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-rw-r--r--doc/classes/Quat.xml41
1 files changed, 23 insertions, 18 deletions
diff --git a/doc/classes/Quat.xml b/doc/classes/Quat.xml
index 327fa882e5..730edb00d9 100644
--- a/doc/classes/Quat.xml
+++ b/doc/classes/Quat.xml
@@ -4,9 +4,9 @@
Quaternion.
</brief_description>
<description>
- A unit quaternion used for representing 3D rotations.
- It is similar to [Basis], which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. But due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors.
- Quaternions need to be (re)normalized.
+ A unit quaternion used for representing 3D rotations. Quaternions need to be normalized to be used for rotation.
+ It is similar to Basis, which implements matrix representation of rotations, and can be parametrized using both an axis-angle pair or Euler angles. Basis stores rotation, scale, and shearing, while Quat only stores rotation.
+ Due to its compactness and the way it is stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>
@@ -18,7 +18,7 @@
<argument index="0" name="from" type="Basis">
</argument>
<description>
- Returns the rotation matrix corresponding to the given quaternion.
+ Constructs a quaternion from the given [Basis].
</description>
</method>
<method name="Quat">
@@ -27,7 +27,7 @@
<argument index="0" name="euler" type="Vector3">
</argument>
<description>
- Returns a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle).
+ Constructs a quaternion that will perform a rotation specified by Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle).
</description>
</method>
<method name="Quat">
@@ -38,7 +38,7 @@
<argument index="1" name="angle" type="float">
</argument>
<description>
- Returns a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector.
+ Constructs a quaternion that will rotate around the given axis by the specified angle. The axis must be a normalized vector.
</description>
</method>
<method name="Quat">
@@ -53,7 +53,7 @@
<argument index="3" name="w" type="float">
</argument>
<description>
- Returns a quaternion defined by these values.
+ Constructs a quaternion defined by the given values.
</description>
</method>
<method name="cubic_slerp">
@@ -68,7 +68,7 @@
<argument index="3" name="t" type="float">
</argument>
<description>
- Performs a cubic spherical-linear interpolation with another quaternion.
+ Performs a cubic spherical interpolation between quaternions [code]preA[/code], this vector, [code]b[/code], and [code]postB[/code], by the given amount [code]t[/code].
</description>
</method>
<method name="dot">
@@ -84,7 +84,7 @@
<return type="Vector3">
</return>
<description>
- Returns Euler angles (in the YXZ convention: first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
+ Returns Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last) corresponding to the rotation represented by the unit quaternion. Returned vector contains the rotation angles in the format (X angle, Y angle, Z angle).
</description>
</method>
<method name="inverse">
@@ -148,7 +148,7 @@
<argument index="0" name="euler" type="Vector3">
</argument>
<description>
- Sets the quaternion to a rotation specified by Euler angles (in the YXZ convention: first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle).
+ Sets the quaternion to a rotation specified by Euler angles (in the YXZ convention: when decomposing, first Z, then X, and Y last), given in the vector format as (X angle, Y angle, Z angle).
</description>
</method>
<method name="slerp">
@@ -159,7 +159,8 @@
<argument index="1" name="t" type="float">
</argument>
<description>
- Performs a spherical-linear interpolation with another quaternion.
+ Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code].
+ [b]Note:[/b] Both quaternions must be normalized.
</description>
</method>
<method name="slerpni">
@@ -170,7 +171,7 @@
<argument index="1" name="t" type="float">
</argument>
<description>
- Performs a spherical-linear interpolation with another quaterion without checking if the rotation path is not bigger than 90°.
+ Returns the result of the spherical linear interpolation between this quaternion and [code]to[/code] by amount [code]weight[/code], but without checking if the rotation path is not bigger than 90 degrees.
</description>
</method>
<method name="xform">
@@ -179,27 +180,31 @@
<argument index="0" name="v" type="Vector3">
</argument>
<description>
- Transforms the vector [code]v[/code] by this quaternion.
+ Returns a vector transformed (multiplied) by this quaternion.
</description>
</method>
</methods>
<members>
<member name="w" type="float" setter="" getter="" default="1.0">
- W component of the quaternion.
+ W component of the quaternion (real part).
+ Quaternion components should usually not be manipulated directly.
</member>
<member name="x" type="float" setter="" getter="" default="0.0">
- X component of the quaternion.
+ X component of the quaternion (imaginary [code]i[/code] axis part).
+ Quaternion components should usually not be manipulated directly.
</member>
<member name="y" type="float" setter="" getter="" default="0.0">
- Y component of the quaternion.
+ Y component of the quaternion (imaginary [code]j[/code] axis part).
+ Quaternion components should usually not be manipulated directly.
</member>
<member name="z" type="float" setter="" getter="" default="0.0">
- Z component of the quaternion.
+ Z component of the quaternion (imaginary [code]k[/code] axis part).
+ Quaternion components should usually not be manipulated directly.
</member>
</members>
<constants>
<constant name="IDENTITY" value="Quat( 0, 0, 0, 1 )">
- The identity rotation. Equivalent to an identity matrix. If a vector is transformed by an identity quaternion, it will not change.
+ The identity quaternion, representing no rotation. Equivalent to an identity [Basis] matrix. If a vector is transformed by an identity quaternion, it will not change.
</constant>
</constants>
</class>