fixed doc errors in quat.lua
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@ -83,14 +83,17 @@ function quat.aim_at_point(quat)
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end]]
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--- Create a quaternion from an angle/axis pair.
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-- @tparam number angle Angle (in radians)
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-- @param axis/x -- Can be of two types, a vec3 axis, or the x component of that axis
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-- @param y axis -- y component of axis (optional, only if x component param used)
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-- @param z axis -- z component of axis (optional, only if x component param used)
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-- @tparam float angle Angle (in radians)
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-- @param x (**_float_** | **_vec3_**) Can be of two types, a vec3 axis, or the x component of that axis
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-- @tparam float y component of axis (only used if x is float)
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-- @tparam float z component of axis (only used if x is float)
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-- @treturn quat out
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function quat.from_angle_axis(angle, axis, a3, a4)
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function quat.from_angle_axis(angle, x, y, z)
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local axis = x
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local a3 = y
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local a4 = z
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if axis and a3 and a4 then
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local x, y, z = axis, a3, a4
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x, y, z = axis, a3, a4
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local s = sin(angle * 0.5)
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local c = cos(angle * 0.5)
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return new(x * s, y * s, z * s, c)
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@ -255,13 +258,13 @@ function quat.scale(a, s)
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end
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--- Alias of `from_angle_axis.`
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-- @tparam number angle Angle (in radians)
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-- @param axis/x -- Can be of two types, a vec3 axis, or the x component of that axis
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-- @param y axis -- y component of axis (optional, only if x component param used)
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-- @param z axis -- z component of axis (optional, only if x component param used)
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-- @tparam float angle Angle (in radians)
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-- @param x (**_float_** | **_vec3_**) Can be of two types, a vec3 axis, or the x component of that axis
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-- @tparam float y component of axis (only used if x is float)
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-- @tparam float z component of axis (only used if x is float)
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-- @treturn quat out
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function quat.rotate(angle, axis, a3, a4)
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return quat.from_angle_axis(angle, axis, a3, a4)
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function quat.rotate(angle, x, y, z)
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return quat.from_angle_axis(angle, x, y, z)
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end
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--- Return the conjugate of a quaternion.
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@ -398,11 +401,11 @@ end
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--- Convert a quaternion into an angle plus axis components.
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-- @tparam quat a Quaternion to convert
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-- @tparam identityAxis vec3 of axis to use on identity/degenerate quaternions (optional, default returns 0,0,0,1)
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-- @treturn number angle
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-- @treturn x axis-x
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-- @treturn y axis-y
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-- @treturn z axis-z
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-- @tparam vec3 identityAxis of axis to use on identity/degenerate quaternions (optional, default returns 0,0,0,1)
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-- @treturn float angle
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-- @treturn float x
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-- @treturn float y
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-- @treturn float z
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function quat.to_angle_axis_unpack(a, identityAxis)
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if a.w > 1 or a.w < -1 then
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a = a:normalize()
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@ -438,7 +441,7 @@ end
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--- Convert a quaternion into an angle/axis pair.
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-- @tparam quat a Quaternion to convert
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-- @tparam identityAxis vec3 of axis to use on identity/degenerate quaternions (optional, default returns 0,vec3(0,0,1))
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-- @tparam vec3 identityAxis of axis to use on identity/degenerate quaternions (optional, default returns 0,0,0,1)
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-- @treturn number angle
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-- @treturn vec3 axis
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function quat.to_angle_axis(a, identityAxis)
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@ -447,8 +450,8 @@ function quat.to_angle_axis(a, identityAxis)
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end
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--- set a matrix's rotation fields from a quaternion. Uses mat4.set_rot_from_quaternion
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-- @tparam quat quaternion to convert
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-- @tparam mat4 the mat4 to apply to.
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-- @tparam quat q to convert
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-- @tparam mat4 m the mat4 to apply to.
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-- @treturn mat4
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function quat.set_matrix_rot(q, m)
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m:set_rot_from_quaternion(q)
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@ -456,7 +459,7 @@ function quat.set_matrix_rot(q, m)
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end
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--- create a new quaternion from a matrix. Uses mat4.to_quaternion
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-- @tparam mat4 the matrix to use
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-- @tparam mat4 m the matrix to use
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-- @treturn quat
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function quat.from_matrix(m)
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return m:to_quaternion()
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@ -545,7 +548,7 @@ quat.from_euler_luanti_entity = quat.from_euler_zxy
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--- convert a quaternion to an xyz euler angles. This is the rotation order used by irrlicht bones.
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-- @tparam quat quaternion to convert
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-- @tparam quat q quaternion to convert
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-- @treturn X
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-- @treturn Y
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-- @treturn Z
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