Core: Rename math 'phi' arguments to 'angle'
(cherry picked from commit e7a58a7eb6
)
This commit is contained in:
parent
15f9803d28
commit
9e37599f36
19 changed files with 72 additions and 72 deletions
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@ -301,21 +301,21 @@ Vector3 Basis::rotref_posscale_decomposition(Basis &rotref) const {
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// The main use of Basis is as Transform.basis, which is used a the transformation matrix
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// of 3D object. Rotate here refers to rotation of the object (which is R * (*this)),
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// not the matrix itself (which is R * (*this) * R.transposed()).
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Basis Basis::rotated(const Vector3 &p_axis, real_t p_phi) const {
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return Basis(p_axis, p_phi) * (*this);
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Basis Basis::rotated(const Vector3 &p_axis, real_t p_angle) const {
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return Basis(p_axis, p_angle) * (*this);
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}
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void Basis::rotate(const Vector3 &p_axis, real_t p_phi) {
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*this = rotated(p_axis, p_phi);
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void Basis::rotate(const Vector3 &p_axis, real_t p_angle) {
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*this = rotated(p_axis, p_angle);
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}
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void Basis::rotate_local(const Vector3 &p_axis, real_t p_phi) {
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void Basis::rotate_local(const Vector3 &p_axis, real_t p_angle) {
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// performs a rotation in object-local coordinate system:
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// M -> (M.R.Minv).M = M.R.
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*this = rotated_local(p_axis, p_phi);
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*this = rotated_local(p_axis, p_angle);
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}
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Basis Basis::rotated_local(const Vector3 &p_axis, real_t p_phi) const {
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return (*this) * Basis(p_axis, p_phi);
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Basis Basis::rotated_local(const Vector3 &p_axis, real_t p_angle) const {
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return (*this) * Basis(p_axis, p_angle);
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}
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Basis Basis::rotated(const Vector3 &p_euler) const {
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@ -950,18 +950,18 @@ void Basis::set_quat(const Quat &p_quat) {
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xz - wy, yz + wx, 1 - (xx + yy));
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}
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void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
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void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_angle) {
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// Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_angle
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_MSG(!p_axis.is_normalized(), "The axis Vector3 must be normalized.");
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#endif
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Vector3 axis_sq(p_axis.x * p_axis.x, p_axis.y * p_axis.y, p_axis.z * p_axis.z);
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real_t cosine = Math::cos(p_phi);
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real_t cosine = Math::cos(p_angle);
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elements[0][0] = axis_sq.x + cosine * (1 - axis_sq.x);
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elements[1][1] = axis_sq.y + cosine * (1 - axis_sq.y);
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elements[2][2] = axis_sq.z + cosine * (1 - axis_sq.z);
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real_t sine = Math::sin(p_phi);
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real_t sine = Math::sin(p_angle);
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real_t t = 1 - cosine;
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real_t xyzt = p_axis.x * p_axis.y * t;
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@ -980,9 +980,9 @@ void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
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elements[2][1] = xyzt + zyxs;
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}
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void Basis::set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) {
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void Basis::set_axis_angle_scale(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale) {
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set_diagonal(p_scale);
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rotate(p_axis, p_phi);
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rotate(p_axis, p_angle);
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}
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void Basis::set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale) {
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@ -70,11 +70,11 @@ public:
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elements[2][p_axis] = p_value.z;
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}
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void rotate(const Vector3 &p_axis, real_t p_phi);
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Basis rotated(const Vector3 &p_axis, real_t p_phi) const;
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void rotate(const Vector3 &p_axis, real_t p_angle);
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Basis rotated(const Vector3 &p_axis, real_t p_angle) const;
