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Core: Rename math 'phi' arguments to 'angle'

Rémi Verschelde 3 years ago
parent
commit
e7a58a7eb6

+ 13 - 13
core/math/basis.cpp

@@ -347,22 +347,22 @@ Vector3 Basis::rotref_posscale_decomposition(Basis &rotref) const {
 // The main use of Basis is as Transform.basis, which is used by the transformation matrix
 // The main use of Basis is as Transform.basis, which is used by the transformation matrix
 // of 3D object. Rotate here refers to rotation of the object (which is R * (*this)),
 // of 3D object. Rotate here refers to rotation of the object (which is R * (*this)),
 // not the matrix itself (which is R * (*this) * R.transposed()).
 // not the matrix itself (which is R * (*this) * R.transposed()).
-Basis Basis::rotated(const Vector3 &p_axis, real_t p_phi) const {
-	return Basis(p_axis, p_phi) * (*this);
+Basis Basis::rotated(const Vector3 &p_axis, real_t p_angle) const {
+	return Basis(p_axis, p_angle) * (*this);
 }
 }
 
 
-void Basis::rotate(const Vector3 &p_axis, real_t p_phi) {
-	*this = rotated(p_axis, p_phi);
+void Basis::rotate(const Vector3 &p_axis, real_t p_angle) {
+	*this = rotated(p_axis, p_angle);
 }
 }
 
 
-void Basis::rotate_local(const Vector3 &p_axis, real_t p_phi) {
+void Basis::rotate_local(const Vector3 &p_axis, real_t p_angle) {
 	// performs a rotation in object-local coordinate system:
 	// performs a rotation in object-local coordinate system:
 	// M -> (M.R.Minv).M = M.R.
 	// M -> (M.R.Minv).M = M.R.
-	*this = rotated_local(p_axis, p_phi);
+	*this = rotated_local(p_axis, p_angle);
 }
 }
 
 
-Basis Basis::rotated_local(const Vector3 &p_axis, real_t p_phi) const {
-	return (*this) * Basis(p_axis, p_phi);
+Basis Basis::rotated_local(const Vector3 &p_axis, real_t p_angle) const {
+	return (*this) * Basis(p_axis, p_angle);
 }
 }
 
 
 Basis Basis::rotated(const Vector3 &p_euler) const {
 Basis Basis::rotated(const Vector3 &p_euler) const {
@@ -900,18 +900,18 @@ void Basis::set_quaternion(const Quaternion &p_quaternion) {
 			xz - wy, yz + wx, 1.0f - (xx + yy));
 			xz - wy, yz + wx, 1.0f - (xx + yy));
 }
 }
 
 
-void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
+void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_angle) {
 // Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_angle
 // Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_angle
 #ifdef MATH_CHECKS
 #ifdef MATH_CHECKS
 	ERR_FAIL_COND_MSG(!p_axis.is_normalized(), "The axis Vector3 must be normalized.");
 	ERR_FAIL_COND_MSG(!p_axis.is_normalized(), "The axis Vector3 must be normalized.");
 #endif
 #endif
 	Vector3 axis_sq(p_axis.x * p_axis.x, p_axis.y * p_axis.y, p_axis.z * p_axis.z);
 	Vector3 axis_sq(p_axis.x * p_axis.x, p_axis.y * p_axis.y, p_axis.z * p_axis.z);
-	real_t cosine = Math::cos(p_phi);
+	real_t cosine = Math::cos(p_angle);
 	rows[0][0] = axis_sq.x + cosine * (1.0f - axis_sq.x);
 	rows[0][0] = axis_sq.x + cosine * (1.0f - axis_sq.x);
 	rows[1][1] = axis_sq.y + cosine * (1.0f - axis_sq.y);
 	rows[1][1] = axis_sq.y + cosine * (1.0f - axis_sq.y);
 	rows[2][2] = axis_sq.z + cosine * (1.0f - axis_sq.z);
 	rows[2][2] = axis_sq.z + cosine * (1.0f - axis_sq.z);
 
