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-rw-r--r--doc/classes/Basis.xml20
1 files changed, 1 insertions, 19 deletions
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index 0f1f4b57a9..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>
- Creates a [Basis] from the given [Vector3] representing Euler angles. [param order] determines in what order rotation components are applied. Defaults to [constant EULER_ORDER_YXZ].
+ 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#.