diff --git a/native/cocos/core/scene-graph/Node.h b/native/cocos/core/scene-graph/Node.h index d08e12fde20..6b4310c3aa1 100644 --- a/native/cocos/core/scene-graph/Node.h +++ b/native/cocos/core/scene-graph/Node.h @@ -27,8 +27,6 @@ #include "base/Ptr.h" #include "base/std/any.h" #include "bindings/utils/BindingUtils.h" -// #include "core/components/Component.h" -// #include "core/event/Event.h" #include "core/data/Object.h" #include "core/event/EventTarget.h" #include "core/scene-graph/Layers.h" @@ -244,7 +242,7 @@ class Node : public CCObject { /** * @en Set position in local coordinate system * @zh 设置本地坐标 - * @param position Target position + * @param pos Target position */ inline void setPosition(const Vec3 &pos) { setPosition(pos.x, pos.y, pos.z); } inline void setPosition(float x, float y) { setPosition(x, y, _localPosition.z); } @@ -254,10 +252,8 @@ class Node : public CCObject { // It is invoked after deserialization. It only sets position value, not triggers other logic. inline void setPositionForJS(float x, float y, float z) { _localPosition.set(x, y, z); } /** - * @en Get position in local coordinate system, please try to pass `out` vector and reuse it to avoid garbage. - * @zh 获取本地坐标,注意,尽可能传递复用的 [[Vec3]] 以避免产生垃圾。 - * @param out Set the result to out vector - * @return If `out` given, the return value equals to `out`, otherwise a new vector will be generated and return + * @en Get position in local coordinate system. + * @zh 获取本地坐标. */ inline const Vec3 &getPosition() const { return _localPosition; } @@ -277,10 +273,8 @@ class Node : public CCObject { void setRotationFromEuler(float x, float y, float z); inline void setRotationFromEulerForJS(float x, float y, float z) { _euler.set(x, y, z); } /** - * @en Get rotation as quaternion in local coordinate system, please try to pass `out` quaternion and reuse it to avoid garbage. - * @zh 获取本地旋转,注意,尽可能传递复用的 [[Quat]] 以避免产生垃圾。 - * @param out Set the result to out quaternion - * @return If `out` given, the return value equals to `out`, otherwise a new quaternion will be generated and return + * @en Get rotation as quaternion in local coordinate system. + * @zh 获取本地旋转四元素. */ inline const Quaternion &getRotation() const { return _localRotation; } @@ -296,10 +290,8 @@ class Node : public CCObject { void setScaleInternal(float x, float y, float z, bool calledFromJS); inline void setScaleForJS(float x, float y, float z) { _localScale.set(x, y, z); } /** - * @en Get scale in local coordinate system, please try to pass `out` vector and reuse it to avoid garbage. - * @zh 获取本地缩放,注意,尽可能传递复用的 [[Vec3]] 以避免产生垃圾。 - * @param out Set the result to out vector - * @return If `out` given, the return value equals to `out`, otherwise a new vector will be generated and return + * @en Get scale in local coordinate system. + * @zh 获取本地缩放向量。 */ inline const Vec3 &getScale() const { return _localScale; } @@ -320,10 +312,8 @@ class Node : public CCObject { void setWorldPosition(float x, float y, float z); /** - * @en Get position in world coordinate system, please try to pass `out` vector and reuse it to avoid garbage. - * @zh 获取世界坐标,注意,尽可能传递复用的 [[Vec3]] 以避免产生垃圾。 - * @param out Set the result to out vector - * @return If `out` given, the return value equals to `out`, otherwise a new vector will be generated and return + * @en Get position in world coordinate system. + * @zh 获取世界坐标。 */ const Vec3 &getWorldPosition() const; @@ -335,28 +325,21 @@ class Node : public CCObject { inline void setWorldRotation(const Quaternion &rotation) { setWorldRotation(rotation.x, rotation.y, rotation.z, rotation.w); } void setWorldRotation(float x, float y, float z, float w); /** - * @en Get rotation as quaternion in world coordinate system, please try to pass `out` quaternion and reuse it to avoid garbage. - * @zh 获取世界坐标系下的旋转,注意,尽可能传递复用的 [[Quat]] 以避免产生垃圾。 - * @param out Set the result to out quaternion - * @return If `out` given, the return value equals to `out`, otherwise a new quaternion will be generated and return + * @en Get rotation as quaternion in world coordinate system. + * @zh 获取世界坐标系下的旋转四元素。 */ const Quaternion &getWorldRotation() const; /** * @en Set rotation in world coordinate system with euler angles * @zh 用欧拉角设置世界坐标系下的旋转 - * @param x X axis rotation - * @param y Y axis rotation - * @param z Z axis rotation */ inline void setWorldScale(const Vec3 &scale) { setWorldScale(scale.x, scale.y, scale.z); } void setWorldScale(float x, float y, float z); /** - * @en Get scale in world coordinate system, please try to pass `out` vector and reuse it to avoid garbage. - * @zh 获取世界缩放,注意,尽可能传递复用的 [[Vec3]] 以避免产生垃圾。 - * @param out Set the result to out vector - * @return If `out` given, the return value equals to `out`, otherwise a new vector will be generated and return + * @en Get scale vector in world coordinate system. + * @zh 获取世界缩放向量。 */ const Vec3 &getWorldScale() const; @@ -377,36 +360,27 @@ class Node : public CCObject { /** * @en Get a world transform matrix * @zh 获取世界变换矩阵 - * @param out Set the result to out matrix - * @return If `out` given, the return value equals to `out`, otherwise a new matrix will be generated and return */ const Mat4 &getWorldMatrix() const; /** * @en Get a world transform matrix with only rotation and scale * @zh 获取只包含旋转和缩放的世界变换矩阵 - * @param out Set the result to out matrix - * @return If `out` given, the return value equals to `out`, otherwise a new matrix will be generated and return */ Mat4 getWorldRS(); /** * @en Get a world transform matrix with only rotation and translation * @zh 获取只包含旋转和位移的世界变换矩阵 - * @param out Set the result to out matrix - * @return If `out` given, the return value equals to `out`, otherwise a new matrix will be generated and return */ Mat4 getWorldRT(); /** * @en Set local transformation with rotation, position and scale separately. * @zh 一次性设置所有局部变换(平移、旋转、缩放)信息 - * @param rot The rotation - * @param pos The position - * @param scale The scale */ - void setRTSInternal(Quaternion *rot, Vec3 *pos, Vec3 *scale, bool calledFromJS); inline void setRTS(Quaternion *rot, Vec3 *pos, Vec3 *scale) { setRTSInternal(rot, pos, scale, false); } + void setRTSInternal(Quaternion *rot, Vec3 *pos, Vec3 *scale, bool calledFromJS); void setForward(const Vec3 &dir);