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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 /scene/3d/path.cpp | |
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 'scene/3d/path.cpp')
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