diff options
-rw-r--r-- | doc/classes/Transform2D.xml | 10 | ||||
-rw-r--r-- | doc/classes/Transform3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/Vector3.xml | 2 | ||||
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs | 9 | ||||
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs | 3 | ||||
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs | 1 | ||||
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs | 34 | ||||
-rw-r--r-- | modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs | 29 |
8 files changed, 60 insertions, 32 deletions
diff --git a/doc/classes/Transform2D.xml b/doc/classes/Transform2D.xml index 1611af4226..aee70f6b59 100644 --- a/doc/classes/Transform2D.xml +++ b/doc/classes/Transform2D.xml @@ -67,7 +67,7 @@ <param index="0" name="v" type="Vector2" /> <description> Returns a vector transformed (multiplied) by the basis matrix. - This method does not account for translation (the origin vector). + This method does not account for translation (the [member origin] vector). </description> </method> <method name="basis_xform_inv" qualifiers="const"> @@ -75,9 +75,9 @@ <param index="0" name="v" type="Vector2" /> <description> Returns a vector transformed (multiplied) by the inverse basis matrix, under the assumption that the basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not). - This method does not account for translation (the origin vector). + This method does not account for translation (the [member origin] vector). [code]transform.basis_xform_inv(vector)[/code] is equivalent to [code]transform.inverse().basis_xform(vector)[/code]. See [method inverse]. - For non-orthonormal transforms (e.g. with scaling) use [code]transform.affine_inverse().basis_xform(vector)[/code] instead. See [method affine_inverse]. + For non-orthonormal transforms (e.g. with scaling) [code]transform.affine_inverse().basis_xform(vector)[/code] can be used instead. See [method affine_inverse]. </description> </method> <method name="determinant" qualifiers="const"> @@ -276,14 +276,14 @@ <return type="Transform2D" /> <param index="0" name="right" type="float" /> <description> - This operator multiplies all components of the [Transform2D], including the origin vector, which scales it uniformly. + This operator multiplies all components of the [Transform2D], including the [member origin] vector, which scales it uniformly. </description> </operator> <operator name="operator *"> <return type="Transform2D" /> <param index="0" name="right" type="int" /> <description> - This operator multiplies all components of the [Transform2D], including the origin vector, which scales it uniformly. + This operator multiplies all components of the [Transform2D], including the [member origin] vector, which scales it uniformly. </description> </operator> <operator name="operator =="> diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml index c033185559..85da629d70 100644 --- a/doc/classes/Transform3D.xml +++ b/doc/classes/Transform3D.xml @@ -235,14 +235,14 @@ <return type="Transform3D" /> <param index="0" name="right" type="float" /> <description> - This operator multiplies all components of the [Transform3D], including the origin vector, which scales it uniformly. + This operator multiplies all components of the [Transform3D], including the [member origin] vector, which scales it uniformly. </description> </operator> <operator name="operator *"> <return type="Transform3D" /> <param index="0" name="right" type="int" /> <description> - This operator multiplies all components of the [Transform3D], including the origin vector, which scales it uniformly. + This operator multiplies all components of the [Transform3D], including the [member origin] vector, which scales it uniformly. </description> </operator> <operator name="operator =="> diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 77c7391410..83a8c6af73 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -444,7 +444,7 @@ <description> Inversely transforms (multiplies) the [Vector3] by the given [Basis] matrix, under the assumption that the basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not). [code]vector * basis[/code] is equivalent to [code]basis.transposed() * vector[/code]. See [method Basis.transposed]. - For transforming by inverse of a non-orthonormal basis [code]basis.inverse() * vector[/code] can be used instead. See [method Basis.inverse]. + For transforming by inverse of a non-orthonormal basis (e.g. with scaling) [code]basis.inverse() * vector[/code] can be used instead. See [method Basis.inverse]. </description> </operator> <operator name="operator *"> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs index a7712db737..3c1027c954 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs @@ -1037,10 +1037,11 @@ namespace Godot } /// <summary> - /// Returns a Vector3 transformed (multiplied) by the transposed basis matrix. - /// - /// Note: This results in a multiplication by the inverse of the - /// basis matrix only if it represents a rotation-reflection. + /// Returns a Vector3 transformed (multiplied) by the inverse basis matrix, + /// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection + /// is fine, scaling/skew is not). + /// <c>vector * basis</c> is equivalent to <c>basis.Transposed() * vector</c>. See <see cref="Transposed"/>. + /// For transforming by inverse of a non-orthonormal basis (e.g. with scaling) <c>basis.Inverse() * vector</c> can be used instead. See <see cref="Inverse"/>. /// </summary> /// <param name="vector">A Vector3 to inversely transform.