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authorYingnan Wu <wuyingnan@users.noreply.github.com>2022-10-11 19:58:25 +0800
committerYingnan Wu <wuyingnan@users.noreply.github.com>2022-10-11 19:58:25 +0800
commit042d228558734635a2452b154e6bbd0e5326d653 (patch)
treef9caa1f925c809b4fed11c4f8ddcb88f3cd99b62 /scene/3d
parente413d1c9c35bec80f7244772bd63a3269f56c5a2 (diff)
fix typo
Diffstat (limited to 'scene/3d')
-rw-r--r--scene/3d/node_3d.h4
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).