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author | Ignacio Roldán Etcheverry <neikeq@users.noreply.github.com> | 2022-08-01 05:48:43 +0200 |
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committer | GitHub <noreply@github.com> | 2022-08-01 05:48:43 +0200 |
commit | 19e0e06dd08fd9dd89fb09e0fed1286eaae32945 (patch) | |
tree | 16faf3486514c6f1247bb02ce3cb89f44fe0b307 | |
parent | 6d599ed90b396c264486512d5903c209ce729c76 (diff) | |
parent | d0e586fc7e25da58544419793ea6ca6d29081269 (diff) |
Merge pull request #63752 from raulsntos/csharp-rename-phi
Rename math 'phi' arguments to 'angle' in C#
5 files changed, 14 insertions, 14 deletions
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs index 37bdc42c2d..b1f1decd72 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs @@ -531,9 +531,9 @@ namespace Godot /// <param name="axis">The axis to rotate around. Must be normalized.</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) + public Basis Rotated(Vector3 axis, real_t angle) { - return new Basis(axis, phi) * this; + return new Basis(axis, angle) * this; } /// <summary> @@ -774,15 +774,15 @@ namespace Godot /// </summary> /// <param name="axis">The axis to rotate around. Must be normalized.</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); - real_t cosine = Mathf.Cos(phi); + real_t cosine = Mathf.Cos(angle); Row0.x = axisSq.x + cosine * (1.0f - axisSq.x); Row1.y = axisSq.y + cosine * (1.0f - axisSq.y); 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 xyzt = axis.x * axis.y * t; diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs index e01db7b88c..7861ece61b 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs @@ -301,9 +301,9 @@ namespace Godot /// </summary> /// <param name="angle">The angle to rotate, in radians.</param> /// <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> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs index 7f03a8930d..97b4a87713 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs @@ -192,9 +192,9 @@ namespace Godot /// <param name="axis">The axis to rotate around. Must be normalized.</param> /// <param name="angle">The angle to rotate, in radians.</param> /// <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> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs index 7bdbe1c28b..9c80dd0217 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs @@ -495,10 +495,10 @@ namespace Godot /// </summary> /// <param name="angle">The angle to rotate by, in radians.</param> /// <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 cosi = Mathf.Cos(phi); + real_t sine = Mathf.Sin(angle); + real_t cosi = Mathf.Cos(angle); return new Vector2( x * cosi - y * sine, x * sine + y * cosi); diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs index 480165d44a..ec2e724b10 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs @@ -515,7 +515,7 @@ namespace Godot /// <param name="axis">The vector to rotate around. Must be normalized.</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) + public Vector3 Rotated(Vector3 axis, real_t angle) { #if DEBUG if (!axis.IsNormalized()) @@ -523,7 +523,7 @@ namespace Godot throw new ArgumentException("Argument is not normalized", nameof(axis)); } #endif - return new Basis(axis, phi).Xform(this); + return new Basis(axis, angle).Xform(this); } /// <summary> |