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Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
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@@ -128,10 +128,10 @@ void Variant::_register_variant_constructors() {
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add_constructor<VariantConstructNoArgs<Quaternion>>(sarray());
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add_constructor<VariantConstructor<Quaternion, Quaternion>>(sarray("from"));
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add_constructor<VariantConstructor<Quaternion, Basis>>(sarray("from"));
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add_constructor<VariantConstructor<Quaternion, Vector3>>(sarray("euler"));
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add_constructor<VariantConstructor<Quaternion, Vector3, double>>(sarray("axis", "angle"));
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add_constructor<VariantConstructor<Quaternion, Vector3, Vector3>>(sarray("arc_from", "arc_to"));
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add_constructor<VariantConstructor<Quaternion, double, double, double, double>>(sarray("x", "y", "z", "w"));
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add_constructor<VariantConstructor<Quaternion, Vector3>>(sarray("euler_yxz"));
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add_constructor<VariantConstructNoArgs<::AABB>>(sarray());
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add_constructor<VariantConstructor<::AABB, ::AABB>>(sarray("from"));
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@@ -140,7 +140,6 @@ void Variant::_register_variant_constructors() {
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add_constructor<VariantConstructNoArgs<Basis>>(sarray());
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add_constructor<VariantConstructor<Basis, Basis>>(sarray("from"));
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add_constructor<VariantConstructor<Basis, Quaternion>>(sarray("from"));
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add_constructor<VariantConstructor<Basis, Vector3>>(sarray("euler"));
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add_constructor<VariantConstructor<Basis, Vector3, double>>(sarray("axis", "phi"));
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add_constructor<VariantConstructor<Basis, Vector3, Vector3, Vector3>>(sarray("x_axis", "y_axis", "z_axis"));
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