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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-06-28 12:36:41 +0200 |
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committer | GitHub <noreply@github.com> | 2019-06-28 12:36:41 +0200 |
commit | 6e03236574467d6a0c3aca1b0375da59423b0083 (patch) | |
tree | 7da85ef95f4fc66559218976bb08a87143ae3c8c /doc/classes/Quat.xml | |
parent | 7b10bae916dabcf1639fa1ee99c5fefd2790a1ca (diff) | |
parent | f7f6115f7627df24a08a9a0882b2f573cc838eb1 (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.xml | 18 |
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> |