diff --git a/jme3-core/src/main/java/com/jme3/math/Quaternion.java b/jme3-core/src/main/java/com/jme3/math/Quaternion.java
index 1ee1305d2..30970b996 100644
--- a/jme3-core/src/main/java/com/jme3/math/Quaternion.java
+++ b/jme3-core/src/main/java/com/jme3/math/Quaternion.java
@@ -217,7 +217,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
/**
* fromAngles
builds a quaternion from the Euler rotation
- * angles (y,r,p).
+ * angles (x,y,z) aka (pitch, yaw, roll).
*
* @param angles
* the Euler angles of rotation (in radians).
@@ -233,7 +233,7 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
/**
* fromAngles
builds a Quaternion from the Euler rotation
- * angles (x,y,z) aka (pitch, yaw, rall)). Note that we are applying in order: (y, z, x) aka (yaw, roll, pitch) but
+ * angles (x,y,z) aka (pitch, yaw, roll)). Note that we are applying in order: (y, z, x) aka (yaw, roll, pitch) but
* we've ordered them in x, y, and z for convenience.
* @see http://www.euclideanspace.com/maths/geometry/rotations/conversions/eulerToQuaternion/index.htm
*
@@ -276,8 +276,8 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
}
/**
- * toAngles
returns this quaternion converted to Euler
- * rotation angles (yaw,roll,pitch).
+ * toAngles
returns this quaternion converted to Euler rotation
+ * angles (x,y,z) aka (pitch, yaw, roll).
* Note that the result is not always 100% accurate due to the implications of euler angles.
* @see http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/index.htm
*
@@ -309,9 +309,9 @@ public final class Quaternion implements Savable, Cloneable, java.io.Serializabl
angles[2] = -FastMath.HALF_PI;
angles[0] = 0;
} else {
- angles[1] = FastMath.atan2(2 * y * w - 2 * x * z, sqx - sqy - sqz + sqw); // roll or heading
- angles[2] = FastMath.asin(2 * test / unit); // pitch or attitude
- angles[0] = FastMath.atan2(2 * x * w - 2 * y * z, -sqx + sqy - sqz + sqw); // yaw or bank
+ angles[1] = FastMath.atan2(2 * y * w - 2 * x * z, sqx - sqy - sqz + sqw); // yaw or heading
+ angles[2] = FastMath.asin(2 * test / unit); // roll or bank
+ angles[0] = FastMath.atan2(2 * x * w - 2 * y * z, -sqx + sqy - sqz + sqw); // pitch or attitude
}
return angles;
}