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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/mesh_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/mesh_editor_plugin.cpp')
-rw-r--r--tools/editor/plugins/mesh_editor_plugin.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/tools/editor/plugins/mesh_editor_plugin.cpp b/tools/editor/plugins/mesh_editor_plugin.cpp
index 785efebfc8..13f3204a05 100644
--- a/tools/editor/plugins/mesh_editor_plugin.cpp
+++ b/tools/editor/plugins/mesh_editor_plugin.cpp
@@ -82,8 +82,8 @@ void MeshEditor::_notification(int p_what) {
void MeshEditor::_update_rotation() {
Transform t;
- t.basis.rotate(Vector3(0, 1, 0), rot_y);
- t.basis.rotate(Vector3(1, 0, 0), rot_x);
+ t.basis.rotate(Vector3(0, 1, 0), -rot_y);
+ t.basis.rotate(Vector3(1, 0, 0), -rot_x);
mesh_instance->set_transform(t);
}