forked from Mirrorlandia_minetest/irrlicht
Remove deprecated function transformBox
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@ -151,7 +151,7 @@ namespace core
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CMatrix4<T> operator*(const CMatrix4<T>& other) const;
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//! Multiply by another matrix.
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/** Like calling: (*this) = (*this) * other
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/** Like calling: (*this) = (*this) * other
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*/
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CMatrix4<T>& operator*=(const CMatrix4<T>& other);
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@ -190,10 +190,10 @@ namespace core
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//! Get the rotation, as set by setRotation() when you already know the scale used to create the matrix
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/** NOTE: The scale needs to be the correct one used to create this matrix.
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You can _not_ use the result of getScale(), but have to save your scale
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You can _not_ use the result of getScale(), but have to save your scale
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variable in another place (like ISceneNode does).
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NOTE: No scale value can be 0 or the result is undefined.
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NOTE: It does not necessarily return the *same* Euler angles as those set by setRotationDegrees(),
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NOTE: It does not necessarily return the *same* Euler angles as those set by setRotationDegrees(),
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but the rotation will be equivalent, i.e. will have the same result when used to rotate a vector or node.
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NOTE: It will (usually) give wrong results when further transformations have been added in the matrix (like shear).
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WARNING: There have been troubles with this function over the years and we may still have missed some corner cases.
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@ -203,9 +203,9 @@ namespace core
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//! Returns the rotation, as set by setRotation().
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/** NOTE: You will have the same end-rotation as used in setRotation, but it might not use the same axis values.
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NOTE: This only works correct if no other matrix operations have been done on the inner 3x3 matrix besides
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NOTE: This only works correct if no other matrix operations have been done on the inner 3x3 matrix besides
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setting rotation (so no scale/shear). Thought it (probably) works as long as scale doesn't flip handedness.
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NOTE: It does not necessarily return the *same* Euler angles as those set by setRotationDegrees(),
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NOTE: It does not necessarily return the *same* Euler angles as those set by setRotationDegrees(),
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but the rotation will be equivalent, i.e. will have the same result when used to rotate a vector or node.
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*/
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core::vector3d<T> getRotationDegrees() const;
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@ -278,13 +278,6 @@ namespace core
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void transformPlane( const core::plane3d<f32> &in, core::plane3d<f32> &out) const;
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//! Transforms a axis aligned bounding box
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/** The result box of this operation may not be accurate at all. For
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correct results, use transformBoxEx() */
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void transformBox(core::aabbox3d<f32>& box) const;
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//! Transforms a axis aligned bounding box
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/** The result box of this operation should be accurate, but this operation
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is slower than transformBox(). */
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void transformBoxEx(core::aabbox3d<f32>& box) const;
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//! Multiplies this matrix by a 1x4 matrix
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@ -906,8 +899,8 @@ namespace core
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//! Returns a rotation which (mostly) works in combination with the given scale
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/**
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This code was originally written by by Chev (assuming no scaling back then,
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/**
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This code was originally written by by Chev (assuming no scaling back then,
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we can be blamed for all problems added by regarding scale)
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*/
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template <class T>
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@ -953,17 +946,17 @@ namespace core
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template <class T>
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inline core::vector3d<T> CMatrix4<T>::getRotationDegrees() const
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{
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// Note: Using getScale() here make it look like it could do matrix decomposition.
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// It can't! It works (or should work) as long as rotation doesn't flip the handedness
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// aka scale swapping 1 or 3 axes. (I think we could catch that as well by comparing
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// Note: Using getScale() here make it look like it could do matrix decomposition.
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// It can't! It works (or should work) as long as rotation doesn't flip the handedness
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// aka scale swapping 1 or 3 axes. (I think we could catch that as well by comparing
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// crossproduct of first 2 axes to direction of third axis, but TODO)
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// And maybe it should also offer the solution for the simple calculation
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// And maybe it should also offer the solution for the simple calculation
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// without regarding scaling as Irrlicht did before 1.7
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core::vector3d<T> scale(getScale());
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// We assume the matrix uses rotations instead of negative scaling 2 axes.
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// Otherwise it fails even for some simple cases, like rotating around
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// 2 axes by 180° which getScale thinks is a negative scaling.
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// Otherwise it fails even for some simple cases, like rotating around
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// 2 axes by 180° which getScale thinks is a negative scaling.
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if (scale.Y<0 && scale.Z<0)
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{
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scale.Y =-scale.Y;
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@ -1278,22 +1271,6 @@ namespace core
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transformPlane( out );
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}
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//! Transforms the edge-points of a bounding box
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//! Deprecated as it's usually not what people need (regards only 2 corners, but other corners might be outside the box after transformation)
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//! Use transformBoxEx instead.
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template <class T>
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_IRR_DEPRECATED_ inline void CMatrix4<T>::transformBox(core::aabbox3d<f32>& box) const
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{
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#if defined ( USE_MATRIX_TEST )
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if (isIdentity())
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return;
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#endif
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transformVect(box.MinEdge);
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transformVect(box.MaxEdge);
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box.repair();
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}
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//! Transforms a axis aligned bounding box more accurately than transformBox()
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template <class T>
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inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const
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