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What would be the existing or intended use case in the engine for this? For What would be the concrete uses for this, as opposed to consistency |
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Regardless of the addition of |
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2D only has one axis, because if you were to rotate in some Y axis, you would be doing scale. |
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In 3D, there's
Transform3DandBasis, the former containing an instance of the latter.In 2D there's just
Transform2D, with no separation of the origin vector.I think it would be better to:
Basis2D.Transform2D'sxandyproperties with aBasis2D.BasistoBasis3D.This would be good for the following reasons:
mat2in shader code.I know this could be seen as trivial, but I don't see a reason to not do it either.
Obviously this would need to wait until Godot 5.0 since it breaks compatibility.
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