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Type renames:
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
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@@ -609,19 +609,19 @@ MainLoop* test() {
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float a=0.3;
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//Quat q(v,a);
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Matrix3 m(v,a);
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Basis m(v,a);
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Vector3 v2(7,3,1);
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v2.normalize();
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float a2=0.8;
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//Quat q(v,a);
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Matrix3 m2(v2,a2);
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Basis m2(v2,a2);
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Quat q=m;
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Quat q2=m2;
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Matrix3 m3 = m.inverse() * m2;
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Basis m3 = m.inverse() * m2;
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Quat q3 = (q.inverse() * q2);//.normalized();
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print_line(Quat(m3));
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@@ -642,11 +642,11 @@ MainLoop* test() {
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print_line(ret);
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return NULL;
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Matrix3 m3;
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Basis m3;
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m3.rotate(Vector3(1,0,0),0.2);
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m3.rotate(Vector3(0,1,0),1.77);
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m3.rotate(Vector3(0,0,1),212);
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Matrix3 m32;
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Basis m32;
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m32.set_euler(m3.get_euler());
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print_line("ELEULEEEEEEEEEEEEEEEEEER: "+m3.get_euler()+" vs "+m32.get_euler());
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@@ -784,11 +784,11 @@ MainLoop* test() {
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print_line(Variant(a));
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Matrix32 mat2_1;
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Transform2D mat2_1;
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mat2_1.rotate(0.5);
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Matrix32 mat2_2;
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Transform2D mat2_2;
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mat2_2.translate(Vector2(1,2));
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Matrix32 mat2_3 = mat2_1 * mat2_2;
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Transform2D mat2_3 = mat2_1 * mat2_2;
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mat2_3.affine_invert();
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print_line(mat2_3.elements[0]);
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