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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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