 
-	real_t sine = Math::sin(p_phi);
+	real_t sine = Math::sin(p_angle);
 	real_t t = 1 - cosine;
 	real_t t = 1 - cosine;
 
 
 	real_t xyzt = p_axis.x * p_axis.y * t;
 	real_t xyzt = p_axis.x * p_axis.y * t;
@@ -930,9 +930,9 @@ void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
 	rows[2][1] = xyzt + zyxs;
 	rows[2][1] = xyzt + zyxs;
 }
 }
 
 
-void Basis::set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) {
+void Basis::set_axis_angle_scale(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale) {
 	_set_diagonal(p_scale);
 	_set_diagonal(p_scale);
-	rotate(p_axis, p_phi);
+	rotate(p_axis, p_angle);
 }
 }
 
 
 void Basis::set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale) {
 void Basis::set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale) {

+ 8 - 8
core/math/basis.h

@@ -58,11 +58,11 @@ struct _NO_DISCARD_ Basis {
 
 
 	void from_z(const Vector3 &p_z);
 	void from_z(const Vector3 &p_z);
 
 
-	void rotate(const Vector3 &p_axis, real_t p_phi);
-	Basis rotated(const Vector3 &p_axis, real_t p_phi) const;
+	void rotate(const Vector3 &p_axis, real_t p_angle);
+	Basis rotated(const Vector3 &p_axis, real_t p_angle) const;
 
 
-	void rotate_local(const Vector3 &p_axis, real_t p_phi);
-	Basis rotated_local(const Vector3 &p_axis, real_t p_phi) const;
+	void rotate_local(const Vector3 &p_axis, real_t p_angle);
+	Basis rotated_local(const Vector3 &p_axis, real_t p_angle) const;
 
 
 	void rotate(const Vector3 &p_euler);
 	void rotate(const Vector3 &p_euler);
 	Basis rotated(const Vector3 &p_euler) const;
 	Basis rotated(const Vector3 &p_euler) const;
@@ -100,7 +100,7 @@ struct _NO_DISCARD_ Basis {
 	void set_quaternion(const Quaternion &p_quaternion);
 	void set_quaternion(const Quaternion &p_quaternion);
 
 
 	void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const;
 	void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const;
-	void set_axis_angle(const Vector3 &p_axis, real_t p_phi);
+	void set_axis_angle(const Vector3 &p_axis, real_t p_angle);
 
 
 	void scale(const Vector3 &p_scale);
 	void scale(const Vector3 &p_scale);
 	Basis scaled(const Vector3 &p_scale) const;
 	Basis scaled(const Vector3 &p_scale) const;
@@ -118,7 +118,7 @@ struct _NO_DISCARD_ Basis {
 	Vector3 get_scale_abs() const;
 	Vector3 get_scale_abs() const;
 	Vector3 get_scale_local() const;
 	Vector3 get_scale_local() const;
 
 
-	void set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale);
+	void set_axis_angle_scale(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale);
 	void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale);
 	void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale);
 	void set_quaternion_scale(const Quaternion &p_quaternion, const Vector3 &p_scale);
 	void set_quaternion_scale(const Quaternion &p_quaternion, const Vector3 &p_scale);
 
 
@@ -237,8 +237,8 @@ struct _NO_DISCARD_ Basis {
 	Basis(const Quaternion &p_quaternion) { set_quaternion(p_quaternion); };
 	Basis(const Quaternion &p_quaternion) { set_quaternion(p_quaternion); };
 	Basis(const Quaternion &p_quaternion, const Vector3 &p_scale) { set_quaternion_scale(p_quaternion, p_scale); }
 	Basis(const Quaternion &p_quaternion, const Vector3 &p_scale) { set_quaternion_scale(p_quaternion, p_scale); }
 
 
-	Basis(const Vector3 &p_axis, real_t p_phi) { set_axis_angle(p_axis, p_phi); }
-	Basis(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_phi, p_scale); }
+	Basis(const Vector3 &p_axis, real_t p_angle) { set_axis_angle(p_axis, p_angle); }
+	Basis(const Vector3 &p_axis, real_t p_angle, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_angle, p_scale); }
 	static Basis from_scale(const Vector3 &p_scale);
 	static Basis from_scale(const Vector3 &p_scale);
 