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void rotate_local(const Vector3 &p_axis, real_t p_phi);
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Basis rotated_local(const Vector3 &p_axis, real_t p_phi) const;
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void rotate_local(const Vector3 &p_axis, real_t p_angle);
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Basis rotated_local(const Vector3 &p_axis, real_t p_angle) const;
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void rotate(const Vector3 &p_euler);
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Basis rotated(const Vector3 &p_euler) const;
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@ -115,7 +115,7 @@ public:
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void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); }
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void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const;
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void set_axis_angle(const Vector3 &p_axis, real_t p_phi);
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void set_axis_angle(const Vector3 &p_axis, real_t p_angle);
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void scale(const Vector3 &p_scale);
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Basis scaled(const Vector3 &p_scale) const;
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@ -127,7 +127,7 @@ public:
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Vector3 get_scale_abs() const;
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Vector3 get_scale_local() const;
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void set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale);
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void set_axis_angle_scale(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale);
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void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale);
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void set_quat_scale(const Quat &p_quat, const Vector3 &p_scale);
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@ -260,8 +260,8 @@ public:
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Basis(const Vector3 &p_euler) { set_euler(p_euler); }
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Basis(const Vector3 &p_euler, const Vector3 &p_scale) { set_euler_scale(p_euler, p_scale); }
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Basis(const Vector3 &p_axis, real_t p_phi) { set_axis_angle(p_axis, p_phi); }
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Basis(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_phi, p_scale); }
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Basis(const Vector3 &p_axis, real_t p_angle) { set_axis_angle(p_axis, p_angle); }
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Basis(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_angle, p_scale); }
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_FORCE_INLINE_ Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
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elements[0] = row0;
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@ -57,16 +57,16 @@ Transform Transform::inverse() const {
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return ret;
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}
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void Transform::rotate(const Vector3 &p_axis, real_t p_phi) {
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*this = rotated(p_axis, p_phi);
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void Transform::rotate(const Vector3 &p_axis, real_t p_angle) {
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*this = rotated(p_axis, p_angle);
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}
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Transform Transform::rotated(const Vector3 &p_axis, real_t p_phi) const {
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return Transform(Basis(p_axis, p_phi), Vector3()) * (*this);
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Transform Transform::rotated(const Vector3 &p_axis, real_t p_angle) const {
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return Transform(Basis(p_axis, p_angle), Vector3()) * (*this);
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}
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void Transform::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
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basis.rotate(p_axis, p_phi);
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void Transform::rotate_basis(const Vector3 &p_axis, real_t p_angle) {
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basis.rotate(p_axis, p_angle);
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}
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Transform Transform::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
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@ -47,10 +47,10 @@ public:
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void affine_invert();
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Transform affine_inverse() const;
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Transform rotated(const Vector3 &p_axis, real_t p_phi) const;
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Transform rotated(const Vector3 &p_axis, real_t p_angle) const;
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void rotate(const Vector3 &p_axis, real_t p_phi);
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void rotate_basis(const Vector3 &p_axis, real_t p_phi);
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void rotate(const Vector3 &p_axis, real_t p_angle);
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void rotate_basis(const Vector3 &p_axis, real_t p_angle);
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void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up);
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Transform looking_at(const Vector3 &p_target, const Vector3 &p_up) const;
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@ -63,8 +63,8 @@ Transform2D Transform2D::affine_inverse() const {
