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-rw-r--r--doc/classes/Transform2D.xml10
-rw-r--r--doc/classes/Transform3D.xml4
-rw-r--r--doc/classes/Vector3.xml2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs9
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Projection.cs3
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Quaternion.cs1
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs34
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs29
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>