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	 d03b7fbe09
			
		
	
	
		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():
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| 	print(true, false)
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| 	print(-1, 0, 1)
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| 	print(-1.25, 0.25, 1.25)
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| 	print("hello world")
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| 
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| 	print(Vector2(0.25, 0.25))
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| 	print(Vector2i(0, 0))
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| 
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| 	print(Rect2(0.25, 0.25, 0.5, 0.5))
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| 	print(Rect2i(0, 0, 0, 0))
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| 
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| 	print(Vector3(0.25, 0.25, 0.25))
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| 	print(Vector3i(0, 0, 0))
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| 
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| 	print(Transform2D.IDENTITY)
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| 	print(Plane(1, 2, 3, 4))
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| 	print(Quaternion(1, 2, 3, 4))
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| 	print(AABB(Vector3.ZERO, Vector3.ONE))
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| 	print(Basis.from_euler(Vector3(0, 0, 0)))
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| 	print(Transform3D.IDENTITY)
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| 
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| 	print(Color(1, 2, 3, 4))
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| 	print(StringName("hello"))
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| 	print(NodePath("hello/world"))
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| 	var node := Node.new()
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| 	print(RID(node))
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| 	print(node.get_name)
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| 	print(node.property_list_changed)
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| 	node.free()
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| 	print({"hello":123})
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| 	print(["hello", 123])
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| 
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| 	print(PackedByteArray([-1, 0, 1]))
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| 	print(PackedInt32Array([-1, 0, 1]))
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| 	print(PackedInt64Array([-1, 0, 1]))
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| 	print(PackedFloat32Array([-1, 0, 1]))
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| 	print(PackedFloat64Array([-1, 0, 1]))
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| 	print(PackedStringArray(["hello", "world"]))
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| 	print(PackedVector2Array([Vector2.ONE, Vector2.ZERO]))
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| 	print(PackedVector3Array([Vector3.ONE, Vector3.ZERO]))
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| 	print(PackedColorArray([Color.RED, Color.BLUE, Color.GREEN]))
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