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https://github.com/Relintai/pandemonium_engine.git
synced 2025-01-03 01:19:38 +01:00
Now all Variant math types are structs.
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parent
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commit
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@ -41,8 +41,7 @@
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class Variant;
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class _NO_DISCARD_CLASS_ AABB {
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public:
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struct _NO_DISCARD_CLASS_ AABB {
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Vector3 position;
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Vector3 size;
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@ -34,8 +34,7 @@
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#include "core/math/vector3.h"
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#include "core/math/vector3i.h"
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class _NO_DISCARD_CLASS_ Basis {
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public:
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struct _NO_DISCARD_CLASS_ Basis {
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Vector3 rows[3] = {
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Vector3(1, 0, 0),
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Vector3(0, 1, 0),
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@ -35,8 +35,7 @@
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#include "core/math/transform.h"
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#include "core/math/vector3.h"
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class _NO_DISCARD_CLASS_ Face3 {
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public:
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struct _NO_DISCARD_CLASS_ Face3 {
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enum Side {
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SIDE_OVER,
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SIDE_UNDER,
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@ -34,8 +34,7 @@
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class Variant;
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class _NO_DISCARD_CLASS_ Plane {
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public:
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struct _NO_DISCARD_CLASS_ Plane {
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Vector3 normal;
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real_t d;
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@ -37,13 +37,13 @@
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#include "core/vector.h"
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class Array;
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class AABB;
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class Plane;
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struct AABB;
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struct Plane;
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struct Rect2;
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class Transform;
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struct Transform;
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struct Vector2;
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struct Projection {
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struct _NO_DISCARD_CLASS_ Projection {
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enum Planes {
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PLANE_NEAR,
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PLANE_FAR,
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@ -35,8 +35,7 @@
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#include "core/math/vector3.h"
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#include "core/ustring.h"
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class _NO_DISCARD_CLASS_ Quaternion {
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public:
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struct _NO_DISCARD_CLASS_ Quaternion {
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union {
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struct {
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real_t x;
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@ -36,8 +36,7 @@
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#include "core/math/vector3i.h"
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#include "core/pool_vector.h"
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class _NO_DISCARD_CLASS_ Transform {
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public:
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struct _NO_DISCARD_CLASS_ Transform {
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Basis basis;
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Vector3 origin;
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@ -45,7 +45,7 @@
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// several frames may occur between each physics tick, which will make it cheaper
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// than performing every frame.
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class Transform;
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struct Transform;
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class TransformInterpolator {
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public:
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@ -33,7 +33,7 @@
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#include "core/math/math_funcs.h"
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#include "core/ustring.h"
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class Basis;
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struct Basis;
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struct _NO_DISCARD_CLASS_ Vector3 {
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static const int AXIS_COUNT = 3;
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@ -72,7 +72,7 @@ class Spatial;
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class SpinBox;
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class TextureRect;
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class ToolButton;
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class Transform;
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struct Transform;
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class Tree;
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class TreeItem;
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class UndoRedo;
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@ -77,7 +77,7 @@ class Script;
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class ScriptCreateDialog;
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class Texture;
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class ToolButton;
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class Transform;
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struct Transform;
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class UndoRedo;
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class EditorInterface : public Node {
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@ -63,7 +63,7 @@
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#include "scene/resources/texture.h"
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class Container;
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class Transform;
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struct Transform;
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void InspectorDock::_menu_option(int p_option) {
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switch (p_option) {
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@ -50,7 +50,7 @@ class EditorPath;
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class LineEdit;
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class MenuButton;
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class ToolButton;
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class Transform;
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struct Transform;
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class InspectorDock : public VBoxContainer {
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GDCLASS(InspectorDock, VBoxContainer);
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@ -90,7 +90,7 @@ class LineEdit;
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class MenuButton;
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class OptionButton;
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class PanelContainer;
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class Plane;
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struct Plane;
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class PopupMenu;
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class SkinReference;
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class TriangleMesh;
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@ -50,7 +50,7 @@
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class Camera;
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class Spatial;
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class Timer;
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class Transform;
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struct Transform;
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class Timer;
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class EditorSpatialGizmo : public SpatialGizmo {
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@ -42,7 +42,7 @@
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#include "portal_tracer.h"
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#include "portal_types.h"
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class Transform;
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struct Transform;
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struct VSStatic {
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// the lifetime of statics is not strictly monitored like moving objects
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