 
 	_FORCE_INLINE_ Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
 	_FORCE_INLINE_ Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {

+ 4 - 4
core/math/transform_2d.cpp

@@ -65,8 +65,8 @@ Transform2D Transform2D::affine_inverse() const {
 	return inv;
 	return inv;
 }
 }
 
 
-void Transform2D::rotate(const real_t p_phi) {
-	*this = Transform2D(p_phi, Vector2()) * (*this);
+void Transform2D::rotate(const real_t p_angle) {
+	*this = Transform2D(p_angle, Vector2()) * (*this);
 }
 }
 
 
 real_t Transform2D::get_skew() const {
 real_t Transform2D::get_skew() const {
@@ -241,9 +241,9 @@ Transform2D Transform2D::translated(const Vector2 &p_offset) const {
 	return copy;
 	return copy;
 }
 }
 
 
-Transform2D Transform2D::rotated(const real_t p_phi) const {
+Transform2D Transform2D::rotated(const real_t p_angle) const {
 	Transform2D copy = *this;
 	Transform2D copy = *this;
-	copy.rotate(p_phi);
+	copy.rotate(p_angle);
 	return copy;
 	return copy;
 }
 }
 
 

+ 2 - 2
core/math/transform_2d.h

@@ -70,7 +70,7 @@ struct _NO_DISCARD_ Transform2D {
 	void set_skew(const real_t p_angle);
 	void set_skew(const real_t p_angle);
 	_FORCE_INLINE_ void set_rotation_and_scale(const real_t p_rot, const Size2 &p_scale);
 	_FORCE_INLINE_ void set_rotation_and_scale(const real_t p_rot, const Size2 &p_scale);
 	_FORCE_INLINE_ void set_rotation_scale_and_skew(const real_t p_rot, const Size2 &p_scale, const real_t p_skew);
 	_FORCE_INLINE_ void set_rotation_scale_and_skew(const real_t p_rot, const Size2 &p_scale, const real_t p_skew);
-	void rotate(const real_t p_phi);
+	void rotate(const real_t p_angle);
 
 
 	void scale(const Size2 &p_scale);
 	void scale(const Size2 &p_scale);
 	void scale_basis(const Size2 &p_scale);
 	void scale_basis(const Size2 &p_scale);
@@ -88,7 +88,7 @@ struct _NO_DISCARD_ Transform2D {
 	Transform2D scaled(const Size2 &p_scale) const;
 	Transform2D scaled(const Size2 &p_scale) const;
 	Transform2D basis_scaled(const Size2 &p_scale) const;
 	Transform2D basis_scaled(const Size2 &p_scale) const;
 	Transform2D translated(const Vector2 &p_offset) const;
 	Transform2D translated(const Vector2 &p_offset) const;
-	Transform2D rotated(const real_t p_phi) const;
+	Transform2D rotated(const real_t p_angle) const;
 
 
 	Transform2D untranslated() const;
 	Transform2D untranslated() const;
 
 

+ 6 - 6
core/math/transform_3d.cpp

@@ -57,16 +57,16 @@ Transform3D Transform3D::inverse() const {
 	return ret;
 	return ret;
 }
 }
 
 
-void Transform3D::rotate(const Vector3 &p_axis, real_t p_phi) {
-	*this = rotated(p_axis, p_phi);
+void Transform3D::rotate(const Vector3 &p_axis, real_t p_angle) {
+	*this = rotated(p_axis, p_angle);
 }
 }
 
 
-Transform3D Transform3D::rotated(const Vector3 &p_axis, real_t p_phi) const {
-	return Transform3D(Basis(p_axis, p_phi), Vector3()) * (*this);
+Transform3D Transform3D::rotated(const Vector3 &p_axis, real_t p_angle) const {
+	return Transform3D(Basis(p_axis, p_angle), Vector3()) * (*this);
 }
 }
 
 
-void Transform3D::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
-	basis.rotate(p_axis, p_phi);
+void Transform3D::rotate_basis(const Vector3 &p_axis, real_t p_angle) {
+	basis.rotate(p_axis, p_angle);
 }
 }
 
