diff options
Diffstat (limited to 'doc/classes/Basis.xml')
-rw-r--r-- | doc/classes/Basis.xml | 28 |
1 files changed, 20 insertions, 8 deletions
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 7f0d4cbbe3..6215c658c3 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -42,14 +42,6 @@ </method> <method name="Basis" qualifiers="constructor"> <return type="Basis" /> - <argument index="0" name="euler" type="Vector3" /> - <description> - Constructs a pure rotation basis matrix from the given Euler angles (in the YXZ convention: when *composing*, first Y, then X, and Z last), given in the vector format as (X angle, Y angle, Z angle). - Consider using the [Quaternion] constructor instead, which uses a quaternion instead of Euler angles. - </description> - </method> - <method name="Basis" qualifiers="constructor"> - <return type="Basis" /> <argument index="0" name="from" type="Quaternion" /> <description> Constructs a pure rotation basis matrix from the given quaternion. @@ -71,6 +63,13 @@ A negative determinant means the basis has a negative scale. A zero determinant means the basis isn't invertible, and is usually considered invalid. </description> </method> + <method name="from_euler" qualifiers="static"> + <return type="Basis" /> + <argument index="0" name="euler" type="Vector3" /> + <argument index="1" name="order" type="int" default="2" /> + <description> + </description> + </method> <method name="from_scale" qualifiers="static"> <return type="Basis" /> <argument index="0" name="scale" type="Vector3" /> @@ -80,6 +79,7 @@ </method> <method name="get_euler" qualifiers="const"> <return type="Vector3" /> + <argument index="0" name="order" type="int" default="2" /> <description> Returns the basis's rotation in the form of Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last). The returned vector contains the rotation angles in the format (X angle, Y angle, Z angle). Consider using the [method get_rotation_quaternion] method instead, which returns a [Quaternion] quaternion instead of Euler angles. @@ -248,6 +248,18 @@ </member> </members> <constants> + <constant name="EULER_ORDER_XYZ" value="0"> + </constant> + <constant name="EULER_ORDER_XZY" value="1"> + </constant> + <constant name="EULER_ORDER_YXZ" value="2"> + </constant> + <constant name="EULER_ORDER_YZX" value="3"> + </constant> + <constant name="EULER_ORDER_ZXY" value="4"> + </constant> + <constant name="EULER_ORDER_ZYX" value="5"> + </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#. |