From 53c23b02226968d27e6caadcb801343697ac4fe9 Mon Sep 17 00:00:00 2001 From: Ferenc Arn Date: Tue, 8 Aug 2017 22:55:52 -0400 Subject: Use YXZ convention for Euler angles. As discussed in issues #1479 and #9782, choosing the up axis (which is Y in Godot) as the axis of the last (or first) rotation is helpful in practical use cases. This also aligns Godot's convention with Unity, helping with a smoother transition for people who are used to working with Unity (issue #9905). Internally, both XYZ and YXZ functions are kept, for potential future applications. --- doc/base/classes.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'doc') diff --git a/doc/base/classes.xml b/doc/base/classes.xml index 7dd22d7cb0..db758d9197 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -7652,7 +7652,7 @@ - Create a rotation matrix (in the XYZ convention: first Z, then Y, and X last) from the specified Euler angles, given in the vector format as (third, second, first). + Create a rotation matrix (in the YXZ convention: first Z, then X, and Y last) from the specified Euler angles, given in the vector format as (X-angle, Y-angle, Z-angle). @@ -7690,7 +7690,7 @@ - Assuming that the matrix is a proper rotation matrix (orthonormal matrix with determinant +1), return Euler angles (in the XYZ convention: first Z, then Y, and X last). Returned vector contains the rotation angles in the format (third,second,first). + Assuming that the matrix is a proper rotation matrix (orthonormal matrix with determinant +1), return Euler angles (in the YXZ convention: first Z, then X, and Y last). Returned vector contains the rotation angles in the format (X-angle, Y-angle, Z-angle). -- cgit v1.2.3