 
 Transform3D Transform3D::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
 Transform3D Transform3D::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {

+ 3 - 3
core/math/transform_3d.h

@@ -45,10 +45,10 @@ struct _NO_DISCARD_ Transform3D {
 	void affine_invert();
 	void affine_invert();
 	Transform3D affine_inverse() const;
 	Transform3D affine_inverse() const;
 
 
-	Transform3D rotated(const Vector3 &p_axis, real_t p_phi) const;
+	Transform3D rotated(const Vector3 &p_axis, real_t p_angle) const;
 
 
-	void rotate(const Vector3 &p_axis, real_t p_phi);
-	void rotate_basis(const Vector3 &p_axis, real_t p_phi);
+	void rotate(const Vector3 &p_axis, real_t p_angle);
+	void rotate_basis(const Vector3 &p_axis, real_t p_angle);
 
 
 	void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
 	void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
 	Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
 	Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;

+ 4 - 4
core/math/vector3.cpp

@@ -35,13 +35,13 @@
 #include "core/math/vector3i.h"
 #include "core/math/vector3i.h"
 #include "core/string/ustring.h"
 #include "core/string/ustring.h"
 
 
-void Vector3::rotate(const Vector3 &p_axis, const real_t p_phi) {
-	*this = Basis(p_axis, p_phi).xform(*this);
+void Vector3::rotate(const Vector3 &p_axis, const real_t p_angle) {
+	*this = Basis(p_axis, p_angle).xform(*this);
 }
 }
 
 
-Vector3 Vector3::rotated(const Vector3 &p_axis, const real_t p_phi) const {
+Vector3 Vector3::rotated(const Vector3 &p_axis, const real_t p_angle) const {
 	Vector3 r = *this;
 	Vector3 r = *this;
-	r.rotate(p_axis, p_phi);
+	r.rotate(p_axis, p_angle);
 	return r;
 	return r;
 }
 }
 
 

+ 2 - 2
core/math/vector3.h

@@ -97,8 +97,8 @@ struct _NO_DISCARD_ Vector3 {
 	void snap(const Vector3 p_val);
 	void snap(const Vector3 p_val);
 	Vector3 snapped(const Vector3 p_val) const;
 	Vector3 snapped(const Vector3 p_val) const;
 
 
-	void rotate(const Vector3 &p_axis, const real_t p_phi);
-	Vector3 rotated(const Vector3 &p_axis, const real_t p_phi) const;
+	void rotate(const Vector3 &p_axis, const real_t p_angle);
+	Vector3 rotated(const Vector3 &p_axis, const real_t p_angle) const;
 
 
 	/* Static Methods between 2 vector3s */
 	/* Static Methods between 2 vector3s */
 
 

