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author | Yingnan Wu <wuyingnan@users.noreply.github.com> | 2022-10-11 19:58:25 +0800 |
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committer | Yingnan Wu <wuyingnan@users.noreply.github.com> | 2022-10-11 19:58:25 +0800 |
commit | 042d228558734635a2452b154e6bbd0e5326d653 (patch) | |
tree | f9caa1f925c809b4fed11c4f8ddcb88f3cd99b62 /scene/3d | |
parent | e413d1c9c35bec80f7244772bd63a3269f56c5a2 (diff) |
fix typo
Diffstat (limited to 'scene/3d')
-rw-r--r-- | scene/3d/node_3d.h | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/scene/3d/node_3d.h b/scene/3d/node_3d.h index 90c7bc89ef..eeef09a771 100644 --- a/scene/3d/node_3d.h +++ b/scene/3d/node_3d.h @@ -71,8 +71,8 @@ public: }; private: - // For the sake of ease of use, Node3D can operate with Transforms (Basis+Origin), Quaterinon/Scale and Euler Rotation/Scale. - // Transform and Quaterinon are stored in data.local_transform Basis (so quaternion is not really stored, but converted back/forth from 3x3 matrix on demand). + // For the sake of ease of use, Node3D can operate with Transforms (Basis+Origin), Quaternion/Scale and Euler Rotation/Scale. + // Transform and Quaternion are stored in data.local_transform Basis (so quaternion is not really stored, but converted back/forth from 3x3 matrix on demand). // Euler needs to be kept separate because converting to Basis and back may result in a different vector (which is troublesome for users // editing in the inspector, not only because of the numerical precision loss but because they expect these rotations to be consistent, or support // "redundant" rotations for animation interpolation, like going from 0 to 720 degrees). |