forked from bartvdbraak/blender
Fixing a typo in the BGE Python API:
BL_ArmatureChannel.rotaion_euler -> BL_ArmatureChannel.rotation_euler Making the docs match the code: BL_ArmatureChannel.rotation -> BL_ArmatureChannel.rotation_quaternion BL_ArmatureChannel.euler_rotation -> BL_ArmatureChannel.rotation_euler
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@ -120,7 +120,7 @@ PyAttributeDef BL_ArmatureChannel::AttributesPtr[] = {
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KX_PYATTRIBUTE_FLOAT_VECTOR_RW("location",-FLT_MAX,FLT_MAX,bPoseChannel,loc,3),
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KX_PYATTRIBUTE_FLOAT_VECTOR_RW("scale",-FLT_MAX,FLT_MAX,bPoseChannel,size,3),
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KX_PYATTRIBUTE_FLOAT_VECTOR_RW("rotation_quaternion",-1.0f,1.0f,bPoseChannel,quat,4),
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KX_PYATTRIBUTE_FLOAT_VECTOR_RW("rotaion_euler",-10.f,10.f,bPoseChannel,eul,3),
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KX_PYATTRIBUTE_FLOAT_VECTOR_RW("rotation_euler",-10.f,10.f,bPoseChannel,eul,3),
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KX_PYATTRIBUTE_SHORT_RW("rotation_mode",0,ROT_MODE_MAX-1,false,bPoseChannel,rotmode),
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KX_PYATTRIBUTE_FLOAT_MATRIX_RO("channel_matrix",bPoseChannel,chan_mat,4),
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KX_PYATTRIBUTE_FLOAT_MATRIX_RO("pose_matrix",bPoseChannel,pose_mat,4),
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@ -4927,7 +4927,7 @@ Game Engine bge.types Module
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Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
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.. attribute:: rotation
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.. attribute:: rotation_quaternion
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rotation of the bone relative to its parent expressed as a quaternion, read-write.
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@ -4941,7 +4941,7 @@ Game Engine bge.types Module
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Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
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.. attribute:: euler_rotation
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.. attribute:: rotation_euler
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rotation of the bone relative to its parent expressed as a set of euler angles, read-write.
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