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authorAaron Franke <arnfranke@yahoo.com>2022-10-01 21:53:12 -0500
committerAaron Franke <arnfranke@yahoo.com>2022-11-02 13:44:13 -0500
commit8556fdd4bc1560f03f70df08282b12464a4cdf04 (patch)
treea381f2a9857c76012bcd4a78640625341d61b665 /doc
parent39cece382d1c0f9f89eaa469a93497c50b516686 (diff)
Move EulerOrder enum to math_defs.h and global scope
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/@GlobalScope.xml18
-rw-r--r--doc/classes/Basis.xml20
2 files changed, 19 insertions, 19 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index e30034495c..ad12c8c660 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -1465,6 +1465,24 @@
<constant name="INLINE_ALIGNMENT_TEXT_MASK" value="12" enum="InlineAlignment">
A bit mask for [code]INLINE_ALIGNMENT_TO_*[/code] alignment constants.
</constant>
+ <constant name="EULER_ORDER_XYZ" value="0" enum="EulerOrder">
+ Specifies that Euler angles should be in XYZ order. When composing, the order is X, Y, Z. When decomposing, the order is reversed, first Z, then Y, and X last.
+ </constant>
+ <constant name="EULER_ORDER_XZY" value="1" enum="EulerOrder">
+ Specifies that Euler angles should be in XZY order. When composing, the order is X, Z, Y. When decomposing, the order is reversed, first Y, then Z, and X last.
+ </constant>
+ <constant name="EULER_ORDER_YXZ" value="2" enum="EulerOrder">
+ Specifies that Euler angles should be in YXZ order. When composing, the order is Y, X, Z. When decomposing, the order is reversed, first Z, then X, and Y last.
+ </constant>
+ <constant name="EULER_ORDER_YZX" value="3" enum="EulerOrder">
+ Specifies that Euler angles should be in YZX order. When composing, the order is Y, Z, X. When decomposing, the order is reversed, first X, then Z, and Y last.
+ </constant>
+ <constant name="EULER_ORDER_ZXY" value="4" enum="EulerOrder">
+ Specifies that Euler angles should be in ZXY order. When composing, the order is Z, X, Y. When decomposing, the order is reversed, first Y, then X, and Z last.
+ </constant>
+ <constant name="EULER_ORDER_ZYX" value="5" enum="EulerOrder">
+ Specifies that Euler angles should be in ZYX order. When composing, the order is Z, Y, X. When decomposing, the order is reversed, first X, then Y, and Z last.
+ </constant>
<constant name="KEY_NONE" value="0" enum="Key">
Enum value which doesn't correspond to any key. This is used to initialize [enum Key] properties with a generic state.
</constant>
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index 652d6d2407..acc2fd34dd 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -70,7 +70,7 @@
<param index="0" name="euler" type="Vector3" />
<param index="1" name="order" type="int" default="2" />
<description>
- Constructs a pure rotation Basis matrix from Euler angles in the specified Euler rotation order. By default, use YXZ order (most common).
+ Constructs a pure rotation Basis matrix from Euler angles in the specified Euler rotation order. By default, use YXZ order (most common). See the [enum EulerOrder] enum for possible values.
</description>
</method>
<method name="from_scale" qualifiers="static">
@@ -197,24 +197,6 @@
</member>
</members>
<constants>
- <constant name="EULER_ORDER_XYZ" value="0">
- Euler angle composing/decomposing order where X component is first, then Y, then Z.
- </constant>
- <constant name="EULER_ORDER_XZY" value="1">
- Euler angle composing/decomposing order where X component is first, then Z, then Y.
- </constant>
- <constant name="EULER_ORDER_YXZ" value="2">
- Euler angle composing/decomposing order where Y component is first, then X, then Z.
- </constant>
- <constant name="EULER_ORDER_YZX" value="3">
- Euler angle composing/decomposing order where Y component is first, then Z, then X.
- </constant>
- <constant name="EULER_ORDER_ZXY" value="4">
- Euler angle composing/decomposing order where Z component is first, then X, then Y.
- </constant>
- <constant name="EULER_ORDER_ZYX" value="5">
- Euler angle composing/decomposing order where Z component is first, then Y, then X.
- </constant>
<constant name="IDENTITY" value="Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)">
The identity basis, with no rotation or scaling applied.
This is identical to calling [code]Basis()[/code] without any parameters. This constant can be used to make your code clearer, and for consistency with C#.