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return inv;
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}
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void Transform2D::rotate(real_t p_phi) {
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*this = Transform2D(p_phi, Vector2()) * (*this);
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void Transform2D::rotate(real_t p_angle) {
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*this = Transform2D(p_angle, Vector2()) * (*this);
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}
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real_t Transform2D::get_rotation() const {
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@ -211,9 +211,9 @@ Transform2D Transform2D::translated(const Vector2 &p_offset) const {
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return copy;
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}
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Transform2D Transform2D::rotated(real_t p_phi) const {
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Transform2D Transform2D::rotated(real_t p_angle) const {
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Transform2D copy = *this;
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copy.rotate(p_phi);
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copy.rotate(p_angle);
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return copy;
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}
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@ -72,7 +72,7 @@ struct _NO_DISCARD_CLASS_ Transform2D {
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void set_rotation(real_t p_rot);
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real_t get_rotation() const;
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_FORCE_INLINE_ void set_rotation_and_scale(real_t p_rot, const Size2 &p_scale);
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void rotate(real_t p_phi);
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void rotate(real_t p_angle);
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void scale(const Size2 &p_scale);
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void scale_basis(const Size2 &p_scale);
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@ -90,7 +90,7 @@ struct _NO_DISCARD_CLASS_ Transform2D {
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Transform2D scaled(const Size2 &p_scale) const;
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Transform2D basis_scaled(const Size2 &p_scale) const;
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Transform2D translated(const Vector2 &p_offset) const;
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Transform2D rotated(real_t p_phi) const;
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Transform2D rotated(real_t p_angle) const;
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Transform2D untranslated() const;
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@ -32,13 +32,13 @@
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#include "core/math/basis.h"
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void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
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*this = Basis(p_axis, p_phi).xform(*this);
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void Vector3::rotate(const Vector3 &p_axis, real_t p_angle) {
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*this = Basis(p_axis, p_angle).xform(*this);
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}
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Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_phi) const {
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Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_angle) const {
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Vector3 r = *this;
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r.rotate(p_axis, p_phi);
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r.rotate(p_axis, p_angle);
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return r;
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}
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@ -94,8 +94,8 @@ struct _NO_DISCARD_CLASS_ Vector3 {
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void snap(Vector3 p_val);
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Vector3 snapped(Vector3 p_val) const;
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void rotate(const Vector3 &p_axis, real_t p_phi);
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Vector3 rotated(const Vector3 &p_axis, real_t p_phi) const;
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void rotate(const Vector3 &p_axis, real_t p_angle);
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Vector3 rotated(const Vector3 &p_axis, real_t p_angle) const;
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/* Static Methods between 2 vector3s */
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@ -1763,7 +1763,7 @@ void register_variant_methods() {
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ADDFUNC2R(VECTOR2, VECTOR2, Vector2, slerp, VECTOR2, "to", REAL, "weight", varray());
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ADDFUNC4R(VECTOR2, VECTOR2, Vector2, cubic_interpolate, VECTOR2, "b", VECTOR2, "pre_a", VECTOR2, "post_b", REAL, "weight", varray());
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ADDFUNC2R(VECTOR2, VECTOR2, Vector2, move_toward, VECTOR2, "to", REAL, "delta", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, rotated, REAL, "phi", varray());
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ADDFUNC1R(VECTOR2, VECTOR2, Vector2, rotated, REAL, "angle", varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, tangent, varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, floor, varray());
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ADDFUNC0R(VECTOR2, VECTOR2, Vector2, ceil, varray());
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@ -1809,7 +1809,7 @@ void register_variant_methods() {
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ADDFUNC1R(VECTOR3, BOOL, Vector3, is_equal_approx, VECTOR3, "v", varray());
