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-rw-r--r--src/gui/math3d/qquaternion.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/gui/math3d/qquaternion.cpp b/src/gui/math3d/qquaternion.cpp
index 5d73e54a26..2fb192dab4 100644
--- a/src/gui/math3d/qquaternion.cpp
+++ b/src/gui/math3d/qquaternion.cpp
@@ -363,7 +363,7 @@ QVector3D QQuaternion::rotatedVector(const QVector3D& vector) const
#ifndef QT_NO_VECTOR3D
/*!
- \fn void QQuaternion::toAxisAndAngle(QVector3D *axis, float *angle) const
+ \fn void QQuaternion::getAxisAndAngle(QVector3D *axis, float *angle) const
\since 5.5
\overload
@@ -377,7 +377,7 @@ QVector3D QQuaternion::rotatedVector(const QVector3D& vector) const
Creates a normalized quaternion that corresponds to rotating through
\a angle degrees about the specified 3D \a axis.
- \sa toAxisAndAngle()
+ \sa getAxisAndAngle()
*/
QQuaternion QQuaternion::fromAxisAndAngle(const QVector3D& axis, float angle)
{
@@ -402,7 +402,7 @@ QQuaternion QQuaternion::fromAxisAndAngle(const QVector3D& axis, float angle)
\sa fromAxisAndAngle()
*/
-void QQuaternion::toAxisAndAngle(float *x, float *y, float *z, float *angle) const
+void QQuaternion::getAxisAndAngle(float *x, float *y, float *z, float *angle) const
{
Q_ASSERT(x && y && z && angle);
@@ -433,7 +433,7 @@ void QQuaternion::toAxisAndAngle(float *x, float *y, float *z, float *angle) con
Creates a normalized quaternion that corresponds to rotating through
\a angle degrees about the 3D axis (\a x, \a y, \a z).
- \sa toAxisAndAngle()
+ \sa getAxisAndAngle()
*/
QQuaternion QQuaternion::fromAxisAndAngle
(float x, float y, float z, float angle)
@@ -485,7 +485,7 @@ QQuaternion QQuaternion::fromAxisAndAngle
\sa fromEulerAngles()
*/
-void QQuaternion::toEulerAngles(float *pitch, float *yaw, float *roll) const
+void QQuaternion::getEulerAngles(float *pitch, float *yaw, float *roll) const
{
Q_ASSERT(pitch && yaw && roll);
@@ -543,7 +543,7 @@ void QQuaternion::toEulerAngles(float *pitch, float *yaw, float *roll) const
\a roll degrees around the z axis, \a pitch degrees around the x axis,
and \a yaw degrees around the y axis (in that order).
- \sa toEulerAngles()
+ \sa getEulerAngles()
*/
QQuaternion QQuaternion::fromEulerAngles(float pitch, float yaw, float roll)
{