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authorMax Hilbrunner <mhilbrunner@users.noreply.github.com>2022-10-19 21:02:14 +0200
committerGitHub <noreply@github.com>2022-10-19 21:02:14 +0200
commit523f6263e47ba7aae70aadb1fbbdbff194c1651c (patch)
tree027cf834f79f3d483f9bf8ffe4af59d15beb38ee /scene/3d
parent27f69b6f8b9a9a5fc67be25e2ba30b5fe01439a1 (diff)
parent042d228558734635a2452b154e6bbd0e5326d653 (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.h4
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).