diff options
Diffstat (limited to 'doc/classes/Basis.xml')
-rw-r--r-- | doc/classes/Basis.xml | 162 |
1 files changed, 89 insertions, 73 deletions
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml index 7f0d4cbbe3..8ef9cd2e7c 100644 --- a/doc/classes/Basis.xml +++ b/doc/classes/Basis.xml @@ -18,44 +18,36 @@ <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> <link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link> </tutorials> - <methods> - <method name="Basis" qualifiers="constructor"> + <constructors> + <constructor name="Basis"> <return type="Basis" /> <description> Constructs a default-initialized [Basis] set to [constant IDENTITY]. </description> - </method> - <method name="Basis" qualifiers="constructor"> + </constructor> + <constructor name="Basis"> <return type="Basis" /> <argument index="0" name="from" type="Basis" /> <description> Constructs a [Basis] as a copy of the given [Basis]. </description> - </method> - <method name="Basis" qualifiers="constructor"> + </constructor> + <constructor name="Basis"> <return type="Basis" /> <argument index="0" name="axis" type="Vector3" /> <argument index="1" name="phi" type="float" /> <description> Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]phi[/code], in radians. The axis must be a normalized vector. </description> - </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"> + </constructor> + <constructor name="Basis"> <return type="Basis" /> <argument index="0" name="from" type="Quaternion" /> <description> Constructs a pure rotation basis matrix from the given quaternion. </description> - </method> - <method name="Basis" qualifiers="constructor"> + </constructor> + <constructor name="Basis"> <return type="Basis" /> <argument index="0" name="x_axis" type="Vector3" /> <argument index="1" name="y_axis" type="Vector3" /> @@ -63,7 +55,9 @@ <description> Constructs a basis matrix from 3 axis vectors (matrix columns). </description> - </method> + </constructor> + </constructors> + <methods> <method name="determinant" qualifiers="const"> <return type="float" /> <description> @@ -71,6 +65,13 @@ 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 +81,7 @@ </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. @@ -125,60 +127,6 @@ The up axis (+Y) points as close to the [code]up[/code] vector as possible while staying perpendicular to the forward axis. The resulting Basis is orthonormalized. The [code]target[/code] and [code]up[/code] vectors cannot be zero, and cannot be parallel to each other. </description> </method> - <method name="operator !=" qualifiers="operator"> - <return type="bool" /> - <description> - </description> - </method> - <method name="operator !=" qualifiers="operator"> - <return type="bool" /> - <argument index="0" name="right" type="Basis" /> - <description> - </description> - </method> - <method name="operator *" qualifiers="operator"> - <return type="Vector3" /> - <argument index="0" name="right" type="Vector3" /> - <description> - </description> - </method> - <method name="operator *" qualifiers="operator"> - <return type="Basis" /> - <argument index="0" name="right" type="Basis" /> - <description> - </description> - </method> - <method name="operator *" qualifiers="operator"> - <return type="Basis" /> - <argument index="0" name="right" type="float" /> - <description> - This operator multiplies all components of the [Basis], which scales it uniformly. - </description> - </method> - <method name="operator *" qualifiers="operator"> - <return type="Basis" /> - <argument index="0" name="right" type="int" /> - <description> - This operator multiplies all components of the [Basis], which scales it uniformly. - </description> - </method> - <method name="operator ==" qualifiers="operator"> - <return type="bool" /> - <description> - </description> - </method> - <method name="operator ==" qualifiers="operator"> - <return type="bool" /> - <argument index="0" name="right" type="Basis" /> - <description> - </description> - </method> - <method name="operator []" qualifiers="operator"> - <return type="Vector3" /> - <argument index="0" name="index" type="int" /> - <description> - </description> - </method> <method name="orthonormalized" qualifiers="const"> <return type="Basis" /> <description> @@ -248,6 +196,18 @@ </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#. @@ -262,4 +222,60 @@ The basis that will flip something along the Z axis when used in a transformation. </constant> </constants> + <operators> + <operator name="operator !="> + <return type="bool" /> + <description> + </description> + </operator> + <operator name="operator !="> + <return type="bool" /> + <argument index="0" name="right" type="Basis" /> + <description> + </description> + </operator> + <operator name="operator *"> + <return type="Basis" /> + <argument index="0" name="right" type="Basis" /> + <description> + </description> + </operator> + <operator name="operator *"> + <return type="Vector3" /> + <argument index="0" name="right" type="Vector3" /> + <description> + </description> + </operator> + <operator name="operator *"> + <return type="Basis" /> + <argument index="0" name="right" type="float" /> + <description> + This operator multiplies all components of the [Basis], which scales it uniformly. + </description> + </operator> + <operator name="operator *"> + <return type="Basis" /> + <argument index="0" name="right" type="int" /> + <description> + This operator multiplies all components of the [Basis], which scales it uniformly. + </description> + </operator> + <operator name="operator =="> + <return type="bool" /> + <description> + </description> + </operator> + <operator name="operator =="> + <return type="bool" /> + <argument index="0" name="right" type="Basis" /> + <description> + </description> + </operator> + <operator name="operator []"> + <return type="Vector3" /> + <argument index="0" name="index" type="int" /> + <description> + </description> + </operator> + </operators> </class> |