+ 5 - 5
core/variant/variant_call.cpp

@@ -1495,7 +1495,7 @@ static void _register_variant_builtin_methods() {
 	bind_method(Vector2, max_axis_index, sarray(), varray());
 	bind_method(Vector2, max_axis_index, sarray(), varray());
 	bind_method(Vector2, min_axis_index, sarray(), varray());
 	bind_method(Vector2, min_axis_index, sarray(), varray());
 	bind_method(Vector2, move_toward, sarray("to", "delta"), varray());
 	bind_method(Vector2, move_toward, sarray("to", "delta"), varray());
-	bind_method(Vector2, rotated, sarray("phi"), varray());
+	bind_method(Vector2, rotated, sarray("angle"), varray());
 	bind_method(Vector2, orthogonal, sarray(), varray());
 	bind_method(Vector2, orthogonal, sarray(), varray());
 	bind_method(Vector2, floor, sarray(), varray());
 	bind_method(Vector2, floor, sarray(), varray());
 	bind_method(Vector2, ceil, sarray(), varray());
 	bind_method(Vector2, ceil, sarray(), varray());
@@ -1575,7 +1575,7 @@ static void _register_variant_builtin_methods() {
 	bind_method(Vector3, inverse, sarray(), varray());
 	bind_method(Vector3, inverse, sarray(), varray());
 	bind_method(Vector3, clamp, sarray("min", "max"), varray());
 	bind_method(Vector3, clamp, sarray("min", "max"), varray());
 	bind_method(Vector3, snapped, sarray("step"), varray());
 	bind_method(Vector3, snapped, sarray("step"), varray());
-	bind_method(Vector3, rotated, sarray("by_axis", "phi"), varray());
+	bind_method(Vector3, rotated, sarray("axis", "angle"), varray());
 	bind_method(Vector3, lerp, sarray("to", "weight"), varray());
 	bind_method(Vector3, lerp, sarray("to", "weight"), varray());
 	bind_method(Vector3, slerp, sarray("to", "weight"), varray());
 	bind_method(Vector3, slerp, sarray("to", "weight"), varray());
 	bind_method(Vector3, cubic_interpolate, sarray("b", "pre_a", "post_b", "weight"), varray());
 	bind_method(Vector3, cubic_interpolate, sarray("b", "pre_a", "post_b", "weight"), varray());
@@ -1730,7 +1730,7 @@ static void _register_variant_builtin_methods() {
 	bind_method(Transform2D, get_scale, sarray(), varray());
 	bind_method(Transform2D, get_scale, sarray(), varray());
 	bind_method(Transform2D, get_skew, sarray(), varray());
 	bind_method(Transform2D, get_skew, sarray(), varray());
 	bind_method(Transform2D, orthonormalized, sarray(), varray());
 	bind_method(Transform2D, orthonormalized, sarray(), varray());
-	bind_method(Transform2D, rotated, sarray("phi"), varray());
+	bind_method(Transform2D, rotated, sarray("angle"), varray());
 	bind_method(Transform2D, scaled, sarray("scale"), varray());
 	bind_method(Transform2D, scaled, sarray("scale"), varray());
 	bind_method(Transform2D, translated, sarray("offset"), varray());
 	bind_method(Transform2D, translated, sarray("offset"), varray());
 	bind_method(Transform2D, basis_xform, sarray("v"), varray());
 	bind_method(Transform2D, basis_xform, sarray("v"), varray());
@@ -1748,7 +1748,7 @@ static void _register_variant_builtin_methods() {
 	bind_method(Basis, transposed, sarray(), varray());
 	bind_method(Basis, transposed, sarray(), varray());
 	bind_method(Basis, orthonormalized, sarray(), varray());
 	bind_method(Basis, orthonormalized, sarray(), varray());
 	bind_method(Basis, determinant, sarray(), varray());
 	bind_method(Basis, determinant, sarray(), varray());
-	bind_methodv(Basis, rotated, static_cast<Basis (Basis::*)(const Vector3 &, real_t) const>(&Basis::rotated), sarray("axis", "phi"), varray());
+	bind_methodv(Basis, rotated, static_cast<Basis (Basis::*)(const Vector3 &, real_t) const>(&Basis::rotated), sarray("axis", "angle"), varray());
 	bind_method(Basis, scaled, sarray("scale"), varray());
 	bind_method(Basis, scaled, sarray("scale"), varray());
 	bind_method(Basis, get_scale, sarray(), varray());
 	bind_method(Basis, get_scale, sarray(), varray());
 	bind_method(Basis, get_euler, sarray("order"), varray(Basis::EULER_ORDER_YXZ));
 	bind_method(Basis, get_euler, sarray("order"), varray(Basis::EULER_ORDER_YXZ));
@@ -1795,7 +1795,7 @@ static void _register_variant_builtin_methods() {
 	bind_method(Transform3D, inverse, sarray(), varray());
 	bind_method(Transform3D, inverse, sarray(), varray());
 	bind_method(Transform3D, affine_inverse, sarray(), varray());
 	bind_method(Transform3D, affine_inverse, sarray(), varray());
 	bind_method(Transform3D, orthonormalized, sarray(), varray());
 	bind_method(Transform3D, orthonormalized, sarray(), varray());
-	bind_method(Transform3D, rotated, sarray("axis", "phi"), varray());
+	bind_method(Transform3D, rotated, sarray("axis", "angle"), varray());
 	bind_method(Transform3D, scaled, sarray("scale"), varray());
 	bind_method(Transform3D, scaled, sarray("scale"), varray());
 	bind_method(Transform3D, translated, sarray("offset"), varray());
 	bind_method(Transform3D, translated, sarray("offset"), varray());
 	bind_method(Transform3D, looking_at, sarray("target", "up"), varray(Vector3(0, 1, 0)));
 	bind_method(Transform3D, looking_at, sarray("target", "up"), varray(Vector3(0, 1, 0)));

