void GodotGeneric6DOFJoint3D::calculateAngleInfo() {
 	Basis relative_frame = m_calculatedTransformB.basis.inverse() * m_calculatedTransformA.basis;
 
-	m_calculatedAxisAngleDiff = relative_frame.get_euler(Basis::EULER_ORDER_XYZ);
+	m_calculatedAxisAngleDiff = relative_frame.get_euler(EulerOrder::XYZ);
 
 	// in euler angle mode we do not actually constrain the angular velocity
 	// along the axes axis[0] and axis[2] (although we do use axis[1]) :

+ 24 - 24
tests/core/math/test_basis.h

@@ -46,26 +46,26 @@ Vector3 rad2deg(const Vector3 &p_rotation) {
 	return p_rotation / Math_PI * 180.0;
 }
 
-String get_rot_order_name(Basis::EulerOrder ro) {
+String get_rot_order_name(EulerOrder ro) {
 	switch (ro) {
-		case Basis::EULER_ORDER_XYZ:
+		case EulerOrder::XYZ:
 			return "XYZ";
-		case Basis::EULER_ORDER_XZY:
+		case EulerOrder::XZY:
 			return "XZY";
-		case Basis::EULER_ORDER_YZX:
+		case EulerOrder::YZX:
 			return "YZX";
-		case Basis::EULER_ORDER_YXZ:
+		case EulerOrder::YXZ:
 			return "YXZ";
-		case Basis::EULER_ORDER_ZXY:
+		case EulerOrder::ZXY:
 			return "ZXY";
-		case Basis::EULER_ORDER_ZYX:
+		case EulerOrder::ZYX:
 			return "ZYX";
 		default:
 			return "[Not supported]";
 	}
 }
 
-void test_rotation(Vector3 deg_original_euler, Basis::EulerOrder rot_order) {
+void test_rotation(Vector3 deg_original_euler, EulerOrder rot_order) {
 	// This test:
 	// 1. Converts the rotation vector from deg to rad.
 	// 2. Converts euler to basis.
@@ -98,8 +98,8 @@ void test_rotation(Vector3 deg_original_euler, Basis::EulerOrder rot_order) {
 	CHECK_MESSAGE((res.get_column(2) - Vector3(0.0, 0.0, 1.0)).length() <= 0.1, vformat("Fail due to Z %s\n", String(res.get_column(2))).utf8().ptr());
 
 	// Double check `to_rotation` decomposing with XYZ rotation order.
-	const Vector3 euler_xyz_from_rotation = to_rotation.get_euler(Basis::EULER_ORDER_XYZ);
-	Basis rotation_from_xyz_computed_euler = Basis::from_euler(euler_xyz_from_rotation, Basis::EULER_ORDER_XYZ);
+	const Vector3 euler_xyz_from_rotation = to_rotation.get_euler(EulerOrder::XYZ);
+	Basis rotation_from_xyz_computed_euler = Basis::from_euler(euler_xyz_from_rotation, EulerOrder::XYZ);
 
 	res = to_rotation.inverse() * rotation_from_xyz_computed_euler;
 
@@ -113,13 +113,13 @@ void test_rotation(Vector3 deg_original_euler, Basis::EulerOrder rot_order) {
 }
 
 TEST_CASE("[Basis] Euler conversions") {
-	Vector<Basis::EulerOrder> euler_order_to_test;
-	euler_order_to_test.push_back(Basis::EULER_ORDER_XYZ);
-	euler_order_to_test.push_back(Basis::EULER_ORDER_XZY);
-	euler_order_to_test.push_back(Basis::EULER_ORDER_YZX);
-	euler_order_to_test.push_back(Basis::EULER_ORDER_YXZ);
-	euler_order_to_test.push_back(Basis::EULER_ORDER_ZXY);
-	euler_order_to_test.push_back(Basis::EULER_ORDER_ZYX);
+	Vector<EulerOrder> euler_order_to_test;
+	euler_order_to_test.push_back(EulerOrder::XYZ);
+	euler_order_to_test.push_back(EulerOrder::XZY);
+	euler_order_to_test.push_back(EulerOrder::YZX);
+	euler_order_to_test.push_back(EulerOrder::YXZ);
+	euler_order_to_test.push_back(EulerOrder::ZXY);
+	euler_order_to_test.push_back(EulerOrder::ZYX);
 
 	Vector<Vector3> vectors_to_test;
 
@@ -185,13 +185,13 @@ TEST_CASE("[Basis] Euler conversions") {
 }
 
 TEST_CASE("[Stress][Basis] Euler conversions") {
-	Vector<Basis::EulerOrder> euler_order_to_test;
-	euler_order_to_test.push_back(Basis::EULER_ORDER_XYZ);
-	euler_order_to_test.push_back(Basis::EULER_ORDER_XZY);
-	euler_order_to_test.push_back(Basis::EULER_ORDER_YZX);
-	euler_order_to_test.push_back(Basis::EULER_ORDER_YXZ);
-	euler_order_to_test.push_back(Basis::EULER_ORDER_ZXY);
-	euler_order_to_test.push_back(Basis::EULER_ORDER_ZYX);
+	Vector<EulerOrder> euler_order_to_test;
+	euler_order_to_test.push_back(EulerOrder::XYZ);
+	euler_order_to_test.push_back(EulerOrder::XZY);
+	euler_order_to_test.push_back(EulerOrder::YZX);
+	euler_order_to_test.push_back(EulerOrder::YXZ);
+	euler_order_to_test.push_back(EulerOrder::ZXY);
+	euler_order_to_test.push_back(EulerOrder::ZYX);
 
 	Vector<Vector3> vectors_to_test;
 	// Add 1000 random vectors with weirds numbers.