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ADDFUNC0R(VECTOR3, VECTOR3, Vector3, inverse, varray());
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ADDFUNC1R(VECTOR3, VECTOR3, Vector3, snapped, VECTOR3, "by", varray());
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ADDFUNC2R(VECTOR3, VECTOR3, Vector3, rotated, VECTOR3, "axis", REAL, "phi", varray());
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ADDFUNC2R(VECTOR3, VECTOR3, Vector3, rotated, VECTOR3, "axis", REAL, "angle", varray());
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ADDFUNC2R(VECTOR3, VECTOR3, Vector3, linear_interpolate, VECTOR3, "to", REAL, "weight", varray());
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ADDFUNC2R(VECTOR3, VECTOR3, Vector3, slerp, VECTOR3, "to", REAL, "weight", varray());
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ADDFUNC4R(VECTOR3, VECTOR3, Vector3, cubic_interpolate, VECTOR3, "b", VECTOR3, "pre_a", VECTOR3, "post_b", REAL, "weight", varray());
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@ -2059,7 +2059,7 @@ void register_variant_methods() {
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ADDFUNC0R(TRANSFORM2D, VECTOR2, Transform2D, get_origin, varray());
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ADDFUNC0R(TRANSFORM2D, VECTOR2, Transform2D, get_scale, varray());
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ADDFUNC0R(TRANSFORM2D, TRANSFORM2D, Transform2D, orthonormalized, varray());
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ADDFUNC1R(TRANSFORM2D, TRANSFORM2D, Transform2D, rotated, REAL, "phi", varray());
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ADDFUNC1R(TRANSFORM2D, TRANSFORM2D, Transform2D, rotated, REAL, "angle", varray());
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ADDFUNC1R(TRANSFORM2D, TRANSFORM2D, Transform2D, scaled, VECTOR2, "scale", varray());
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ADDFUNC1R(TRANSFORM2D, TRANSFORM2D, Transform2D, translated, VECTOR2, "offset", varray());
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ADDFUNC1R(TRANSFORM2D, NIL, Transform2D, xform, NIL, "v", varray());
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@ -2073,7 +2073,7 @@ void register_variant_methods() {
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ADDFUNC0R(BASIS, BASIS, Basis, transposed, varray());
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ADDFUNC0R(BASIS, BASIS, Basis, orthonormalized, varray());
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ADDFUNC0R(BASIS, REAL, Basis, determinant, varray());
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ADDFUNC2R(BASIS, BASIS, Basis, rotated, VECTOR3, "axis", REAL, "phi", varray());
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ADDFUNC2R(BASIS, BASIS, Basis, rotated, VECTOR3, "axis", REAL, "angle", varray());
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ADDFUNC1R(BASIS, BASIS, Basis, scaled, VECTOR3, "scale", varray());
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ADDFUNC0R(BASIS, VECTOR3, Basis, get_scale, varray());
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ADDFUNC0R(BASIS, VECTOR3, Basis, get_euler, varray());
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ADDFUNC0R(TRANSFORM, TRANSFORM, Transform, inverse, varray());
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ADDFUNC0R(TRANSFORM, TRANSFORM, Transform, affine_inverse, varray());
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ADDFUNC0R(TRANSFORM, TRANSFORM, Transform, orthonormalized, varray());
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ADDFUNC2R(TRANSFORM, TRANSFORM, Transform, rotated, VECTOR3, "axis", REAL, "phi", varray());
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ADDFUNC2R(TRANSFORM, TRANSFORM, Transform, rotated, VECTOR3, "axis", REAL, "angle", varray());
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ADDFUNC1R(TRANSFORM, TRANSFORM, Transform, scaled, VECTOR3, "scale", varray());
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ADDFUNC1R(TRANSFORM, TRANSFORM, Transform, translated, VECTOR3, "offset", varray());
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ADDFUNC2R(TRANSFORM, TRANSFORM, Transform, looking_at, VECTOR3, "target", VECTOR3, "up", varray());
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@ -2126,7 +2126,7 @@ void register_variant_methods() {
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_VariantCall::add_constructor(_VariantCall::AABB_init1, Variant::AABB, "position", Variant::VECTOR3, "size", Variant::VECTOR3);
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_VariantCall::add_constructor(_VariantCall::Basis_init1, Variant::BASIS, "x_axis", Variant::VECTOR3, "y_axis", Variant::VECTOR3, "z_axis", Variant::VECTOR3);
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_VariantCall::add_constructor(_VariantCall::Basis_init2, Variant::BASIS, "axis", Variant::VECTOR3, "phi", Variant::REAL);
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_VariantCall::add_constructor(_VariantCall::Basis_init2, Variant::BASIS, "axis", Variant::VECTOR3, "angle", Variant::REAL);
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_VariantCall::add_constructor(_VariantCall::Transform_init1, Variant::TRANSFORM, "x_axis", Variant::VECTOR3, "y_axis", Variant::VECTOR3, "z_axis", Variant::VECTOR3, "origin", Variant::VECTOR3);
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_VariantCall::add_constructor(_VariantCall::Transform_init2, Variant::TRANSFORM, "basis", Variant::BASIS, "origin", Variant::VECTOR3);
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@ -37,9 +37,9 @@
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<method name="Basis">
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<return type="Basis" />
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<argument index="0" name="axis" type="Vector3" />
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<argument index="1" name="phi" type="float" />
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<argument index="1" name="angle" type="float" />
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<description>
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Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]phi[/code], in radians. The axis must be a normalized vector.
