Rename math 'phi' arguments to 'angle' in C#

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Raul Santos 2022-08-01 02:42:20 +02:00
parent 6d599ed90b
commit d0e586fc7e
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5 changed files with 14 additions and 14 deletions

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@ -531,9 +531,9 @@ namespace Godot
/// <param name="axis">The axis to rotate around. Must be normalized.</param> /// <param name="axis">The axis to rotate around. Must be normalized.</param>
/// <param name="angle">The angle to rotate, in radians.</param> /// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated basis matrix.</returns> /// <returns>The rotated basis matrix.</returns>
public Basis Rotated(Vector3 axis, real_t phi) public Basis Rotated(Vector3 axis, real_t angle)
{ {
return new Basis(axis, phi) * this; return new Basis(axis, angle) * this;
} }
/// <summary> /// <summary>
@ -774,15 +774,15 @@ namespace Godot
/// </summary> /// </summary>
/// <param name="axis">The axis to rotate around. Must be normalized.</param> /// <param name="axis">The axis to rotate around. Must be normalized.</param>
/// <param name="angle">The angle to rotate, in radians.</param> /// <param name="angle">The angle to rotate, in radians.</param>
public Basis(Vector3 axis, real_t phi) public Basis(Vector3 axis, real_t angle)
{ {
Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z); Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
real_t cosine = Mathf.Cos(phi); real_t cosine = Mathf.Cos(angle);
Row0.x = axisSq.x + cosine * (1.0f - axisSq.x); Row0.x = axisSq.x + cosine * (1.0f - axisSq.x);
Row1.y = axisSq.y + cosine * (1.0f - axisSq.y); Row1.y = axisSq.y + cosine * (1.0f - axisSq.y);
Row2.z = axisSq.z + cosine * (1.0f - axisSq.z); Row2.z = axisSq.z + cosine * (1.0f - axisSq.z);
real_t sine = Mathf.Sin(phi); real_t sine = Mathf.Sin(angle);
real_t t = 1.0f - cosine; real_t t = 1.0f - cosine;
real_t xyzt = axis.x * axis.y * t; real_t xyzt = axis.x * axis.y * t;

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@ -301,9 +301,9 @@ namespace Godot
/// </summary> /// </summary>
/// <param name="angle">The angle to rotate, in radians.</param> /// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated transformation matrix.</returns> /// <returns>The rotated transformation matrix.</returns>
public Transform2D Rotated(real_t phi) public Transform2D Rotated(real_t angle)
{ {
return this * new Transform2D(phi, new Vector2()); return this * new Transform2D(angle, new Vector2());
} }
/// <summary> /// <summary>

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@ -192,9 +192,9 @@ namespace Godot
/// <param name="axis">The axis to rotate around. Must be normalized.</param> /// <param name="axis">The axis to rotate around. Must be normalized.</param>
/// <param name="angle">The angle to rotate, in radians.</param> /// <param name="angle">The angle to rotate, in radians.</param>
/// <returns>The rotated transformation matrix.</returns> /// <returns>The rotated transformation matrix.</returns>
public Transform3D Rotated(Vector3 axis, real_t phi) public Transform3D Rotated(Vector3 axis, real_t angle)
{ {
return new Transform3D(new Basis(axis, phi), new Vector3()) * this; return new Transform3D(new Basis(axis, angle), new Vector3()) * this;
} }
/// <summary> /// <summary>

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@ -495,10 +495,10 @@ namespace Godot
/// </summary> /// </summary>
/// <param name="angle">The angle to rotate by, in radians.</param> /// <param name="angle">The angle to rotate by, in radians.</param>
/// <returns>The rotated vector.</returns> /// <returns>The rotated vector.</returns>
public Vector2 Rotated(real_t phi) public Vector2 Rotated(real_t angle)
{ {
real_t sine = Mathf.Sin(phi); real_t sine = Mathf.Sin(angle);
real_t cosi = Mathf.Cos(phi); real_t cosi = Mathf.Cos(angle);
return new Vector2( return new Vector2(
x * cosi - y * sine, x * cosi - y * sine,
x * sine + y * cosi); x * sine + y * cosi);

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@ -515,7 +515,7 @@ namespace Godot
/// <param name="axis">The vector to rotate around. Must be normalized.</param> /// <param name="axis">The vector to rotate around. Must be normalized.</param>
/// <param name="angle">The angle to rotate by, in radians.</param> /// <param name="angle">The angle to rotate by, in radians.</param>
/// <returns>The rotated vector.</returns> /// <returns>The rotated vector.</returns>
public Vector3 Rotated(Vector3 axis, real_t phi) public Vector3 Rotated(Vector3 axis, real_t angle)
{ {
#if DEBUG #if DEBUG
if (!axis.IsNormalized()) if (!axis.IsNormalized())
@ -523,7 +523,7 @@ namespace Godot
throw new ArgumentException("Argument is not normalized", nameof(axis)); throw new ArgumentException("Argument is not normalized", nameof(axis));
} }
#endif #endif
return new Basis(axis, phi).Xform(this); return new Basis(axis, angle).Xform(this);
} }
/// <summary> /// <summary>