summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorVolTer <mew.pur.pur@abv.bg>2023-04-15 16:01:19 +0200
committerYuri Sizov <yuris@humnom.net>2023-04-24 17:03:57 +0200
commit10d8a672672fc5f93eebdcea5520412c6e7f9402 (patch)
treed2f499c37a4a1cc7842507c58440da954f050f47
parent83c39632352c0a65d9297ebbb47dd76a28ec1bdf (diff)
Fix Quaternion's brief description
(cherry picked from commit 5c0e3b26a603eb6458d1e23bc77d49c05cdc0449)
-rw-r--r--doc/classes/Quaternion.xml8
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml
index 161514bc03..36f8eac58b 100644
--- a/doc/classes/Quaternion.xml
+++ b/doc/classes/Quaternion.xml
@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Quaternion" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Quaternion.
+ A unit quaternion used for representing 3D rotations.
</brief_description>
<description>
- A unit quaternion used for representing 3D rotations. Quaternions need to be normalized to be used for rotation.
- It is similar to Basis, which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. Basis stores rotation, scale, and shearing, while Quaternion only stores rotation.
- Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors.
+ Quaternions are similar to [Basis], which implements the matrix representation of rotations. Unlike [Basis], which stores rotation, scale, and shearing, quaternions only store rotation.
+ Quaternions can be parametrized using both an axis-angle pair or Euler angles. Due to their compactness and the way they are stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors.
+ [b]Note:[/b] Quaternions need to be normalized before being used for rotation.
</description>
<tutorials>
<link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>