Rename Vector parameters to be consistent
Renames parameters that were named differently across different scripting languages or their documentation to use the same name everywhere.
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9 changed files with 95 additions and 95 deletions
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@ -184,13 +184,13 @@ namespace Godot
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}
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/// <summary>
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/// Returns the cross product of this vector and <paramref name="b"/>.
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/// Returns the cross product of this vector and <paramref name="with"/>.
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/// </summary>
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/// <param name="b">The other vector.</param>
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/// <param name="with">The other vector.</param>
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/// <returns>The cross product value.</returns>
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public real_t Cross(Vector2 b)
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public real_t Cross(Vector2 with)
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{
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return (x * b.y) - (y * b.x);
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return (x * with.y) - (y * with.x);
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}
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/// <summary>
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@ -222,13 +222,13 @@ namespace Godot
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}
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/// <summary>
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/// Returns the normalized vector pointing from this vector to <paramref name="b"/>.
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/// Returns the normalized vector pointing from this vector to <paramref name="to"/>.
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/// </summary>
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/// <param name="b">The other vector to point towards.</param>
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/// <returns>The direction from this vector to <paramref name="b"/>.</returns>
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public Vector2 DirectionTo(Vector2 b)
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/// <param name="to">The other vector to point towards.</param>
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/// <returns>The direction from this vector to <paramref name="to"/>.</returns>
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public Vector2 DirectionTo(Vector2 to)
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{
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return new Vector2(b.x - x, b.y - y).Normalized();
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return new Vector2(to.x - x, to.y - y).Normalized();
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}
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/// <summary>
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@ -149,45 +149,45 @@ namespace Godot
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}
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/// <summary>
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/// Returns the cross product of this vector and <paramref name="b"/>.
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/// Returns the cross product of this vector and <paramref name="with"/>.
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/// </summary>
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/// <param name="b">The other vector.</param>
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/// <param name="with">The other vector.</param>
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/// <returns>The cross product vector.</returns>
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public int Cross(Vector2i b)
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public int Cross(Vector2i with)
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{
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return x * b.y - y * b.x;
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return x * with.y - y * with.x;
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}
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/// <summary>
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/// Returns the squared distance between this vector and <paramref name="b"/>.
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/// Returns the squared distance between this vector and <paramref name="to"/>.
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/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
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/// you need to compare vectors or need the squared distance for some formula.
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/// </summary>
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/// <param name="b">The other vector to use.</param>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The squared distance between the two vectors.</returns>
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public int DistanceSquaredTo(Vector2i b)
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public int DistanceSquaredTo(Vector2i to)
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{
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return (b - this).LengthSquared();
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return (to - this).LengthSquared();
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}
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/// <summary>
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/// Returns the distance between this vector and <paramref name="b"/>.
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/// Returns the distance between this vector and <paramref name="to"/>.
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/// </summary>
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/// <param name="b">The other vector to use.</param>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The distance between the two vectors.</returns>
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public real_t DistanceTo(Vector2i b)
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public real_t DistanceTo(Vector2i to)
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{
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return (b - this).Length();
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return (to - this).Length();
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}
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/// <summary>
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/// Returns the dot product of this vector and <paramref name="b"/>.
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/// Returns the dot product of this vector and <paramref name="with"/>.
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/// </summary>
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/// <param name="b">The other vector to use.</param>
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/// <param name="with">The other vector to use.</param>
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/// <returns>The dot product of the two vectors.</returns>
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public int Dot(Vector2i b)
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public int Dot(Vector2i with)
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{
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return x * b.x + y * b.y;
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return x * with.x + y * with.y;
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}
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/// <summary>
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@ -170,17 +170,17 @@ namespace Godot
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}
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/// <summary>
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/// Returns the cross product of this vector and <paramref name="b"/>.
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/// Returns the cross product of this vector and <paramref name="with"/>.
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/// </summary>
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/// <param name="b">The other vector.</param>
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/// <param name="with">The other vector.</param>
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/// <returns>The cross product vector.</returns>
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public Vector3 Cross(Vector3 b)
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public Vector3 Cross(Vector3 with)
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{
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return new Vector3
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(
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(y * b.z) - (z * b.y),
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(z * b.x) - (x * b.z),
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(x * b.y) - (y * b.x)
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(y * with.z) - (z * with.y),
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(z * with.x) - (x * with.z),
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(x * with.y) - (y * with.x)
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);
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}
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@ -212,46 +212,46 @@ namespace Godot
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}
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/// <summary>
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/// Returns the normalized vector pointing from this vector to <paramref name="b"/>.
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/// Returns the normalized vector pointing from this vector to <paramref name="to"/>.
