* @brief Construct from a quaternion represented by a vector.
*
* @since_tizen 2.4
- * @param[in] vector - x,y,z fields represent i,j,k coefficients, w represents cos(theta/2)
+ * @param[in] vector x,y,z fields represent i,j,k coefficients, w represents cos(theta/2)
*/
explicit Quaternion( const Vector4& vector );
* @brief Constructor from an axis and angle.
*
* @since_tizen 2.4
- * @param[in] angle - the angle around the axis
- * @param[in] axis - the vector of the axis
+ * @param[in] angle The angle around the axis
+ * @param[in] axis The vector of the axis
*/
Quaternion( Radian angle, const Vector3& axis );
* @brief Helper to check if this is an identity quaternion
*
* @since_tizen 2.4
- * @return true if this is identity quaternion
+ * @return True if this is identity quaternion
*/
bool IsIdentity() const;
*
* @since_tizen 2.4
* @param[out] axis
- * @param[out] angle in radians
- * @return true if converted correctly
+ * @param[out] angle Angle in radians
+ * @return True if converted correctly
*/
bool ToAxisAngle( Vector3& axis, Radian& angle ) const;
* @brief Return the quaternion as a vector.
*
* @since_tizen 2.4
- * @return the vector representation of the quaternion
+ * @return The vector representation of the quaternion
*/
const Vector4& AsVector() const;
* @brief returns the Euler angles from a rotation Quaternion.
*
* @since_tizen 2.4
- * @return a vector of Euler angles (x == pitch, y == yaw, z == roll)
+ * @return A vector of Euler angles (x == pitch, y == yaw, z == roll)
*/
Vector4 EulerAngles() const;
* @brief Division operator.
*
* @since_tizen 2.4
- * @param[in] other a quaternion to divide by
+ * @param[in] other A quaternion to divide by
* @return A quaternion containing the result
*/
const Quaternion operator/( const Quaternion& other ) const;
*
* @since_tizen 2.4
* @param[in] other The quaternion to add
- * @return itself
+ * @return A reference to this
*/
const Quaternion& operator+=( const Quaternion& other );
*
* @since_tizen 2.4
* @param[in] other The quaternion to subtract
- * @return itself
+ * @return A reference to this
*/
const Quaternion& operator-=( const Quaternion& other );
*
* @since_tizen 2.4
* @param[in] other The quaternion to multiply
- * @return itself
+ * @return A reference to this
*/
const Quaternion& operator*=( const Quaternion& other );
*
* @since_tizen 2.4
* @param[in] scale the value to scale by
- * @return itself
+ * @return A reference to this
*/
const Quaternion& operator*=( float scale );
* @brief Scale with Assignment operator.
*
* @since_tizen 2.4
- * @param[in] scale the value to scale by
- * @return itself
+ * @param[in] scale The value to scale by
+ * @return A reference to this
*/
const Quaternion& operator/=( float scale );
* @brief Return the length of the quaternion.
*
* @since_tizen 2.4
- * @return the length of the quaternion
+ * @return The length of the quaternion
*/
float Length() const;
* @brief Return the squared length of the quaternion.
*
* @since_tizen 2.4
- * @return the squared length of the quaternion
+ * @return The squared length of the quaternion
*/
float LengthSquared() const;
* @brief Normalized.
*
* @since_tizen 2.4
- * @return a normalized version of this quaternion
+ * @return A normalized version of this quaternion
*/
Quaternion Normalized() const;
* @brief Performs the logarithm of a Quaternion = v*a where q = (cos(a),v*sin(a)).
*
* @since_tizen 2.4
- * @return a quaternion representing the logarithm
+ * @return A quaternion representing the logarithm
*/
Quaternion Log() const;
* @brief Performs an exponent e^Quaternion = Exp(v*a) = (cos(a),vsin(a)).
*
* @since_tizen 2.4
- * @return a quaternion representing the exponent
+ * @return A quaternion representing the exponent
*/
Quaternion Exp() const;
* @brief Return the dot product of two quaternions.
