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Document why Basis axis vectors are exposed transposed #26432
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It's not a bug a priori, Basis exposes its axis vectors transposed indeed. This should be better documented. |
Wait, so with this into account, is |
According to |
@Calinou those are constants, I mean taking any basis, rotated randomly, are |
Just to clear any confusion:
we can see that if the Vector is
which is equal to |
I confuse why transform.basis is different from transform.basis.x, transform.basis.y, transform.basis.z. |
thanks, @PapaFl . I understood that. It is not a bug. |
I still think it needs better documentation though. |
Should we leave the "full" Basis print handler as-is? I haven't followed the issue closely. |
For whoever got notified for that message, I am dumb. GLSL works with columns in the matrix as well, but accessing the individual elements is done by supplying the column then the row first, and I got confused (I do my coordinates in x, y usually). There is no inconsistency between GDScript and C#. |
Just for a bit of clarification and revival of this issue. In Godot 4 the way both Transform3D and Basis are converted to String (and by extension printed out) has changed: var my_basis = Basis(Vector3(1, 2, 3), Vector3(4, 5, 6), Vector3(7, 8, 9))
print(my_basis) # [X: (1, 2, 3), Y: (4, 5, 6), Z: (7, 8, 9)]
var transform = Transform3D(my_basis, Vector3.ZERO)
print(transform) # [X: (1, 2, 3), Y: (4, 5, 6), Z: (7, 8, 9), O: (0, 0, 0)] This should mean that the original issue no longer exists. What could be documented now? |
Godot version:
3.1 beta 9
OS/device including version:
Windows 10
Issue description:
print spatial.transform.basis is wrong
I tested some case and this happen when spartial angle between 0 and 180 degree. it is ok at angle 180 degree or 0 degree
Steps to reproduce:
Minimal reproduction project:
test transform.zip
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