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author | reduz <reduzio@gmail.com> | 2021-10-21 13:38:20 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-10-25 14:34:00 -0300 |
commit | d03b7fbe090dca1f9ea4190116ac0efbee37e929 (patch) | |
tree | 5d7db71d15925908cf87483526e6716cba0bef65 /scene/animation | |
parent | 5ff0624a073fe580b7f26b94f6e242462b67bc2a (diff) |
Refactored Node3D rotation modes
* Made the Basis euler orders indexed via enum.
* Node3D has a new rotation_order property to choose Euler rotation order.
* Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis
Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations.
The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
Diffstat (limited to 'scene/animation')
-rw-r--r-- | scene/animation/animation_player.cpp | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp index 1f000d5f39..26caf826a7 100644 --- a/scene/animation/animation_player.cpp +++ b/scene/animation/animation_player.cpp @@ -166,6 +166,8 @@ void AnimationPlayer::_validate_property(PropertyInfo &property) const { property.hint_string = hint; } + + Node::_validate_property(property); } void AnimationPlayer::_get_property_list(List<PropertyInfo> *p_list) const { |