diff options
author | Ferenc Arn <tagcup@yahoo.com> | 2017-08-08 22:55:52 -0400 |
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committer | Ferenc Arn <tagcup@yahoo.com> | 2017-08-09 09:05:37 -0400 |
commit | 53c23b02226968d27e6caadcb801343697ac4fe9 (patch) | |
tree | f13f638959a7e1225cc87b09d6865f24e5bd7599 /doc | |
parent | 1536cc438128fe4036fa7da5ec305513a781d3c8 (diff) |
Use YXZ convention for Euler angles.
As discussed in issues #1479 and #9782, choosing the up axis (which is Y in Godot) as the axis of the last (or first) rotation is helpful in practical use cases.
This also aligns Godot's convention with Unity, helping with a smoother transition for people who are used to working with Unity (issue #9905).
Internally, both XYZ and YXZ functions are kept, for potential future applications.
Diffstat (limited to 'doc')
-rw-r--r-- | doc/base/classes.xml | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/base/classes.xml b/doc/base/classes.xml index 7dd22d7cb0..db758d9197 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -7652,7 +7652,7 @@ <argument index="0" name="euler" type="Vector3"> </argument> <description> - Create a rotation matrix (in the XYZ convention: first Z, then Y, and X last) from the specified Euler angles, given in the vector format as (third, second, first). + Create a rotation matrix (in the YXZ convention: first Z, then X, and Y last) from the specified Euler angles, given in the vector format as (X-angle, Y-angle, Z-angle). </description> </method> <method name="Basis"> @@ -7690,7 +7690,7 @@ <return type="Vector3"> </return> <description> - Assuming that the matrix is a proper rotation matrix (orthonormal matrix with determinant +1), return Euler angles (in the XYZ convention: first Z, then Y, and X last). Returned vector contains the rotation angles in the format (third,second,first). + Assuming that the matrix is a proper rotation matrix (orthonormal matrix with determinant +1), return Euler angles (in the YXZ convention: first Z, then X, and Y last). Returned vector contains the rotation angles in the format (X-angle, Y-angle, Z-angle). </description> </method> <method name="get_orthogonal_index"> |