fix typo
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@ -71,8 +71,8 @@ public:
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private:
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// For the sake of ease of use, Node3D can operate with Transforms (Basis+Origin), Quaterinon/Scale and Euler Rotation/Scale.
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// Transform and Quaterinon are stored in data.local_transform Basis (so quaternion is not really stored, but converted back/forth from 3x3 matrix on demand).
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// For the sake of ease of use, Node3D can operate with Transforms (Basis+Origin), Quaternion/Scale and Euler Rotation/Scale.
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// Transform and Quaternion are stored in data.local_transform Basis (so quaternion is not really stored, but converted back/forth from 3x3 matrix on demand).
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// Euler needs to be kept separate because converting to Basis and back may result in a different vector (which is troublesome for users
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// editing in the inspector, not only because of the numerical precision loss but because they expect these rotations to be consistent, or support
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// "redundant" rotations for animation interpolation, like going from 0 to 720 degrees).
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