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Relintai
951ae7b11d
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.
- reduz
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.. | ||
bind | ||
config | ||
containers | ||
crypto | ||
error | ||
input | ||
io | ||
log | ||
math | ||
object | ||
os | ||
string | ||
variant | ||
core_builders.py | ||
core_string_names.cpp | ||
core_string_names.h | ||
global_constants.cpp | ||
global_constants.h | ||
int_types.h | ||
locales.h | ||
register_core_types.cpp | ||
register_core_types.h | ||
SCsub | ||
typedefs.h | ||
version.h |