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authorRĂ©mi Verschelde <rverschelde@gmail.com>2019-06-28 12:36:41 +0200
committerGitHub <noreply@github.com>2019-06-28 12:36:41 +0200
commit6e03236574467d6a0c3aca1b0375da59423b0083 (patch)
tree7da85ef95f4fc66559218976bb08a87143ae3c8c /doc/classes/Quat.xml
parent7b10bae916dabcf1639fa1ee99c5fefd2790a1ca (diff)
parentf7f6115f7627df24a08a9a0882b2f573cc838eb1 (diff)
Merge pull request #30134 from Calinou/doc-proofread
Proofread and improve the whole class reference
Diffstat (limited to 'doc/classes/Quat.xml')
-rw-r--r--doc/classes/Quat.xml18
1 files changed, 9 insertions, 9 deletions
diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml
index 3ef65e1edb..ea805c9136 100644
--- a/doc/classes/Quat.xml
+++ b/doc/classes/Quat.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
A unit quaternion used for representing 3D rotations.
- It is similar to [Basis], which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. But 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.
+ It is similar to [Basis], which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. But 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 need to be (re)normalized.
</description>
<tutorials>
@@ -27,7 +27,7 @@
<argument index="0" name="euler" type="Vector3">
</argument>
<description>
- Returns a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X-angle, Y-angle, Z-angle).
+ Returns a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle).
</description>
</method>
<method name="Quat">
@@ -84,7 +84,7 @@
<return type="Vector3">
</return>
<description>
- Returns Euler angles (in the YXZ convention: first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X-angle, Y-angle, Z-angle).
+ Returns Euler angles (in the YXZ convention: first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
</description>
</method>
<method name="inverse">
@@ -128,14 +128,14 @@
<argument index="1" name="angle" type="float">
</argument>
<description>
- Set the quaternion to a rotation which rotates around axis by the specified angle, in radians. The axis must be a normalized vector.
+ Sets the quaternion to a rotation which rotates around axis by the specified angle, in radians. The axis must be a normalized vector.
</description>
</method>
<method name="set_euler">
<argument index="0" name="euler" type="Vector3">
</argument>
<description>
- Set the quaternion to a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X-angle, Y-angle, Z-angle).
+ Sets the quaternion to a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle).
</description>
</method>
<method name="slerp">
@@ -172,16 +172,16 @@
</methods>
<members>
<member name="w" type="float" setter="" getter="">
- W component of the quaternion. Default value: [code]1[/code]
+ W component of the quaternion. Default value: [code]1[/code].
</member>
<member name="x" type="float" setter="" getter="">
- X component of the quaternion. Default value: [code]0[/code]
+ X component of the quaternion. Default value: [code]0[/code].
</member>
<member name="y" type="float" setter="" getter="">
- Y component of the quaternion. Default value: [code]0[/code]
+ Y component of the quaternion. Default value: [code]0[/code].
</member>
<member name="z" type="float" setter="" getter="">
- Z component of the quaternion. Default value: [code]0[/code]
+ Z component of the quaternion. Default value: [code]0[/code].
</member>
</members>
<constants>