Merge pull request #82023 from aaronfranke/3.x-position
[3.x] Add "position" as an alias for "translation" in Spatial
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619c15e88c
2 changed files with 8 additions and 0 deletions
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@ -253,6 +253,9 @@
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<member name="gizmo" type="SpatialGizmo" setter="set_gizmo" getter="get_gizmo">
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<member name="gizmo" type="SpatialGizmo" setter="set_gizmo" getter="get_gizmo">
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The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] as custom visualization and editing handles in Editor.
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The [SpatialGizmo] for this node. Used for example in [EditorSpatialGizmo] as custom visualization and editing handles in Editor.
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</member>
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</member>
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<member name="global_position" type="Vector3" setter="set_global_translation" getter="get_global_translation">
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Global position of this node. This is a forward-compatible alias for [member global_translation].
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</member>
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<member name="global_rotation" type="Vector3" setter="set_global_rotation" getter="get_global_rotation">
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<member name="global_rotation" type="Vector3" setter="set_global_rotation" getter="get_global_rotation">
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Rotation part of the global transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
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Rotation part of the global transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
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[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.
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[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.
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@ -263,6 +266,9 @@
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<member name="global_translation" type="Vector3" setter="set_global_translation" getter="get_global_translation">
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<member name="global_translation" type="Vector3" setter="set_global_translation" getter="get_global_translation">
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Global position of this node. This is equivalent to [code]global_transform.origin[/code].
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Global position of this node. This is equivalent to [code]global_transform.origin[/code].
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</member>
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</member>
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<member name="position" type="Vector3" setter="set_translation" getter="get_translation">
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Local position of this node. This is a forward-compatible alias for [member translation].
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</member>
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<member name="rotation" type="Vector3" setter="set_rotation" getter="get_rotation">
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<member name="rotation" type="Vector3" setter="set_rotation" getter="get_rotation">
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Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
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Rotation part of the local transformation in radians, specified in terms of YXZ-Euler angles in the format (X angle, Y angle, Z angle).
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[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.
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[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.
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@ -936,11 +936,13 @@ void Spatial::_bind_methods() {
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BIND_CONSTANT(NOTIFICATION_EXIT_GAMEPLAY);
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BIND_CONSTANT(NOTIFICATION_EXIT_GAMEPLAY);
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ADD_GROUP("Transform", "");
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ADD_GROUP("Transform", "");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position", PROPERTY_HINT_NONE, "", 0), "set_translation", "get_translation");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "translation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_translation", "get_translation");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "translation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_translation", "get_translation");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_rotation_degrees", "get_rotation_degrees");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_rotation_degrees", "get_rotation_degrees");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation", PROPERTY_HINT_NONE, "", 0), "set_rotation", "get_rotation");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "rotation", PROPERTY_HINT_NONE, "", 0), "set_rotation", "get_rotation");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale", PROPERTY_HINT_LINK, "", PROPERTY_USAGE_EDITOR), "set_scale", "get_scale");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "scale", PROPERTY_HINT_LINK, "", PROPERTY_USAGE_EDITOR), "set_scale", "get_scale");
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "global_transform", PROPERTY_HINT_NONE, "", 0), "set_global_transform", "get_global_transform");
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "global_transform", PROPERTY_HINT_NONE, "", 0), "set_global_transform", "get_global_transform");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_position", PROPERTY_HINT_NONE, "", 0), "set_global_translation", "get_global_translation");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_translation", PROPERTY_HINT_NONE, "", 0), "set_global_translation", "get_global_translation");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_translation", PROPERTY_HINT_NONE, "", 0), "set_global_translation", "get_global_translation");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_rotation", PROPERTY_HINT_NONE, "", 0), "set_global_rotation", "get_global_rotation");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "global_rotation", PROPERTY_HINT_NONE, "", 0), "set_global_rotation", "get_global_rotation");
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