</param> /// <param name="basis">The basis matrix transformation to apply.</param> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs index a80d202ef2..627e7c2e64 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs @@ -905,7 +905,8 @@ namespace Godot } /// <summary> - /// Returns a Vector4 transformed (multiplied) by the inverse projection. + /// Returns a Vector4 transformed (multiplied) by the transpose of the projection. + /// For transforming by inverse of a projection [code]projection.Inverse() * vector[/code] can be used instead. See <see cref="Inverse"/>. /// </summary> /// <param name="proj">The projection to apply.</param> /// <param name="vector">A Vector4 to transform.</param> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs index 39e1b7e4b8..3d45913586 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs @@ -644,6 +644,7 @@ namespace Godot /// <summary> /// Returns a Vector3 rotated (multiplied) by the inverse quaternion. + /// <c>vector * quaternion</c> is equivalent to <c>quaternion.Inverse() * vector</c>. See <see cref="Inverse"/>. /// </summary> /// <param name="vector">A Vector3 to inversely rotate.</param> /// <param name="quaternion">The quaternion to rotate by.</param> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs index 0e3e54a0c2..386f587464 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs @@ -126,7 +126,7 @@ namespace Godot /// <summary> /// Returns the inverse of the transform, under the assumption that - /// the transformation is composed of rotation, scaling, and translation. + /// the basis is invertible (must have non-zero determinant). /// </summary> /// <seealso cref="Inverse"/> /// <returns>The inverse transformation matrix.</returns> @@ -180,11 +180,12 @@ namespace Godot } /// <summary> - /// Returns a vector transformed (multiplied) by the inverse basis matrix. + /// Returns a vector transformed (multiplied) by the inverse basis matrix, + /// under the assumption that the basis is orthonormal (i.e. rotation/reflection + /// is fine, scaling/skew is not). /// This method does not account for translation (the <see cref="Origin"/> vector). - /// - /// Note: This results in a multiplication by the inverse of the - /// basis matrix only if it represents a rotation-reflection. + /// <c>transform.BasisXformInv(vector)</c> is equivalent to <c>transform.Inverse().BasisXform(vector)</c>. See <see cref="Inverse"/>. + /// For non-orthonormal transforms (e.g. with scaling) <c>transform.AffineInverse().BasisXform(vector)</c> can be used instead. See <see cref="AffineInverse"/>. /// </summary> /// <seealso cref="BasisXform(Vector2)"/> /// <param name="v">A vector to inversely transform.</param> @@ -213,8 +214,9 @@ namespace Godot /// <summary> /// Returns the inverse of the transform, under the assumption that - /// the transformation is composed of rotation and translation - /// (no scaling, use <see cref="AffineInverse"/> for transforms with scaling). + /// the transformation basis is orthonormal (i.e. rotation/reflection + /// is fine, scaling/skew is not). Use <see cref="AffineInverse"/> for + /// non-orthonormal transforms (e.g. with scaling). /// </summary> /// <returns>The inverse matrix.</returns> public readonly Transform2D Inverse() @@ -480,7 +482,11 @@ namespace Godot } /// <summary> - /// Returns a Vector2 transformed (multiplied) by the inverse transformation matrix. + /// Returns a Vector2 transformed (multiplied) by the inverse transformation matrix, + /// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection + /// is fine, scaling/skew is not). + /// <c>vector * transform</c> is equivalent to <c>transform.Inverse() * vector</c>. See <see cref="Inverse"/>. + /// For transforming by inverse of an affine transformation (e.g. with scaling) <c>transform.AffineInverse() * vector</c> can be used instead. See <see cref="AffineInverse"/>. /// </summary> /// <param name="vector">A Vector2 to inversely transform.</param> /// <param name="transform">The transformation to apply.</param> @@ -507,7 +513,11 @@ namespace Godot } /// <summary> - /// Returns a Rect2 transformed (multiplied) by the inverse transformation matrix. + /// Returns a Rect2 transformed (multiplied) by the inverse transformation matrix, + /// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection + /// is fine, scaling/skew is not). + /// <c>rect * transform</c> is equivalent to <c>transform.Inverse() * rect</c>. See <see cref="Inverse"/>. + /// For transforming by inverse of an affine transformation (e.g. with scaling) <c>transform.AffineInverse() * rect</c> can be used instead. See <see cref="AffineInverse"/>. /// </summary> /// <param name="rect">A Rect2 to inversely transform.