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#18051: Use 'var' when applicable
(cherry picked from commit fdfc478c88)
This commit is contained in:
committed by
Hein-Pieter van Braam
parent
e7b97af276
commit
31171ea5a2
@@ -220,11 +220,11 @@ namespace Godot
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public int GetOrthogonalIndex()
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{
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Basis orth = this;
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var orth = this;
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for (int i = 0; i < 3; i++)
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for (var i = 0; i < 3; i++)
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{
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for (int j = 0; j < 3; j++)
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for (var j = 0; j < 3; j++)
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{
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real_t v = orth[i, j];
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@@ -239,7 +239,7 @@ namespace Godot
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}
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}
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for (int i = 0; i < 24; i++)
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for (var i = 0; i < 24; i++)
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{
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if (orthoBases[i] == orth)
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return i;
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@@ -250,9 +250,9 @@ namespace Godot
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public Basis Inverse()
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{
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Basis inv = this;
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var inv = this;
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real_t[] co = new real_t[3]
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var co = new real_t[3]
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{
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inv[1, 1] * inv[2, 2] - inv[1, 2] * inv[2, 1],
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inv[1, 2] * inv[2, 0] - inv[1, 0] * inv[2, 2],
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@@ -311,7 +311,7 @@ namespace Godot
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public Basis Scaled(Vector3 scale)
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{
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Basis m = this;
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var m = this;
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m[0, 0] *= scale.x;
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m[0, 1] *= scale.x;
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@@ -343,7 +343,7 @@ namespace Godot
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public Basis Transposed()
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{
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Basis tr = this;
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var tr = this;
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real_t temp = this[0, 1];
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this[0, 1] = this[1, 0];
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@@ -415,8 +415,8 @@ namespace Godot
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(_x[2] - _z[0]) * inv_s
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);
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} else {
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real_t s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
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real_t inv_s = 1f / s;
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var s = Mathf.Sqrt(-_x[0] - _y[1] + _z[2] + 1.0f) * 2f;
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var inv_s = 1f / s;
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return new Quat(
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(_x[2] + _z[0]) * inv_s,
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(_y[2] + _z[1]) * inv_s,
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@@ -450,7 +450,7 @@ namespace Godot
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public Basis(Vector3 axis, real_t phi)
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{
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Vector3 axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
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var axis_sq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
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real_t cosine = Mathf.Cos( phi);
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real_t sine = Mathf.Sin( phi);
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