Move the docs for constructors and operators out of methods section

This commit is contained in:
Aaron Franke
2021-09-20 21:49:02 -05:00
parent f7d852b532
commit 6772ebcea0
40 changed files with 2511 additions and 2232 deletions

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@ -18,36 +18,36 @@
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
<link title="2.5D Demo">https://godotengine.org/asset-library/asset/583</link>
</tutorials>
<methods>
<method name="Basis" qualifiers="constructor">
<constructors>
<constructor name="Basis">
<return type="Basis" />
<description>
Constructs a default-initialized [Basis] set to [constant IDENTITY].
</description>
</method>
<method name="Basis" qualifiers="constructor">
</constructor>
<constructor name="Basis">
<return type="Basis" />
<argument index="0" name="from" type="Basis" />
<description>
Constructs a [Basis] as a copy of the given [Basis].
</description>
</method>
<method name="Basis" qualifiers="constructor">
</constructor>
<constructor name="Basis">
<return type="Basis" />
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="phi" type="float" />
<description>
Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]phi[/code], in radians. The axis must be a normalized vector.
</description>
</method>
<method name="Basis" qualifiers="constructor">
</constructor>
<constructor name="Basis">
<return type="Basis" />
<argument index="0" name="from" type="Quaternion" />
<description>
Constructs a pure rotation basis matrix from the given quaternion.
</description>
</method>
<method name="Basis" qualifiers="constructor">
</constructor>
<constructor name="Basis">
<return type="Basis" />
<argument index="0" name="x_axis" type="Vector3" />
<argument index="1" name="y_axis" type="Vector3" />
@ -55,7 +55,9 @@
<description>
Constructs a basis matrix from 3 axis vectors (matrix columns).
</description>
</method>
</constructor>
</constructors>
<methods>
<method name="determinant" qualifiers="const">
<return type="float" />
<description>
@ -125,60 +127,6 @@
The up axis (+Y) points as close to the [code]up[/code] vector as possible while staying perpendicular to the forward axis. The resulting Basis is orthonormalized. The [code]target[/code] and [code]up[/code] vectors cannot be zero, and cannot be parallel to each other.
</description>
</method>
<method name="operator !=" qualifiers="operator">
<return type="bool" />
<description>
</description>
</method>
<method name="operator !=" qualifiers="operator">
<return type="bool" />
<argument index="0" name="right" type="Basis" />
<description>
</description>
</method>
<method name="operator *" qualifiers="operator">
<return type="Vector3" />
<argument index="0" name="right" type="Vector3" />
<description>
</description>
</method>
<method name="operator *" qualifiers="operator">
<return type="Basis" />
<argument index="0" name="right" type="Basis" />
<description>
</description>
</method>
<method name="operator *" qualifiers="operator">
<return type="Basis" />
<argument index="0" name="right" type="float" />
<description>
This operator multiplies all components of the [Basis], which scales it uniformly.
</description>
</method>
<method name="operator *" qualifiers="operator">
<return type="Basis" />
<argument index="0" name="right" type="int" />
<description>
This operator multiplies all components of the [Basis], which scales it uniformly.
</description>
</method>
<method name="operator ==" qualifiers="operator">
<return type="bool" />
<description>
</description>
</method>
<method name="operator ==" qualifiers="operator">
<return type="bool" />
<argument index="0" name="right" type="Basis" />
<description>
</description>
</method>
<method name="operator []" qualifiers="operator">
<return type="Vector3" />
<argument index="0" name="index" type="int" />
<description>
</description>
</method>
<method name="orthonormalized" qualifiers="const">
<return type="Basis" />
<description>
@ -274,4 +222,60 @@
The basis that will flip something along the Z axis when used in a transformation.
</constant>
</constants>
<operators>
<operator name="operator !=">
<return type="bool" />
<description>
</description>
</operator>
<operator name="operator !=">
<return type="bool" />
<argument index="0" name="right" type="Basis" />
<description>
</description>
</operator>
<operator name="operator *">
<return type="Basis" />
<argument index="0" name="right" type="Basis" />
<description>
</description>
</operator>
<operator name="operator *">
<return type="Vector3" />
<argument index="0" name="right" type="Vector3" />
<description>
</description>
</operator>
<operator name="operator *">
<return type="Basis" />
<argument index="0" name="right" type="float" />
<description>
This operator multiplies all components of the [Basis], which scales it uniformly.
</description>
</operator>
<operator name="operator *">
<return type="Basis" />
<argument index="0" name="right" type="int" />
<description>
This operator multiplies all components of the [Basis], which scales it uniformly.
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<description>
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<argument index="0" name="right" type="Basis" />
<description>
</description>
</operator>
<operator name="operator []">
<return type="Vector3" />
<argument index="0" name="index" type="int" />
<description>
</description>
</operator>
</operators>
</class>