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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 /tools/editor/plugins/material_editor_plugin.cpp
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 'tools/editor/plugins/material_editor_plugin.cpp')
-rw-r--r--tools/editor/plugins/material_editor_plugin.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/tools/editor/plugins/material_editor_plugin.cpp b/tools/editor/plugins/material_editor_plugin.cpp
index 9c279fa967..3ef1818135 100644
--- a/tools/editor/plugins/material_editor_plugin.cpp
+++ b/tools/editor/plugins/material_editor_plugin.cpp
@@ -129,8 +129,8 @@ MaterialEditor::MaterialEditor() {
viewport->add_child(box_instance);
Transform box_xform;
- box_xform.basis.rotate(Vector3(1,0,0),Math::deg2rad(-25));
- box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(-25));
+ box_xform.basis.rotate(Vector3(1,0,0),Math::deg2rad(25));
+ box_xform.basis = box_xform.basis * Matrix3().rotated(Vector3(0,1,0),Math::deg2rad(25));
box_xform.basis.scale(Vector3(0.8,0.8,0.8));
box_instance->set_transform(box_xform);