+ 1 - 1
core/variant/variant_construct.cpp

@@ -140,7 +140,7 @@ void Variant::_register_variant_constructors() {
 	add_constructor<VariantConstructNoArgs<Basis>>(sarray());
 	add_constructor<VariantConstructNoArgs<Basis>>(sarray());
 	add_constructor<VariantConstructor<Basis, Basis>>(sarray("from"));
 	add_constructor<VariantConstructor<Basis, Basis>>(sarray("from"));
 	add_constructor<VariantConstructor<Basis, Quaternion>>(sarray("from"));
 	add_constructor<VariantConstructor<Basis, Quaternion>>(sarray("from"));
-	add_constructor<VariantConstructor<Basis, Vector3, double>>(sarray("axis", "phi"));
+	add_constructor<VariantConstructor<Basis, Vector3, double>>(sarray("axis", "angle"));
 	add_constructor<VariantConstructor<Basis, Vector3, Vector3, Vector3>>(sarray("x_axis", "y_axis", "z_axis"));
 	add_constructor<VariantConstructor<Basis, Vector3, Vector3, Vector3>>(sarray("x_axis", "y_axis", "z_axis"));
 
 
 	add_constructor<VariantConstructNoArgs<Transform3D>>(sarray());
 	add_constructor<VariantConstructNoArgs<Transform3D>>(sarray());

+ 4 - 4
doc/classes/Basis.xml

@@ -35,9 +35,9 @@
 		<constructor name="Basis">
 		<constructor name="Basis">
 			<return type="Basis" />
 			<return type="Basis" />
 			<argument index="0" name="axis" type="Vector3" />
 			<argument index="0" name="axis" type="Vector3" />
-			<argument index="1" name="phi" type="float" />
+			<argument index="1" name="angle" type="float" />
 			<description>
 			<description>
-				Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]phi[/code], in radians. The axis must be a normalized vector.
+				Constructs a pure rotation basis matrix, rotated around the given [code]axis[/code] by [code]angle[/code] (in radians). The axis must be a normalized vector.
 			</description>
 			</description>
 		</constructor>
 		</constructor>
 		<constructor name="Basis">
 		<constructor name="Basis">
@@ -136,9 +136,9 @@
 		<method name="rotated" qualifiers="const">
 		<method name="rotated" qualifiers="const">
 			<return type="Basis" />
 			<return type="Basis" />
 			<argument index="0" name="axis" type="Vector3" />
 			<argument index="0" name="axis" type="Vector3" />
-			<argument index="1" name="phi" type="float" />
+			<argument index="1" name="angle" type="float" />
 			<description>
 			<description>
-				Introduce an additional rotation around the given axis by phi (radians). The axis must be a normalized vector.
+				Introduce an additional rotation around the given axis by [code]angle[/code] (in radians). The axis must be a normalized vector.
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="scaled" qualifiers="const">
 		<method name="scaled" qualifiers="const">

+ 2 - 2
doc/classes/Transform2D.xml

@@ -139,9 +139,9 @@
 		</method>
 		</method>
 		<method name="rotated" qualifiers="const">
 		<method name="rotated" qualifiers="const">
 			<return type="Transform2D" />
 			<return type="Transform2D" />
-			<argument index="0" name="phi" type="float" />
+			<argument index="0" name="angle" type="float" />
 			<description>
 			<description>
-				Returns a copy of the transform rotated by the given [code]phi[/code] angle (in radians), using matrix multiplication.
+				Returns a copy of the transform rotated by the given [code]angle[/code] (in radians), using matrix multiplication.
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="scaled" qualifiers="const">
 		<method name="scaled" qualifiers="const">

