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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/sprite_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/sprite_3d.cpp')
-rw-r--r--scene/3d/sprite_3d.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp
index 349a534680..90af70e7c2 100644
--- a/scene/3d/sprite_3d.cpp
+++ b/scene/3d/sprite_3d.cpp
@@ -743,6 +743,8 @@ void Sprite3D::_validate_property(PropertyInfo &property) const {
if (property.name == "frame_coords") {
property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
+
+ SpriteBase3D::_validate_property(property);
}
void Sprite3D::_bind_methods() {
@@ -1015,6 +1017,8 @@ void AnimatedSprite3D::_validate_property(PropertyInfo &property) const {
}
property.usage |= PROPERTY_USAGE_KEYING_INCREMENTS;
}
+
+ SpriteBase3D::_validate_property(property);
}
void AnimatedSprite3D::_notification(int p_what) {