Make Transform2D/3D, Basis, and Quaternion docs more consistent

This commit is contained in:
Micky
2024-11-11 00:02:30 +01:00
parent cb411fa960
commit 82bd7db275
4 changed files with 89 additions and 62 deletions

View File

@@ -21,7 +21,7 @@
<constructor name="Quaternion">
<return type="Quaternion" />
<description>
Constructs a [Quaternion] identical to the [constant IDENTITY].
Constructs a [Quaternion] identical to [constant IDENTITY].
[b]Note:[/b] In C#, this constructs a [Quaternion] with all of its components set to [code]0.0[/code].
</description>
</constructor>
@@ -129,7 +129,7 @@
<return type="bool" />
<param index="0" name="to" type="Quaternion" />
<description>
Returns [code]true[/code] if this quaternion and [param to] are approximately equal, by running [method @GlobalScope.is_equal_approx] on each component.
Returns [code]true[/code] if this quaternion and [param to] are approximately equal, by calling [method @GlobalScope.is_equal_approx] on each component.
</description>
</method>
<method name="is_finite" qualifiers="const">
@@ -232,6 +232,7 @@
<constant name="IDENTITY" value="Quaternion(0, 0, 0, 1)">
The identity quaternion, representing no rotation. This has the same rotation as [constant Basis.IDENTITY].
If a [Vector3] is rotated (multiplied) by this quaternion, it does not change.
[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#.
</constant>
</constants>
<operators>