+ 2 - 2
doc/classes/Transform3D.xml

@@ -94,9 +94,9 @@
 		<method name="rotated" qualifiers="const">
 		<method name="rotated" qualifiers="const">
 			<return type="Transform3D" />
 			<return type="Transform3D" />
 			<argument index="0" name="axis" type="Vector3" />
 			<argument index="0" name="axis" type="Vector3" />
-			<argument index="1" name="phi" type="float" />
+			<argument index="1" name="angle" type="float" />
 			<description>
 			<description>
-				Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]phi[/code] angle (in radians), using matrix multiplication. The [code]axis[/code] must be a normalized vector.
+				Returns a copy of the transform rotated around the given [code]axis[/code] by the given [code]angle[/code] (in radians), using matrix multiplication. The [code]axis[/code] must be a normalized vector.
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="scaled" qualifiers="const">
 		<method name="scaled" qualifiers="const">

+ 2 - 2
doc/classes/Vector2.xml

@@ -278,9 +278,9 @@
 		</method>
 		</method>
 		<method name="rotated" qualifiers="const">
 		<method name="rotated" qualifiers="const">
 			<return type="Vector2" />
 			<return type="Vector2" />
-			<argument index="0" name="phi" type="float" />
+			<argument index="0" name="angle" type="float" />
 			<description>
 			<description>
-				Returns the vector rotated by [code]phi[/code] radians. See also [method @GlobalScope.deg2rad].
+				Returns the vector rotated by [code]angle[/code] (in radians). See also [method @GlobalScope.deg2rad].
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="round" qualifiers="const">
 		<method name="round" qualifiers="const">

+ 3 - 3
doc/classes/Vector3.xml

@@ -258,10 +258,10 @@
 		</method>
 		</method>
 		<method name="rotated" qualifiers="const">
 		<method name="rotated" qualifiers="const">
 			<return type="Vector3" />
 			<return type="Vector3" />
-			<argument index="0" name="by_axis" type="Vector3" />
-			<argument index="1" name="phi" type="float" />
+			<argument index="0" name="axis" type="Vector3" />
+			<argument index="1" name="angle" type="float" />
 			<description>
 			<description>
-				Rotates this vector around a given axis by [code]phi[/code] radians. The axis must be a normalized vector.
+				Rotates this vector around a given axis by [code]angle[/code] (in radians). The axis must be a normalized vector.
 			</description>
 			</description>
 		</method>
 		</method>
 		<method name="round" qualifiers="const">
 		<method name="round" qualifiers="const">

+ 4 - 4
modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs

@@ -526,10 +526,10 @@ namespace Godot
 
 
         /// <summary>
         /// <summary>
         /// Introduce an additional rotation around the given <paramref name="axis"/>
         /// Introduce an additional rotation around the given <paramref name="axis"/>
-        /// by <paramref name="phi"/> (in radians). The axis must be a normalized vector.
+        /// by <paramref name="angle"/> (in radians). The axis must be a normalized vector.
         /// </summary>
         /// </summary>
         /// <param name="axis">The axis to rotate around. Must be normalized.</param>
         /// <param name="axis">The axis to rotate around. Must be normalized.</param>
-        /// <param name="phi">The angle to rotate, in radians.</param>
+        /// <param name="angle">The angle to rotate, in radians.</param>
         /// <returns>The rotated basis matrix.</returns>
         /// <returns>The rotated basis matrix.</returns>
         public Basis Rotated(Vector3 axis, real_t phi)
         public Basis Rotated(Vector3 axis, real_t phi)
         {
         {
@@ -770,10 +770,10 @@ namespace Godot
 
 
         /// <summary>
         /// <summary>
         /// Constructs a pure rotation basis matrix, rotated around the given <paramref name="axis"/>
         /// Constructs a pure rotation basis matrix, rotated around the given <paramref name="axis"/>
-        /// by <paramref name="phi"/> (in radians). The axis must be a normalized vector.
+        /// by <paramref name="angle"/> (in radians). The axis must be a normalized vector.
         /// </summary>
         /// </summary>
         /// <param name="axis">The axis to rotate around. Must be normalized.</param>
         /// <param name="axis">The axis to rotate around. Must be normalized.</param>
-        /// <param name="phi">The angle to rotate, in radians.</param>
+        /// <param name="angle">The angle to rotate, in radians.</param>
         public Basis(Vector3 axis, real_t phi)
         public Basis(Vector3 axis, real_t phi)
         {
         {
             Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
             Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);

