mirror of https://github.com/godotengine/godot
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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| .. | ||
| SCsub | ||
| array.cpp | ||
| array.h | ||
| binder_common.h | ||
| callable.cpp | ||
| callable.h | ||
| callable_bind.cpp | ||
| callable_bind.h | ||
| container_type_validate.h | ||
| dictionary.cpp | ||
| dictionary.h | ||
| method_ptrcall.h | ||
| native_ptr.h | ||
| type_info.h | ||
| typed_array.h | ||
| variant.cpp | ||
| variant.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 | ||