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Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]angle[/code] (in radians). The axis must be a normalized vector.
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</description>
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</method>
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<method name="Basis">
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@ -107,9 +107,9 @@
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<method name="rotated">
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<return type="Basis" />
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<argument index="0" name="axis" type="Vector3" />
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<argument index="1" name="phi" type="float" />
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<argument index="1" name="angle" type="float" />
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<description>
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Introduce an additional rotation around the given axis by phi (radians). The axis must be a normalized vector.
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Introduce an additional rotation around the given axis by [code]angle[/code] (in radians). The axis must be a normalized vector.
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</description>
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</method>
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<method name="scaled">
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@ -101,9 +101,9 @@
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<method name="rotated">
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<return type="Transform" />
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<argument index="0" name="axis" type="Vector3" />
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<argument index="1" name="phi" type="float" />
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<argument index="1" name="angle" type="float" />
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<description>
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Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]phi[/code] angle (in radians), using matrix multiplication. The [code]axis[/code] must be a normalized vector.
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Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians), using matrix multiplication. The [code]axis[/code] must be a normalized vector.
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</description>
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</method>
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<method name="scaled">
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@ -107,9 +107,9 @@
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</method>
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<method name="rotated">
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<return type="Transform2D" />
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<argument index="0" name="phi" type="float" />
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<argument index="0" name="angle" type="float" />
|
||||
<description>
|
||||
Returns a copy of the transform rotated by the given [code]phi[/code] angle (in radians), using matrix multiplication.
|
||||
Returns a copy of the transform rotated by the given [code]angle[/code] (in radians), using matrix multiplication.
|
||||
</description>
|
||||
</method>
|
||||
<method name="scaled">
|
||||
|
|
|
@ -224,9 +224,9 @@
|
|||
</method>
|
||||
<method name="rotated">
|
||||
<return type="Vector2" />
|
||||
<argument index="0" name="phi" type="float" />
|
||||
<argument index="0" name="angle" type="float" />
|
||||
<description>
|
||||
Returns the vector rotated by [code]phi[/code] radians. See also [method @GDScript.deg2rad].
|
||||
Returns the vector rotated by [code]angle[/code] (in radians). See also [method @GDScript.deg2rad].
|
||||
</description>
|
||||
</method>
|
||||
<method name="round">
|
||||
|
|
|
@ -217,9 +217,9 @@
|
|||
<method name="rotated">
|
||||
<return type="Vector3" />
|
||||
<argument index="0" name="axis" type="Vector3" />
|
||||
<argument index="1" name="phi" type="float" />
|
||||
<argument index="1" name="angle" type="float" />
|
||||
<description>
|
||||
Rotates this vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector.
|
||||
Rotates this vector around a given axis by [code]angle[/code] (in radians). The axis must be a normalized vector.
|
||||
</description>
|
||||
</method>
|
||||
<method name="round">
|
||||
|
|
|
@ -501,10 +501,10 @@ namespace Godot
|
|||
|
||||
/// <summary>
|
||||
/// Introduce an additional rotation around the given <paramref name="axis"/>
|
||||
/// by <paramref name="phi"/> (in radians). The axis must be a normalized vector.
|
||||
/// by <paramref name="angle"/> (in radians). The axis must be a normalized vector.