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/// </summary>
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/// <param name="b">The other vector to point towards.</param>
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/// <returns>The direction from this vector to <paramref name="b"/>.</returns>
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public Vector3 DirectionTo(Vector3 b)
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/// <param name="to">The other vector to point towards.</param>
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/// <returns>The direction from this vector to <paramref name="to"/>.</returns>
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public Vector3 DirectionTo(Vector3 to)
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{
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return new Vector3(b.x - x, b.y - y, b.z - z).Normalized();
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return new Vector3(to.x - x, to.y - y, to.z - z).Normalized();
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}
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/// <summary>
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/// Returns the squared distance between this vector and <paramref name="b"/>.
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/// Returns the squared distance between this vector and <paramref name="to"/>.
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/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
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/// you need to compare vectors or need the squared distance for some formula.
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/// </summary>
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/// <param name="b">The other vector to use.</param>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The squared distance between the two vectors.</returns>
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public real_t DistanceSquaredTo(Vector3 b)
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public real_t DistanceSquaredTo(Vector3 to)
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{
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return (b - this).LengthSquared();
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return (to - this).LengthSquared();
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}
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/// <summary>
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/// Returns the distance between this vector and <paramref name="b"/>.
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/// Returns the distance between this vector and <paramref name="to"/>.
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/// </summary>
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/// <seealso cref="DistanceSquaredTo(Vector3)"/>
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/// <param name="b">The other vector to use.</param>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The distance between the two vectors.</returns>
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public real_t DistanceTo(Vector3 b)
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public real_t DistanceTo(Vector3 to)
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{
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return (b - this).Length();
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return (to - this).Length();
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}
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/// <summary>
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/// Returns the dot product of this vector and <paramref name="b"/>.
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/// Returns the dot product of this vector and <paramref name="with"/>.
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/// </summary>
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/// <param name="b">The other vector to use.</param>
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/// <param name="with">The other vector to use.</param>
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/// <returns>The dot product of the two vectors.</returns>
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public real_t Dot(Vector3 b)
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public real_t Dot(Vector3 with)
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{
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return (x * b.x) + (y * b.y) + (z * b.z);
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return (x * with.x) + (y * with.y) + (z * with.z);
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}
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/// <summary>
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@ -412,16 +412,16 @@ namespace Godot
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}
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/// <summary>
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/// Returns the outer product with <paramref name="b"/>.
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/// Returns the outer product with <paramref name="with"/>.
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/// </summary>
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/// <param name="b">The other vector.</param>
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/// <param name="with">The other vector.</param>
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/// <returns>A <see cref="Basis"/> representing the outer product matrix.</returns>
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public Basis Outer(Vector3 b)
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public Basis Outer(Vector3 with)
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{
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return new Basis(
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x * b.x, x * b.y, x * b.z,
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y * b.x, y * b.y, y * b.z,
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z * b.x, z * b.y, z * b.z
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x * with.x, x * with.y, x * with.z,
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y * with.x, y * with.y, y * with.z,
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z * with.x, z * with.y, z * with.z
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);
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}
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@ -124,36 +124,36 @@ namespace Godot
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}
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/// <summary>
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/// Returns the squared distance between this vector and <paramref name="b"/>.
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/// Returns the squared distance between this vector and <paramref name="to"/>.
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/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
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/// you need to compare vectors or need the squared distance for some formula.
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/// </summary>
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/// <param name="b">The other vector to use.</param>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The squared distance between the two vectors.</returns>
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public int DistanceSquaredTo(Vector3i b)
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public int DistanceSquaredTo(Vector3i to)
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{
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return (b - this).LengthSquared();
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return (to - this).LengthSquared();
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}
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/// <summary>
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/// Returns the distance between this vector and <paramref name="b"/>.
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/// Returns the distance between this vector and <paramref name="to"/>.
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/// </summary>
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/// <seealso cref="DistanceSquaredTo(Vector3i)"/>
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/// <param name="b">The other vector to use.</param>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The distance between the two vectors.</returns>
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public real_t DistanceTo(Vector3i b)
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public real_t DistanceTo(Vector3i to)
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{
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return (b - this).Length();
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return (to - this).Length();
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}
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/// <summary>
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/// Returns the dot product of this vector and <paramref name="b"/>.
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/// Returns the dot product of this vector and <paramref name="with"/>.
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/// </summary>
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/// <param name="b">The other vector to use.</param>
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/// <param name="with">The other vector to use.</param>
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/// <returns>The dot product of the two vectors.</returns>
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public int Dot(Vector3i b)
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public int Dot(Vector3i with)
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{
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return x * b.x + y * b.y + z * b.z;
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return x * with.x + y * with.y + z * with.z;
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}
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/// <summary>
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