Add synonyms for transform relative vectors (#1667)

Fixes #1663.

I think the directions are correct (same as [here](https://docs.godotengine.org/en/stable/classes/class_vector3.html?highlight=forward#constants)), but please double check because I might have mixed them up.

Co-authored-by: guimcaballero <guim.caballero@gmail.com>
Co-authored-by: Guim Caballero <guim.caballero@gmail.com>
This commit is contained in:
Guim Caballero 2021-04-12 21:53:05 +00:00
parent 6ce57c85d6
commit b060e16f62
2 changed files with 72 additions and 0 deletions

View File

@ -118,18 +118,54 @@ impl GlobalTransform {
self.rotation * Vec3::X
}
/// Equivalent to -local_x()
#[inline]
pub fn left(&self) -> Vec3 {
-self.local_x()
}
/// Equivalent to local_x()
#[inline]
pub fn right(&self) -> Vec3 {
self.local_x()
}
/// Get the unit vector in the local y direction
#[inline]
pub fn local_y(&self) -> Vec3 {
self.rotation * Vec3::Y
}
/// Equivalent to local_y()
#[inline]
pub fn up(&self) -> Vec3 {
self.local_y()
}
/// Equivalent to -local_y()
#[inline]
pub fn down(&self) -> Vec3 {
-self.local_y()
}
/// Get the unit vector in the local z direction
#[inline]
pub fn local_z(&self) -> Vec3 {
self.rotation * Vec3::Z
}
/// Equivalent to -local_z()
#[inline]
pub fn forward(&self) -> Vec3 {
-self.local_z()
}
/// Equivalent to local_z()
#[inline]
pub fn back(&self) -> Vec3 {
self.local_z()
}
#[doc(hidden)]
#[inline]
pub fn rotate(&mut self, rotation: Quat) {

View File

@ -130,18 +130,54 @@ impl Transform {
self.rotation * Vec3::X
}
/// Equivalent to -local_x()
#[inline]
pub fn left(&self) -> Vec3 {
-self.local_x()
}
/// Equivalent to local_x()
#[inline]
pub fn right(&self) -> Vec3 {
self.local_x()
}
/// Get the unit vector in the local y direction.
#[inline]
pub fn local_y(&self) -> Vec3 {
self.rotation * Vec3::Y
}
/// Equivalent to local_y()
#[inline]
pub fn up(&self) -> Vec3 {
self.local_y()
}
/// Equivalent to -local_y()
#[inline]
pub fn down(&self) -> Vec3 {
-self.local_y()
}
/// Get the unit vector in the local z direction.
#[inline]
pub fn local_z(&self) -> Vec3 {
self.rotation * Vec3::Z
}
/// Equivalent to -local_z()
#[inline]
pub fn forward(&self) -> Vec3 {
-self.local_z()
}
/// Equivalent to local_z()
#[inline]
pub fn back(&self) -> Vec3 {
self.local_z()
}
/// Rotates the transform by the given rotation.
#[inline]
pub fn rotate(&mut self, rotation: Quat) {