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-rw-r--r--doc/classes/Basis.xml32
1 files changed, 25 insertions, 7 deletions
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index 14fca04672..bd1abe914d 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -155,6 +155,24 @@
<description>
</description>
</method>
+ <method name="operator *" qualifiers="operator">
+ <return type="Basis">
+ </return>
+ <argument index="0" name="right" type="float">
+ </argument>
+ <description>
+ This operator multiplies all components of the [Basis], which scales it uniformly.
+ </description>
+ </method>
+ <method name="operator *" qualifiers="operator">
+ <return type="Basis">
+ </return>
+ <argument index="0" name="right" type="int">
+ </argument>
+ <description>
+ This operator multiplies all components of the [Basis], which scales it uniformly.
+ </description>
+ </method>
<method name="operator ==" qualifiers="operator">
<return type="bool">
</return>
@@ -245,28 +263,28 @@
</method>
</methods>
<members>
- <member name="x" type="Vector3" setter="" getter="" default="Vector3( 1, 0, 0 )">
+ <member name="x" type="Vector3" setter="" getter="" default="Vector3(1, 0, 0)">
The basis matrix's X vector (column 0). Equivalent to array index [code]0[/code].
</member>
- <member name="y" type="Vector3" setter="" getter="" default="Vector3( 0, 1, 0 )">
+ <member name="y" type="Vector3" setter="" getter="" default="Vector3(0, 1, 0)">
The basis matrix's Y vector (column 1). Equivalent to array index [code]1[/code].
</member>
- <member name="z" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 1 )">
+ <member name="z" type="Vector3" setter="" getter="" default="Vector3(0, 0, 1)">
The basis matrix's Z vector (column 2). Equivalent to array index [code]2[/code].
</member>
</members>
<constants>
- <constant name="IDENTITY" value="Basis( 1, 0, 0, 0, 1, 0, 0, 0, 1 )">
+ <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#.
</constant>
- <constant name="FLIP_X" value="Basis( -1, 0, 0, 0, 1, 0, 0, 0, 1 )">
+ <constant name="FLIP_X" value="Basis(-1, 0, 0, 0, 1, 0, 0, 0, 1)">
The basis that will flip something along the X axis when used in a transformation.
</constant>
- <constant name="FLIP_Y" value="Basis( 1, 0, 0, 0, -1, 0, 0, 0, 1 )">
+ <constant name="FLIP_Y" value="Basis(1, 0, 0, 0, -1, 0, 0, 0, 1)">
The basis that will flip something along the Y axis when used in a transformation.
</constant>
- <constant name="FLIP_Z" value="Basis( 1, 0, 0, 0, 1, 0, 0, 0, -1 )">
+ <constant name="FLIP_Z" value="Basis(1, 0, 0, 0, 1, 0, 0, 0, -1)">
The basis that will flip something along the Z axis when used in a transformation.
</constant>
</constants>