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Use right handed coordinate system for rotation matrices and quaternions. Also fixes Euler angles (XYZ convention, which is used as default by Blender).
Furthermore, functions which expect a rotation matrix will now give an error simply, rather than trying to orthonormalize such matrices. The documentation for such functions has be updated accordingly. This commit breaks code using 3D rotations, and is a part of the breaking changes in 2.1 -> 3.0 transition. The code affected within Godot code base is fixed in this commit.
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@@ -82,8 +82,8 @@ void MeshEditor::_notification(int p_what) {
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void MeshEditor::_update_rotation() {
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Transform t;
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t.basis.rotate(Vector3(0, 1, 0), rot_y);
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t.basis.rotate(Vector3(1, 0, 0), rot_x);
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t.basis.rotate(Vector3(0, 1, 0), -rot_y);
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t.basis.rotate(Vector3(1, 0, 0), -rot_x);
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mesh_instance->set_transform(t);
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}
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