* Update Matrix4.html fixed wrong url to Quaternion page * Update Matrix4.html fixed wrong url to Quaternion page
@@ -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>
@@ -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。
<h3>[method:this makeBasis]( [param:Vector3 xAxis], [param:Vector3 yAxis], [param:Vector3 zAxis] )</h3>