d03b7fbe09
* Made the Basis euler orders indexed via enum. * Node3D has a new rotation_order property to choose Euler rotation order. * Node3D has also a rotation_mode property to choose between Euler, Quaternion and Basis Exposing these modes as well as the order makes Godot a lot friendlier for animators, which can choose the best way to interpolate rotations. The new *Basis* mode makes the (exposed) transform property obsolete, so it was removed (can still be accessed by code of course).
42 lines
1.1 KiB
GDScript
42 lines
1.1 KiB
GDScript
func test():
|
|
print(true, false)
|
|
print(-1, 0, 1)
|
|
print(-1.25, 0.25, 1.25)
|
|
print("hello world")
|
|
|
|
print(Vector2(0.25, 0.25))
|
|
print(Vector2i(0, 0))
|
|
|
|
print(Rect2(0.25, 0.25, 0.5, 0.5))
|
|
print(Rect2i(0, 0, 0, 0))
|
|
|
|
print(Vector3(0.25, 0.25, 0.25))
|
|
print(Vector3i(0, 0, 0))
|
|
|
|
print(Transform2D.IDENTITY)
|
|
print(Plane(1, 2, 3, 4))
|
|
print(Quaternion(1, 2, 3, 4))
|
|
print(AABB(Vector3.ZERO, Vector3.ONE))
|
|
print(Basis.from_euler(Vector3(0, 0, 0)))
|
|
print(Transform3D.IDENTITY)
|
|
|
|
print(Color(1, 2, 3, 4))
|
|
print(StringName("hello"))
|
|
print(NodePath("hello/world"))
|
|
var node := Node.new()
|
|
print(RID(node))
|
|
print(node.get_name)
|
|
print(node.property_list_changed)
|
|
node.free()
|
|
print({"hello":123})
|
|
print(["hello", 123])
|
|
|
|
print(PackedByteArray([-1, 0, 1]))
|
|
print(PackedInt32Array([-1, 0, 1]))
|
|
print(PackedInt64Array([-1, 0, 1]))
|
|
print(PackedFloat32Array([-1, 0, 1]))
|
|
print(PackedFloat64Array([-1, 0, 1]))
|
|
print(PackedStringArray(["hello", "world"]))
|
|
print(PackedVector2Array([Vector2.ONE, Vector2.ZERO]))
|
|
print(PackedVector3Array([Vector3.ONE, Vector3.ZERO]))
|
|
print(PackedColorArray([Color.RED, Color.BLUE, Color.GREEN]))
|