diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 497b6489300a..c271e23f2e76 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -71,12 +71,20 @@ 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. - [codeblock] + [codeblocks] + [gdscript] # Creates a Basis whose z axis points down. var my_basis = Basis.from_euler(Vector3(TAU / 4, 0, 0)) print(my_basis.z) # Prints (0, -1, 0). - [/codeblock] + [/gdscript] + [csharp] + // Creates a Basis whose z axis points down. + var myBasis = Basis.FromEuler(new Vector3(Mathf.Tau / 4.0f, 0.0f, 0.0f)); + + GD.Print(myBasis.Z); // Prints (0, -1, 0). + [/csharp] + [/codeblocks] @@ -84,13 +92,22 @@ Constructs a pure scale basis matrix with no rotation or shearing. The scale values are set as the diagonal of the matrix, and the other parts of the matrix are zero. - [codeblock] + [codeblocks] + [gdscript] var my_basis = Basis.from_scale(Vector3(2, 4, 8)) print(my_basis.x) # Prints (2, 0, 0). print(my_basis.y) # Prints (0, 4, 0). print(my_basis.z) # Prints (0, 0, 8). - [/codeblock] + [/gdscript] + [csharp] + var myBasis = Basis.FromScale(new Vector3(2.0f, 4.0f, 8.0f)); + + GD.Print(myBasis.X); // Prints (2, 0, 0). + GD.Print(myBasis.Y); // Prints (0, 4, 0). + GD.Print(myBasis.Z); // Prints (0, 0, 8). + [/csharp] + [/codeblocks] @@ -111,7 +128,8 @@ Assuming that the matrix is the combination of a rotation and scaling, return the absolute value of scaling factors along each axis. - [codeblock] + [codeblocks] + [gdscript] var my_basis = Basis( Vector3(2, 0, 0), Vector3(0, 4, 0), @@ -122,7 +140,20 @@ my_basis = my_basis.rotated(Vector3.RIGHT, TAU / 4) print(my_basis.get_scale()) # Prints (2, 4, 8). - [/codeblock] + [/gdscript] + [csharp] + var myBasis = new Basis( + Vector3(2.0f, 0.0f, 0.0f), + Vector3(0.0f, 4.0f, 0.0f), + Vector3(0.0f, 0.0f, 8.0f) + ); + // Rotating the Basis in any way preserves its scale. + myBasis = myBasis.Rotated(Vector3.Up, Mathf.Tau / 2.0f); + myBasis = myBasis.Rotated(Vector3.Right, Mathf.Tau / 4.0f); + + GD.Print(myBasis.Scale); // Prints (2, 4, 8). + [/csharp] + [/codeblocks] @@ -165,14 +196,25 @@ Returns the orthonormalized version of the matrix (useful to call from time to time to avoid rounding error for orthogonal matrices). This performs a Gram-Schmidt orthonormalization on the basis of the matrix. - [codeblock] + [codeblocks] + [gdscript] # Rotate this Node3D every frame. func _process(delta): basis = basis.rotated(Vector3.UP, TAU * delta) basis = basis.rotated(Vector3.RIGHT, TAU * delta) basis = basis.orthonormalized() - [/codeblock] + [/gdscript] + [csharp] + // Rotate this Node3D every frame. + public override void _Process(double delta) + { + Basis = Basis.Rotated(Vector3.Up, Mathf.Tau * (float)delta) + .Rotated(Vector3.Right, Mathf.Tau * (float)delta) + .Orthonormalized(); + } + [/csharp] + [/codeblocks] @@ -181,14 +223,24 @@ Introduce an additional rotation around the given axis by [param angle] (in radians). The axis must be a normalized vector. - [codeblock] + [codeblocks] + [gdscript] var my_basis = Basis.IDENTITY var angle = TAU / 2 - my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up axis (yaw) - my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right axis (pitch) - my_basis = my_basis.rotated(Vector3.BACK, angle) # Rotate around the back axis (roll) - [/codeblock] + my_basis = my_basis.rotated(Vector3.UP, angle) # Rotate around the up axis (yaw). + my_basis = my_basis.rotated(Vector3.RIGHT, angle) # Rotate around the right axis (pitch). + my_basis = my_basis.rotated(Vector3.BACK, angle) # Rotate around the back axis (roll). + [/gdscript] + [csharp] + var myBasis = Basis.Identity; + var angle = Mathf.Tau / 2.0f; + + myBasis = myBasis.Rotated(Vector3.Up, angle); // Rotate around the up axis (yaw). + myBasis = myBasis.Rotated(Vector3.Right, angle); // Rotate around the right axis (pitch). + myBasis = myBasis.Rotated(Vector3.Back, angle); // Rotate around the back axis (roll). + [/csharp] + [/codeblocks] @@ -196,7 +248,8 @@ Introduce an additional scaling specified by the given 3D scaling factor. - [codeblock] + [codeblocks] + [gdscript] var my_basis = Basis( Vector3(1, 1, 1), Vector3(2, 2, 2), @@ -207,7 +260,20 @@ print(my_basis.x) # Prints (0, 2, -2). print(my_basis.y) # Prints (0, 4, -4). print(my_basis.z) # Prints (0, 6, -6). - [/codeblock] + [/gdscript] + [csharp] + var myBasis = new Basis( + new Vector3(1.0f, 1.0f, 1.0f), + new Vector3(2.0f, 2.0f, 2.0f), + new Vector3(3.0f, 3.0f, 3.0f) + ); + myBasis = myBasis.Scaled(new Vector3(0.0f, 2.0f, -2.0f)); + + GD.Print(myBasis.X); // Prints (0, 2, -2). + GD.Print(myBasis.Y); // Prints (0, 4, -4). + GD.Print(myBasis.Z); // Prints (0, 6, -6). + [/csharp] + [/codeblocks] @@ -243,7 +309,8 @@ Returns the transposed version of the matrix. - [codeblock] + [codeblocks] + [gdscript] var my_basis = Basis( Vector3(1, 2, 3), Vector3(4, 5, 6), @@ -254,7 +321,20 @@ print(my_basis.x) # Prints (1, 4, 7). print(my_basis.y) # Prints (2, 5, 8). print(my_basis.z) # Prints (3, 6, 9). - [/codeblock] + [/gdscript] + [csharp] + var myBasis = new Basis( + new Vector3(1.0f, 2.0f, 3.0f), + new Vector3(4.0f, 5.0f, 6.0f), + new Vector3(7.0f, 8.0f, 9.0f) + ); + myBasis = myBasis.Transposed(); + + GD.Print(myBasis.X); // Prints (1, 4, 7). + GD.Print(myBasis.Y); // Prints (2, 5, 8). + GD.Print(myBasis.Z); // Prints (3, 6, 9). + [/csharp] + [/codeblocks]