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