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-rw-r--r--doc/classes/Spatial.xml4
1 files changed, 1 insertions, 3 deletions
diff --git a/doc/classes/Spatial.xml b/doc/classes/Spatial.xml
index 9ef60109de..d9242d8c42 100644
--- a/doc/classes/Spatial.xml
+++ b/doc/classes/Spatial.xml
@@ -5,11 +5,10 @@
</brief_description>
<description>
Most basic 3D game object, with a 3D [Transform] and visibility settings. All other 3D game objects inherit from Spatial. Use Spatial as a parent node to move, scale, rotate and show/hide children in a 3D project.
-
Affine operations (rotate, scale, translate) happen in parent's local coordinate system, unless the Spatial object is set as top level. Affine operations in this coordinate system correspond to direct affine operations on the Spatial's transform. The word local below refers to this coordinate system. The coordinate system that is attached to the Spatial object itself is referred to as object-local coordinate system.
</description>
<tutorials>
- http://docs.godotengine.org/en/3.0/tutorials/3d/introduction_to_3d.html
+ <link>http://docs.godotengine.org/en/3.0/tutorials/3d/introduction_to_3d.html</link>
</tutorials>
<demos>
</demos>
@@ -284,7 +283,6 @@
</member>
<member name="rotation" type="Vector3" setter="set_rotation" getter="get_rotation">
Rotation part of the local transformation, specified in terms of YXZ-Euler angles in the format (X-angle, Y-angle, Z-angle), in radians.
-
Note that in the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three indepdent parameters of the Euler-angle parametrization of the rotation matrix, are stored in a [Vector3] data structure not because the rotation is a vector, but only because [Vector3] exists as a convenient data-structure to store 3 floating point numbers. Therefore, applying affine operations on the rotation "vector" is not meaningful.
</member>
<member name="rotation_degrees" type="Vector3" setter="set_rotation_degrees" getter="get_rotation_degrees">