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author | Max Hilbrunner <mhilbrunner@users.noreply.github.com> | 2022-10-19 21:02:14 +0200 |
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committer | GitHub <noreply@github.com> | 2022-10-19 21:02:14 +0200 |
commit | 523f6263e47ba7aae70aadb1fbbdbff194c1651c (patch) | |
tree | 027cf834f79f3d483f9bf8ffe4af59d15beb38ee /scene/3d | |
parent | 27f69b6f8b9a9a5fc67be25e2ba30b5fe01439a1 (diff) | |
parent | 042d228558734635a2452b154e6bbd0e5326d653 (diff) |
Merge pull request #67249 from wuyingnan/fix_quaternion_typo
Fix a comment typo in node_3d.h
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 04f73a4cbd..457f634c34 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). |