Fix typos in GodotSharp code docs
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5 changed files with 10 additions and 10 deletions
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@ -554,7 +554,7 @@ namespace Godot
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/// Returns a vector transformed (multiplied) by the basis matrix.
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/// </summary>
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/// <param name="v">A vector to transform.</param>
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/// <returns>The transfomed vector.</returns>
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/// <returns>The transformed vector.</returns>
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public Vector3 Xform(Vector3 v)
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{
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return new Vector3
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@ -572,7 +572,7 @@ namespace Godot
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/// basis matrix only if it represents a rotation-reflection.
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/// </summary>
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/// <param name="v">A vector to inversely transform.</param>
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/// <returns>The inversely transfomed vector.</returns>
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/// <returns>The inversely transformed vector.</returns>
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public Vector3 XformInv(Vector3 v)
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{
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return new Vector3
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@ -109,7 +109,7 @@ namespace Godot
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/// <summary>
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/// Returns the shortest distance from this plane to the position `point`.
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/// </summary>
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/// <param name="point">The position to use for the calcualtion.</param>
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/// <param name="point">The position to use for the calculation.</param>
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/// <returns>The shortest distance.</returns>
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public real_t DistanceTo(Vector3 point)
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{
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@ -299,7 +299,7 @@ namespace Godot
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/// Returns a vector transformed (multiplied) by this quaternion.
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/// </summary>
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/// <param name="v">A vector to transform.</param>
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/// <returns>The transfomed vector.</returns>
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/// <returns>The transformed vector.</returns>
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public Vector3 Xform(Vector3 v)
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{
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#if DEBUG
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@ -248,7 +248,7 @@ namespace Godot
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/// Returns a vector transformed (multiplied) by this transformation matrix.
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/// </summary>
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/// <param name="v">A vector to transform.</param>
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/// <returns>The transfomed vector.</returns>
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/// <returns>The transformed vector.</returns>
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public Vector3 Xform(Vector3 v)
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{
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return new Vector3
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@ -266,7 +266,7 @@ namespace Godot
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/// transformation matrix only if it represents a rotation-reflection.
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/// </summary>
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/// <param name="v">A vector to inversely transform.</param>
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/// <returns>The inversely transfomed vector.</returns>
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/// <returns>The inversely transformed vector.</returns>
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public Vector3 XformInv(Vector3 v)
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{
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Vector3 vInv = v - origin;
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@ -181,7 +181,7 @@ namespace Godot
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/// This method does not account for translation (the origin vector).
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/// </summary>
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/// <param name="v">A vector to transform.</param>
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/// <returns>The transfomed vector.</returns>
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/// <returns>The transformed vector.</returns>
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public Vector2 BasisXform(Vector2 v)
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{
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return new Vector2(Tdotx(v), Tdoty(v));
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@ -195,7 +195,7 @@ namespace Godot
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/// basis matrix only if it represents a rotation-reflection.
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/// </summary>
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/// <param name="v">A vector to inversely transform.</param>
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/// <returns>The inversely transfomed vector.</returns>
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/// <returns>The inversely transformed vector.</returns>
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public Vector2 BasisXformInv(Vector2 v)
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{
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return new Vector2(x.Dot(v), y.Dot(v));
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@ -355,7 +355,7 @@ namespace Godot
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/// Returns a vector transformed (multiplied) by this transformation matrix.
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/// </summary>
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/// <param name="v">A vector to transform.</param>
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/// <returns>The transfomed vector.</returns>
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/// <returns>The transformed vector.</returns>
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public Vector2 Xform(Vector2 v)
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{
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return new Vector2(Tdotx(v), Tdoty(v)) + origin;
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@ -365,7 +365,7 @@ namespace Godot
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/// Returns a vector transformed (multiplied) by the inverse transformation matrix.
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/// </summary>
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/// <param name="v">A vector to inversely transform.</param>
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/// <returns>The inversely transfomed vector.</returns>
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/// <returns>The inversely transformed vector.</returns>
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public Vector2 XformInv(Vector2 v)
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{
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Vector2 vInv = v - origin;
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