*
* @since_tizen 2.4
- * @param[in] q1 - the first quaternion
- * @param[in] q2 - the second quaternion
- * @return the dot product of the two quaternions
+ * @param[in] q1 The first quaternion
+ * @param[in] q2 The second quaternion
+ * @return The dot product of the two quaternions
*/
static float Dot( const Quaternion &q1, const Quaternion &q2 );
* @brief Linear Interpolation (using a straight line between the two quaternions).
*
* @since_tizen 2.4
- * @param[in] q1 - the start quaternion
- * @param[in] q2 - the end quaternion
- * @param[in] t - a progress value between 0 and 1
- * @return the interpolated quaternion
+ * @param[in] q1 The start quaternion
+ * @param[in] q2 The end quaternion
+ * @param[in] t A progress value between 0 and 1
+ * @return The interpolated quaternion
*/
static Quaternion Lerp( const Quaternion &q1, const Quaternion &q2, float t );
* the two quaternions).
*
* @since_tizen 2.4
- * @param[in] q1 - the start quaternion
- * @param[in] q2 - the end quaternion
- * @param[in] progress - a progress value between 0 and 1
- * @return the interpolated quaternion
+ * @param[in] q1 The start quaternion
+ * @param[in] q2 The end quaternion
+ * @param[in] progress A progress value between 0 and 1
+ * @return The interpolated quaternion
*/
static Quaternion Slerp( const Quaternion &q1, const Quaternion &q2, float progress );
* @brief This version of Slerp, used by Squad, does not check for theta > 90.
*
* @since_tizen 2.4
- * @param[in] q1 - the start quaternion
- * @param[in] q2 - the end quaternion
- * @param[in] t - a progress value between 0 and 1
- * @return the interpolated quaternion
+ * @param[in] q1 The start quaternion
+ * @param[in] q2 The end quaternion
+ * @param[in] t A progress value between 0 and 1
+ * @return The interpolated quaternion
*/
static Quaternion SlerpNoInvert( const Quaternion &q1, const Quaternion &q2, float t );
* @brief Spherical Cubic Interpolation.
*
* @since_tizen 2.4
- * @param[in] start - the start quaternion
- * @param[in] end - the end quaternion
- * @param[in] ctrl1 - the control quaternion for q1
- * @param[in] ctrl2 - the control quaternion for q2
- * @param[in] t - a progress value between 0 and 1
- * @return the interpolated quaternion
+ * @param[in] start The start quaternion
+ * @param[in] end The end quaternion
+ * @param[in] ctrl1 The control quaternion for q1
+ * @param[in] ctrl2 The control quaternion for q2
+ * @param[in] t A progress value between 0 and 1
+ * @return The interpolated quaternion
*/
static Quaternion Squad( const Quaternion& start, const Quaternion& end, const Quaternion& ctrl1, const Quaternion& ctrl2, float t );
* @brief Returns the shortest angle between two quaternions in Radians.
*
* @since_tizen 2.4
- * @param[in] q1 - the first quaternion
- * @param[in] q2 - the second quaternion
- * @return the angle between the two quaternions.
+ * @param[in] q1 The first quaternion
+ * @param[in] q2 The second quaternion
+ * @return The angle between the two quaternions.
*/
static float AngleBetween( const Quaternion& q1, const Quaternion& q2 );
* @brief Rotate v by this Quaternion (Quaternion must be unit).
*
* @since_tizen 2.4
- * @param[in] vector a vector to rotate
- * @return the rotated vector
+ * @param[in] vector A vector to rotate
+ * @return The rotated vector
*/
Vector4 Rotate( const Vector4& vector ) const;
* @brief Rotate v by this Quaternion (Quaternion must be unit).
*
* @since_tizen 2.4
- * @param[in] vector a vector to rotate
- * @return the rotated vector
+ * @param[in] vector A vector to rotate
+ * @return The rotated vector
*/
Vector3 Rotate( const Vector3& vector ) const;