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authorreduz <reduzio@gmail.com>2021-10-21 13:38:20 -0300
committerreduz <reduzio@gmail.com>2021-10-25 14:34:00 -0300
commitd03b7fbe090dca1f9ea4190116ac0efbee37e929 (patch)
tree5d7db71d15925908cf87483526e6716cba0bef65 /doc/classes/Quaternion.xml
parent5ff0624a073fe580b7f26b94f6e242462b67bc2a (diff)
downloadredot-engine-d03b7fbe090dca1f9ea4190116ac0efbee37e929.tar.gz
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).
Diffstat (limited to 'doc/classes/Quaternion.xml')
-rw-r--r--doc/classes/Quaternion.xml3
1 files changed, 1 insertions, 2 deletions
diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml
index 1ef6320d61..9c948ca21a 100644
--- a/doc/classes/Quaternion.xml
+++ b/doc/classes/Quaternion.xml
@@ -43,9 +43,8 @@
</method>
<method name="Quaternion" qualifiers="constructor">
<return type="Quaternion" />
- <argument index="0" name="euler" type="Vector3" />
+ <argument index="0" name="euler_yxz" type="Vector3" />
<description>
- Constructs a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle).
</description>
</method>
<method name="Quaternion" qualifiers="constructor">