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@@ -181,7 +181,7 @@ namespace Godot
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/// This method does not account for translation (the origin vector).
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/// </summary>
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/// <param name="v">A vector to transform.</param>
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- /// <returns>The transfomed vector.</returns>
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+ /// <returns>The transformed vector.</returns>
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public Vector2 BasisXform(Vector2 v)
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{
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return new Vector2(Tdotx(v), Tdoty(v));
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@@ -195,7 +195,7 @@ namespace Godot
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/// basis matrix only if it represents a rotation-reflection.
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/// </summary>
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/// <param name="v">A vector to inversely transform.</param>
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- /// <returns>The inversely transfomed vector.</returns>
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+ /// <returns>The inversely transformed vector.</returns>
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public Vector2 BasisXformInv(Vector2 v)
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{
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return new Vector2(x.Dot(v), y.Dot(v));
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@@ -355,7 +355,7 @@ namespace Godot
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/// Returns a vector transformed (multiplied) by this transformation matrix.
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/// </summary>
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/// <param name="v">A vector to transform.</param>
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- /// <returns>The transfomed vector.</returns>
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+ /// <returns>The transformed vector.</returns>
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public Vector2 Xform(Vector2 v)
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{
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return new Vector2(Tdotx(v), Tdoty(v)) + origin;
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@@ -365,7 +365,7 @@ namespace Godot
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/// Returns a vector transformed (multiplied) by the inverse transformation matrix.
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/// </summary>
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/// <param name="v">A vector to inversely transform.</param>
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- /// <returns>The inversely transfomed vector.</returns>
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+ /// <returns>The inversely transformed vector.</returns>
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public Vector2 XformInv(Vector2 v)
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{
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Vector2 vInv = v - origin;
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