|
||||
/// </summary>
|
||||
/// <param name="axis">The axis to rotate around. Must be normalized.</param>
|
||||
/// <param name="phi">The angle to rotate, in radians.</param>
|
||||
/// <param name="angle">The angle to rotate, in radians.</param>
|
||||
/// <returns>The rotated basis matrix.</returns>
|
||||
public Basis Rotated(Vector3 axis, real_t phi)
|
||||
{
|
||||
|
@ -803,10 +803,10 @@ namespace Godot
|
|||
|
||||
/// <summary>
|
||||
/// Constructs a pure rotation basis matrix, rotated around the given <paramref name="axis"/>
|
||||
/// by <paramref name="phi"/> (in radians). The axis must be a normalized vector.
|
||||
/// by <paramref name="angle"/> (in radians). The axis must be a normalized vector.
|
||||
/// </summary>
|
||||
/// <param name="axis">The axis to rotate around. Must be normalized.</param>
|
||||
/// <param name="phi">The angle to rotate, in radians.</param>
|
||||
/// <param name="angle">The angle to rotate, in radians.</param>
|
||||
public Basis(Vector3 axis, real_t phi)
|
||||
{
|
||||
Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
|
||||
|
|
|
@ -184,11 +184,11 @@ namespace Godot
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotates the transform around the given <paramref name="axis"/> by <paramref name="phi"/> (in radians),
|
||||
/// Rotates the transform around the given <paramref name="axis"/> by <paramref name="angle"/> (in radians),
|
||||
/// using matrix multiplication. The axis must be a normalized vector.
|
||||
/// </summary>
|
||||
/// <param name="axis">The axis to rotate around. Must be normalized.</param>
|
||||
/// <param name="phi">The angle to rotate, in radians.</param>
|
||||
/// <param name="angle">The angle to rotate, in radians.</param>
|
||||
/// <returns>The rotated transformation matrix.</returns>
|
||||
public Transform Rotated(Vector3 axis, real_t phi)
|
||||
{
|
||||
|
|
|
@ -297,9 +297,9 @@ namespace Godot
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotates the transform by <paramref name="phi"/> (in radians), using matrix multiplication.
|
||||
/// Rotates the transform by <paramref name="angle"/> (in radians), using matrix multiplication.
|
||||
/// </summary>
|
||||
/// <param name="phi">The angle to rotate, in radians.</param>
|
||||
/// <param name="angle">The angle to rotate, in radians.</param>
|
||||
/// <returns>The rotated transformation matrix.</returns>
|
||||
public Transform2D Rotated(real_t phi)
|
||||
{
|
||||
|
|
|
@ -484,9 +484,9 @@ namespace Godot
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotates this vector by <paramref name="phi"/> radians.
|
||||
/// Rotates this vector by <paramref name="angle"/> radians.
|
||||
/// </summary>
|
||||
/// <param name="phi">The angle to rotate by, in radians.</param>
|
||||
/// <param name="angle">The angle to rotate by, in radians.</param>
|
||||
/// <returns>The rotated vector.</returns>
|
||||
public Vector2 Rotated(real_t phi)
|
||||
{
|
||||
|
|
|
@ -468,11 +468,11 @@ namespace Godot
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotates this vector around a given <paramref name="axis"/> vector by <paramref name="phi"/> radians.
|
||||
/// Rotates this vector around a given <paramref name="axis"/> vector by <paramref name="angle"/> (in radians).
|
||||
/// The <paramref name="axis"/> vector must be a normalized vector.
|
||||
/// </summary>
|
||||
/// <param name="axis">The vector to rotate around. Must be normalized.</param>
|
||||
/// <param name="phi">The angle to rotate by, in radians.</param>
|
||||
/// <param name="angle">The angle to rotate by, in radians.</param>
|
||||
/// <returns>The rotated vector.</returns>
|
||||
public Vector3 Rotated(Vector3 axis, real_t phi)
|
||||
{
|
||||
|
|
Loading…
Reference in a new issue