From 9e952c83869cd2c1d928beeb6493e635e2b690ff Mon Sep 17 00:00:00 2001 From: Aaron Franke Date: Sat, 1 Oct 2022 21:54:19 -0500 Subject: Allow getting Quaternion rotation in different Euler orders --- modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'modules') diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs index 5dd629aeb0..f01f0be985 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs @@ -312,7 +312,7 @@ namespace Godot /// the rotation angles in the format (X angle, Y angle, Z angle). /// /// The Euler angle representation of this quaternion. - public Vector3 GetEuler() + public Vector3 GetEuler(EulerOrder order = EulerOrder.Yxz) { #if DEBUG if (!IsNormalized()) @@ -321,7 +321,7 @@ namespace Godot } #endif var basis = new Basis(this); - return basis.GetEuler(); + return basis.GetEuler(order); } /// -- cgit v1.2.3