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Make Transform2D/3D, Basis, and Quaternion docs more consistent
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@@ -21,7 +21,7 @@
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<constructor name="Quaternion">
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<return type="Quaternion" />
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<description>
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Constructs a [Quaternion] identical to the [constant IDENTITY].
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Constructs a [Quaternion] identical to [constant IDENTITY].
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[b]Note:[/b] In C#, this constructs a [Quaternion] with all of its components set to [code]0.0[/code].
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</description>
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</constructor>
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@@ -129,7 +129,7 @@
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<return type="bool" />
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<param index="0" name="to" type="Quaternion" />
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<description>
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Returns [code]true[/code] if this quaternion and [param to] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
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Returns [code]true[/code] if this quaternion and [param to] are approximately equal, by calling [method @GlobalScope.is_equal_approx] on each component.
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</description>
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</method>
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<method name="is_finite" qualifiers="const">
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@@ -232,6 +232,7 @@
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<constant name="IDENTITY" value="Quaternion(0, 0, 0, 1)">
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The identity quaternion, representing no rotation. This has the same rotation as [constant Basis.IDENTITY].
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If a [Vector3] is rotated (multiplied) by this quaternion, it does not change.
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[b]Note:[/b] In GDScript, this constant is equivalent to creating a [constructor Quaternion] without any arguments. It can be used to make your code clearer, and for consistency with C#.
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</constant>
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</constants>
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<operators>
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