Rename math 'phi' arguments to 'angle' in C#
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5 changed files with 14 additions and 14 deletions
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@ -531,9 +531,9 @@ namespace Godot
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/// <param name="axis">The axis to rotate around. Must be normalized.</param>
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/// <param name="axis">The axis to rotate around. Must be normalized.</param>
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/// <param name="angle">The angle to rotate, in radians.</param>
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/// <param name="angle">The angle to rotate, in radians.</param>
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/// <returns>The rotated basis matrix.</returns>
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/// <returns>The rotated basis matrix.</returns>
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public Basis Rotated(Vector3 axis, real_t phi)
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public Basis Rotated(Vector3 axis, real_t angle)
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{
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{
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return new Basis(axis, phi) * this;
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return new Basis(axis, angle) * this;
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}
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}
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/// <summary>
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/// <summary>
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@ -774,15 +774,15 @@ namespace Godot
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/// </summary>
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/// </summary>
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/// <param name="axis">The axis to rotate around. Must be normalized.</param>
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/// <param name="axis">The axis to rotate around. Must be normalized.</param>
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/// <param name="angle">The angle to rotate, in radians.</param>
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/// <param name="angle">The angle to rotate, in radians.</param>
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public Basis(Vector3 axis, real_t phi)
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public Basis(Vector3 axis, real_t angle)
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{
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{
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Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
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Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
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real_t cosine = Mathf.Cos(phi);
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real_t cosine = Mathf.Cos(angle);
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Row0.x = axisSq.x + cosine * (1.0f - axisSq.x);
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Row0.x = axisSq.x + cosine * (1.0f - axisSq.x);
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Row1.y = axisSq.y + cosine * (1.0f - axisSq.y);
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Row1.y = axisSq.y + cosine * (1.0f - axisSq.y);
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Row2.z = axisSq.z + cosine * (1.0f - axisSq.z);
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Row2.z = axisSq.z + cosine * (1.0f - axisSq.z);
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real_t sine = Mathf.Sin(phi);
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real_t sine = Mathf.Sin(angle);
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real_t t = 1.0f - cosine;
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real_t t = 1.0f - cosine;
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real_t xyzt = axis.x * axis.y * t;
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real_t xyzt = axis.x * axis.y * t;
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@ -301,9 +301,9 @@ namespace Godot
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/// </summary>
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/// </summary>
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/// <param name="angle">The angle to rotate, in radians.</param>
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/// <param name="angle">The angle to rotate, in radians.</param>
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/// <returns>The rotated transformation matrix.</returns>
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/// <returns>The rotated transformation matrix.</returns>
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public Transform2D Rotated(real_t phi)
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public Transform2D Rotated(real_t angle)
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{
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{
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return this * new Transform2D(phi, new Vector2());
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return this * new Transform2D(angle, new Vector2());
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}
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}
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/// <summary>
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/// <summary>
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@ -192,9 +192,9 @@ namespace Godot
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/// <param name="axis">The axis to rotate around. Must be normalized.</param>
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/// <param name="axis">The axis to rotate around. Must be normalized.</param>
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/// <param name="angle">The angle to rotate, in radians.</param>
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/// <param name="angle">The angle to rotate, in radians.</param>
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/// <returns>The rotated transformation matrix.</returns>
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/// <returns>The rotated transformation matrix.</returns>
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public Transform3D Rotated(Vector3 axis, real_t phi)
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public Transform3D Rotated(Vector3 axis, real_t angle)
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{
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{
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return new Transform3D(new Basis(axis, phi), new Vector3()) * this;
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return new Transform3D(new Basis(axis, angle), new Vector3()) * this;
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}
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}
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/// <summary>
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/// <summary>
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@ -495,10 +495,10 @@ namespace Godot
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/// </summary>
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/// </summary>
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/// <param name="angle">The angle to rotate by, in radians.</param>
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/// <param name="angle">The angle to rotate by, in radians.</param>
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/// <returns>The rotated vector.</returns>
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/// <returns>The rotated vector.</returns>
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public Vector2 Rotated(real_t phi)
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public Vector2 Rotated(real_t angle)
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{
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{
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real_t sine = Mathf.Sin(phi);
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real_t sine = Mathf.Sin(angle);
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real_t cosi = Mathf.Cos(phi);
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real_t cosi = Mathf.Cos(angle);
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return new Vector2(
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return new Vector2(
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x * cosi - y * sine,
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x * cosi - y * sine,
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x * sine + y * cosi);
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x * sine + y * cosi);
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@ -515,7 +515,7 @@ namespace Godot
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/// <param name="axis">The vector to rotate around. Must be normalized.</param>
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/// <param name="axis">The vector to rotate around. Must be normalized.</param>
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/// <param name="angle">The angle to rotate by, in radians.</param>
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/// <param name="angle">The angle to rotate by, in radians.</param>
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/// <returns>The rotated vector.</returns>
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/// <returns>The rotated vector.</returns>
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public Vector3 Rotated(Vector3 axis, real_t phi)
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public Vector3 Rotated(Vector3 axis, real_t angle)
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{
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{
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#if DEBUG
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#if DEBUG
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if (!axis.IsNormalized())
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if (!axis.IsNormalized())
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@ -523,7 +523,7 @@ namespace Godot
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throw new ArgumentException("Argument is not normalized", nameof(axis));
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throw new ArgumentException("Argument is not normalized", nameof(axis));
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}
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}
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#endif
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#endif
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return new Basis(axis, phi).Xform(this);
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return new Basis(axis, angle).Xform(this);
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}
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}
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/// <summary>
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/// <summary>
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