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This is a much simpler attempt to solve the same problem as #76060, but without breaking any compatibility. * Adds a description of what model space is in the Vector3 enums (MODEL_* constants). This has the proper axes laid out for imported 3D assets. * Adds the option to `look_at` using model_space, which uses Vector3.MODEL_FRONT as forward vector. The attempt of this PR is to still break the assumption that there is a single direction of forward (which is not the case in Godot) and make it easier to understand where 3D models are facing, as well as orienting them via look_at. |
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.. | ||
array.cpp | ||
array.h | ||
binder_common.h | ||
callable_bind.cpp | ||
callable_bind.h | ||
callable.cpp | ||
callable.h | ||
container_type_validate.h | ||
dictionary.cpp | ||
dictionary.h | ||
method_ptrcall.h | ||
native_ptr.h | ||
SCsub | ||
type_info.h | ||
typed_array.h | ||
variant_call.cpp | ||
variant_construct.cpp | ||
variant_construct.h | ||
variant_destruct.cpp | ||
variant_destruct.h | ||
variant_internal.h | ||
variant_op.cpp | ||
variant_op.h | ||
variant_parser.cpp | ||
variant_parser.h | ||
variant_setget.cpp | ||
variant_setget.h | ||
variant_utility.cpp | ||
variant.cpp | ||
variant.h |