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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 /scene/3d/area_3d.cpp
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 'scene/3d/area_3d.cpp')
-rw-r--r--scene/3d/area_3d.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/scene/3d/area_3d.cpp b/scene/3d/area_3d.cpp
index d411525707..9179983220 100644
--- a/scene/3d/area_3d.cpp
+++ b/scene/3d/area_3d.cpp
@@ -580,6 +580,8 @@ void Area3D::_validate_property(PropertyInfo &property) const {
property.hint_string = options;
}
+
+ CollisionObject3D::_validate_property(property);
}
void Area3D::_bind_methods() {