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-rw-r--r--doc/classes/Control.xml3
-rw-r--r--doc/classes/Node2D.xml6
-rw-r--r--doc/classes/Node3D.xml6
3 files changed, 15 insertions, 0 deletions
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index fd6aab6a49..b0351559ee 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -1050,6 +1050,9 @@
<member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
The node's rotation around its pivot, in radians. See [member pivot_offset] to change the pivot's position.
</member>
+ <member name="rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees">
+ Helper property to access [member rotation] in degrees instead of radians.
+ </member>
<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale, relative to its [member size]. Change this property to scale the node around its [member pivot_offset]. The Control's [member tooltip_text] will also scale according to this value.
[b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
diff --git a/doc/classes/Node2D.xml b/doc/classes/Node2D.xml
index 26efe37dce..9d224f09b1 100644
--- a/doc/classes/Node2D.xml
+++ b/doc/classes/Node2D.xml
@@ -99,6 +99,9 @@
<member name="global_rotation" type="float" setter="set_global_rotation" getter="get_global_rotation">
Global rotation in radians.
</member>
+ <member name="global_rotation_degrees" type="float" setter="set_global_rotation_degrees" getter="get_global_rotation_degrees">
+ Helper property to access [member global_rotation] in degrees instead of radians.
+ </member>
<member name="global_scale" type="Vector2" setter="set_global_scale" getter="get_global_scale">
Global scale.
</member>
@@ -114,6 +117,9 @@
<member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
Rotation in radians, relative to the node's parent.
</member>
+ <member name="rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees">
+ Helper property to access [member rotation] in degrees instead of radians.
+ </member>
<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale. Unscaled value: [code](1, 1)[/code].
[b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index b6024b1887..1aa71113e9 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -274,6 +274,9 @@
Rotation part of the global transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent 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="global_rotation_degrees" type="Vector3" setter="set_global_rotation_degrees" getter="get_global_rotation_degrees">
+ Helper property to access [member global_rotation] in degrees instead of radians.
+ </member>
<member name="global_transform" type="Transform3D" setter="set_global_transform" getter="get_global_transform">
World3D space (global) [Transform3D] of this node.
</member>
@@ -287,6 +290,9 @@
Rotation part of the local transformation in radians, specified in terms of Euler angles. The angles construct a rotaton in the order specified by the [member rotation_order] property.
[b]Note:[/b] In the mathematical sense, rotation is a matrix and not a vector. The three Euler angles, which are the three independent 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">
+ Helper property to access [member rotation] in degrees instead of radians.
+ </member>
<member name="rotation_edit_mode" type="int" setter="set_rotation_edit_mode" getter="get_rotation_edit_mode" enum="Node3D.RotationEditMode" default="0">
Specify how rotation (and scale) will be presented in the editor.
</member>