Hi,
Recently I started working with Godot, I was working with Stage3D before. In Stage3D, when I wanted to rotate an object relative to the viewport coordinate system I would use prependRotation, which means the rotation would be added before all other rotations that have been added to the transform matrix, vs if I wanted to rotate an object relative to it's own coordinate system, I could do appendRotation, which means the rotation would be added to the transform matrix of the object after all other rotations, which means it would be added according to the objects own local coordinate system, if the local Y axis has been orientated diffidently because of a previous rotation on the x axis, then if you do a y rotation you get a completely different result. so to prevent that, and only add a rotation in to the beginning of all other rotations, in Stage3D we had prependRotation, what do I do in Godot to get the same result?
If you work in a 3D modeling program, like 3DS Max, before you do a rotation you need to select a coordination system, it can be the view, or the world, or a group, or the local object, it all comes down to one thing: at what stage do you add the rotation, in the end, the object current position and orientation is an accumulation of all the rotations and movements in a certain order, the order makes all the difference, so I need to have a way to determine whether I want to add my rotation to the beginning or the end of all other rotations. What option do I have in Godot to determine that when I rotate an object?