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Update Matrix4.html (#24279)

* Update Matrix4.html

fixed wrong url to Quaternion page

* Update Matrix4.html

fixed wrong url to Quaternion page
hanisko 3 年之前
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603b98f557
共有 2 個文件被更改,包括 2 次插入2 次删除
  1. 1 1
      docs/api/en/math/Matrix4.html
  2. 1 1
      docs/api/zh/math/Matrix4.html

+ 1 - 1
docs/api/en/math/Matrix4.html

@@ -215,7 +215,7 @@ zAxis = (c, g, k)
 
 		Sets this matrix as rotation transform around [page:Vector3 axis] by [page:Float theta] radians.<br />
 
-		This is a somewhat controversial but mathematically sound alternative to rotating via [page:Quaternions].
+		This is a somewhat controversial but mathematically sound alternative to rotating via [page:Quaternion Quaternions].
 		See the discussion [link:https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199 here].
 		</p>
 

+ 1 - 1
docs/api/zh/math/Matrix4.html

@@ -199,7 +199,7 @@ zAxis = (c, g, k)
 
 		设置当前矩阵为围绕轴 [page:Vector3 axis] 旋转量为 [page:Float theta]弧度。<br />
 
-		这是一种有点争议但在数学上可以替代通过四元数[page:Quaternions]旋转的办法。 请参阅此处[link:https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199 here]的讨论。
+		这是一种有点争议但在数学上可以替代通过四元数[page:Quaternion Quaternions]旋转的办法。 请参阅此处[link:https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199 here]的讨论。
 		</p>
 
 		<h3>[method:this makeBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>