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authorYuri Sizov <11782833+YuriSizov@users.noreply.github.com>2023-04-17 14:07:56 +0200
committerGitHub <noreply@github.com>2023-04-17 14:07:56 +0200
commit2538c6f471f32ad0522da3d8c89fd0630b4b66cd (patch)
tree18373c0ffac6017f1a39f53a994938a9f8f14e10 /doc
parent0f24f015c6d94bd8bd96d423cc84bb9b0ba7e298 (diff)
parent5c0e3b26a603eb6458d1e23bc77d49c05cdc0449 (diff)
downloadredot-engine-2538c6f471f32ad0522da3d8c89fd0630b4b66cd.tar.gz
Merge pull request #76091 from MewPurPur/fix-quaternion-description
Fix Quaternion's brief description
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/Quaternion.xml8
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/Quaternion.xml b/doc/classes/Quaternion.xml
index 60552c58a1..a606570ccf 100644
--- a/doc/classes/Quaternion.xml
+++ b/doc/classes/Quaternion.xml
@@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="Quaternion" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
- Quaternion.
+ A unit quaternion used for representing 3D rotations.
</brief_description>
<description>
- 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 Quaternion 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.
+ Quaternions are similar to [Basis], which implements the matrix representation of rotations. Unlike [Basis], which stores rotation, scale, and shearing, quaternions only store rotation.
+ Quaternions can be parametrized using both an axis-angle pair or Euler angles. Due to their compactness and the way they are stored in memory, certain operations (obtaining axis-angle and performing SLERP, in particular) are more efficient and robust against floating-point errors.
+ [b]Note:[/b] Quaternions need to be normalized before being used for rotation.
</description>
<tutorials>
<link title="Using 3D transforms">$DOCS_URL/tutorials/3d/using_transforms.html#interpolating-with-quaternions</link>