summaryrefslogtreecommitdiff
path: root/doc/classes/Basis.xml
diff options
context:
space:
mode:
Diffstat (limited to 'doc/classes/Basis.xml')
-rw-r--r--doc/classes/Basis.xml10
1 files changed, 5 insertions, 5 deletions
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index f01a11e399..14fca04672 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -53,13 +53,13 @@
</argument>
<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 [Quat] constructor instead, which uses a quaternion instead of Euler angles.
+ Consider using the [Quaternion] constructor instead, which uses a quaternion instead of Euler angles.
</description>
</method>
<method name="Basis" qualifiers="constructor">
<return type="Basis">
</return>
- <argument index="0" name="from" type="Quat">
+ <argument index="0" name="from" type="Quaternion">
</argument>
<description>
Constructs a pure rotation basis matrix from the given quaternion.
@@ -91,7 +91,7 @@
</return>
<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_quat] method instead, which returns a [Quat] quaternion instead of Euler angles.
+ Consider using the [method get_rotation_quaternion] method instead, which returns a [Quaternion] quaternion instead of Euler angles.
</description>
</method>
<method name="get_orthogonal_index" qualifiers="const">
@@ -101,8 +101,8 @@
This function considers a discretization of rotations into 24 points on unit sphere, lying along the vectors (x,y,z) with each component being either -1, 0, or 1, and returns the index of the point best representing the orientation of the object. It is mainly used by the [GridMap] editor. For further details, refer to the Godot source code.
</description>
</method>
- <method name="get_rotation_quat" qualifiers="const">
- <return type="Quat">
+ <method name="get_rotation_quaternion" qualifiers="const">
+ <return type="Quaternion">
</return>
<description>
Returns the basis's rotation in the form of a quaternion. See [method get_euler] if you need Euler angles, but keep in mind quaternions should generally be preferred to Euler angles.