diff options
Diffstat (limited to 'doc/classes/Quat.xml')
-rw-r--r-- | doc/classes/Quat.xml | 41 |
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> |