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authorJuan Linietsky <reduzio@gmail.com>2017-01-03 23:20:20 -0300
committerGitHub <noreply@github.com>2017-01-03 23:20:20 -0300
commit3a0c19d3f6ddb26359c95d84c376a8e6b1afd04d (patch)
tree8e313066ce55a3366cd6b972ff429372583cda28 /core/math/vector3.h
parentf2e99826c0b1e8227644bfab0795d858c504d279 (diff)
parentbd7ba0b664fa98381db9ef8edb69ba211213d595 (diff)
downloadredot-engine-3a0c19d3f6ddb26359c95d84c376a8e6b1afd04d.tar.gz
Merge pull request #6865 from tagcup/godot_issue_6816
Use right handed coordinate system for rotation matrices and quaternions. Also fixed Euler angles (XYZ convention).
Diffstat (limited to 'core/math/vector3.h')
-rw-r--r--core/math/vector3.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/core/math/vector3.h b/core/math/vector3.h
index 3f451b0ab7..14cf1bc6ca 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -293,7 +293,6 @@ bool Vector3::operator==(const Vector3& p_v) const {
}
bool Vector3::operator!=(const Vector3& p_v) const {
-
return (x!=p_v.x || y!=p_v.y || z!=p_v.z);
}