+ 2 - 2
modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs

@@ -297,9 +297,9 @@ namespace Godot
         }
         }
 
 
         /// <summary>
         /// <summary>
-        /// Rotates the transform by <paramref name="phi"/> (in radians), using matrix multiplication.
+        /// Rotates the transform by <paramref name="angle"/> (in radians), using matrix multiplication.
         /// </summary>
         /// </summary>
-        /// <param name="phi">The angle to rotate, in radians.</param>
+        /// <param name="angle">The angle to rotate, in radians.</param>
         /// <returns>The rotated transformation matrix.</returns>
         /// <returns>The rotated transformation matrix.</returns>
         public Transform2D Rotated(real_t phi)
         public Transform2D Rotated(real_t phi)
         {
         {

+ 2 - 2
modules/mono/glue/GodotSharp/GodotSharp/Core/Transform3D.cs

@@ -186,11 +186,11 @@ namespace Godot
         }
         }
 
 
         /// <summary>
         /// <summary>
-        /// Rotates the transform around the given <paramref name="axis"/> by <paramref name="phi"/> (in radians),
+        /// Rotates the transform around the given <paramref name="axis"/> by <paramref name="angle"/> (in radians),
         /// using matrix multiplication. The axis must be a normalized vector.
         /// using matrix multiplication. The axis must be a normalized vector.
         /// </summary>
         /// </summary>
         /// <param name="axis">The axis to rotate around. Must be normalized.</param>
         /// <param name="axis">The axis to rotate around. Must be normalized.</param>
-        /// <param name="phi">The angle to rotate, in radians.</param>
+        /// <param name="angle">The angle to rotate, in radians.</param>
         /// <returns>The rotated transformation matrix.</returns>
         /// <returns>The rotated transformation matrix.</returns>
         public Transform3D Rotated(Vector3 axis, real_t phi)
         public Transform3D Rotated(Vector3 axis, real_t phi)
         {
         {

+ 2 - 2
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs

@@ -470,9 +470,9 @@ namespace Godot
         }
         }
 
 
         /// <summary>
         /// <summary>
-        /// Rotates this vector by <paramref name="phi"/> radians.
+        /// Rotates this vector by <paramref name="angle"/> radians.
         /// </summary>
         /// </summary>
-        /// <param name="phi">The angle to rotate by, in radians.</param>
+        /// <param name="angle">The angle to rotate by, in radians.</param>
         /// <returns>The rotated vector.</returns>
         /// <returns>The rotated vector.</returns>
         public Vector2 Rotated(real_t phi)
         public Vector2 Rotated(real_t phi)
         {
         {

+ 2 - 2
modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs

@@ -488,11 +488,11 @@ namespace Godot
         }
         }
 
 
         /// <summary>
         /// <summary>
-        /// Rotates this vector around a given <paramref name="axis"/> vector by <paramref name="phi"/> radians.
+        /// Rotates this vector around a given <paramref name="axis"/> vector by <paramref name="angle"/> (in radians).
         /// The <paramref name="axis"/> vector must be a normalized vector.
         /// The <paramref name="axis"/> vector must be a normalized vector.
         /// </summary>
         /// </summary>
         /// <param name="axis">The vector to rotate around. Must be normalized.</param>
         /// <param name="axis">The vector to rotate around. Must be normalized.</param>
-        /// <param name="phi">The angle to rotate by, in radians.</param>
+        /// <param name="angle">The angle to rotate by, in radians.</param>
         /// <returns>The rotated vector.</returns>
         /// <returns>The rotated vector.</returns>
         public Vector3 Rotated(Vector3 axis, real_t phi)
         public Vector3 Rotated(Vector3 axis, real_t phi)
         {
         {