</param> /// <param name="transform">The transformation to apply.</param> @@ -541,7 +551,11 @@ namespace Godot } /// <summary> - /// Returns a copy of the given Vector2[] transformed (multiplied) by the inverse transformation matrix. + /// Returns a copy of the given Vector2[] transformed (multiplied) by the inverse transformation matrix, + /// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection + /// is fine, scaling/skew is not). + /// <c>array * transform</c> is equivalent to <c>transform.Inverse() * array</c>. See <see cref="Inverse"/>. + /// For transforming by inverse of an affine transformation (e.g. with scaling) <c>transform.AffineInverse() * array</c> can be used instead. See <see cref="AffineInverse"/>. /// </summary> /// <param name="array">A Vector2[] to inversely transform.</param> /// <param name="transform">The transformation to apply.</param> diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs index 7b27071df1..2d09259dcb 100644 --- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs +++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs @@ -105,7 +105,7 @@ namespace Godot /// <summary> /// Returns the inverse of the transform, under the assumption that - /// the transformation is composed of rotation, scaling, and translation. + /// the basis is invertible (must have non-zero determinant). /// </summary> /// <seealso cref="Inverse"/> /// <returns>The inverse transformation matrix.</returns> @@ -144,8 +144,9 @@ namespace Godot /// <summary> /// Returns the inverse of the transform, under the assumption that - /// the transformation is composed of rotation and translation - /// (no scaling, use <see cref="AffineInverse"/> for transforms with scaling). + /// the transformation basis is orthonormal (i.e. rotation/reflection + /// is fine, scaling/skew is not). Use <see cref="AffineInverse"/> for + /// non-orthonormal transforms (e.g. with scaling). /// </summary> /// <returns>The inverse matrix.</returns> public readonly Transform3D Inverse() @@ -426,10 +427,11 @@ namespace Godot } /// <summary> - /// Returns a Vector3 transformed (multiplied) by the transposed transformation matrix. - /// - /// Note: This results in a multiplication by the inverse of the - /// transformation matrix only if it represents a rotation-reflection. + /// Returns a Vector3 transformed (multiplied) by the inverse transformation matrix, + /// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection + /// is fine, scaling/skew is not). + /// <c>vector * transform</c> is equivalent to <c>transform.Inverse() * vector</c>. See <see cref="Inverse"/>. + /// For transforming by inverse of an affine transformation (e.g. with scaling) <c>transform.AffineInverse() * vector</c> can be used instead. See <see cref="AffineInverse"/>. /// </summary> /// <param name="vector">A Vector3 to inversely transform.</param> /// <param name="transform">The transformation to apply.</param> @@ -482,7 +484,11 @@ namespace Godot } /// <summary> - /// Returns an AABB transformed (multiplied) by the inverse transformation matrix. + /// Returns an AABB transformed (multiplied) by the inverse transformation matrix, + /// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection + /// is fine, scaling/skew is not). + /// <c>aabb * transform</c> is equivalent to <c>transform.Inverse() * aabb</c>. See <see cref="Inverse"/>. + /// For transforming by inverse of an affine transformation (e.g. with scaling) <c>transform.AffineInverse() * aabb</c> can be used instead. See <see cref="AffineInverse"/>. /// </summary> /// <param name="aabb">An AABB to inversely transform.</param> /// <param name="transform">The transformation to apply.</param> @@ -523,6 +529,7 @@ namespace Godot /// <summary> /// Returns a Plane transformed (multiplied) by the inverse transformation matrix. + /// <c>plane * transform</c> is equivalent to <c>transform.AffineInverse() * plane</c>. See <see cref="AffineInverse"/>. /// </summary> /// <param name="plane">A Plane to inversely transform.</param> /// <param name="transform">The transformation to apply.</param> @@ -568,7 +575,11 @@ namespace Godot } /// <summary> - /// Returns a copy of the given Vector3[] transformed (multiplied) by the inverse transformation matrix. + /// Returns a copy of the given Vector3[] transformed (multiplied) by the inverse transformation matrix, + /// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection + /// is fine, scaling/skew is not). + /// <c>array * transform</c> is equivalent to <c>transform.Inverse() * array</c>. See <see cref="Inverse"/>. + /// For transforming by inverse of an affine transformation (e.g. with scaling) <c>transform.AffineInverse() * array</c> can be used instead. See <see cref="AffineInverse"/>. /// </summary> /// <param name="array">A Vector3[] to inversely transform.</param> /// <param name="transform">The transformation to apply.</param> |