Merge pull request #83514 from kleonc/docs-multiplication-operators-doing-xform_inv-csharp

Clarify C# docs for operators performing `xform_inv`
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Rémi Verschelde 2023-10-18 00:06:02 +02:00 committed by GitHub
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8 changed files with 60 additions and 32 deletions

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@ -67,7 +67,7 @@
<param index="0" name="v" type="Vector2" />
<description>
Returns a vector transformed (multiplied) by the basis matrix.
This method does not account for translation (the origin vector).
This method does not account for translation (the [member origin] vector).
</description>
</method>
<method name="basis_xform_inv" qualifiers="const">
@ -75,9 +75,9 @@
<param index="0" name="v" type="Vector2" />
<description>
Returns a vector transformed (multiplied) by the inverse basis matrix, under the assumption that the basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
This method does not account for translation (the origin vector).
This method does not account for translation (the [member origin] vector).
[code]transform.basis_xform_inv(vector)[/code] is equivalent to [code]transform.inverse().basis_xform(vector)[/code]. See [method inverse].
For non-orthonormal transforms (e.g. with scaling) use [code]transform.affine_inverse().basis_xform(vector)[/code] instead. See [method affine_inverse].
For non-orthonormal transforms (e.g. with scaling) [code]transform.affine_inverse().basis_xform(vector)[/code] can be used instead. See [method affine_inverse].
</description>
</method>
<method name="determinant" qualifiers="const">
@ -276,14 +276,14 @@
<return type="Transform2D" />
<param index="0" name="right" type="float" />
<description>
This operator multiplies all components of the [Transform2D], including the origin vector, which scales it uniformly.
This operator multiplies all components of the [Transform2D], including the [member origin] vector, which scales it uniformly.
</description>
</operator>
<operator name="operator *">
<return type="Transform2D" />
<param index="0" name="right" type="int" />
<description>
This operator multiplies all components of the [Transform2D], including the origin vector, which scales it uniformly.
This operator multiplies all components of the [Transform2D], including the [member origin] vector, which scales it uniformly.
</description>
</operator>
<operator name="operator ==">

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@ -235,14 +235,14 @@
<return type="Transform3D" />
<param index="0" name="right" type="float" />
<description>
This operator multiplies all components of the [Transform3D], including the origin vector, which scales it uniformly.
This operator multiplies all components of the [Transform3D], including the [member origin] vector, which scales it uniformly.
</description>
</operator>
<operator name="operator *">
<return type="Transform3D" />
<param index="0" name="right" type="int" />
<description>
This operator multiplies all components of the [Transform3D], including the origin vector, which scales it uniformly.
This operator multiplies all components of the [Transform3D], including the [member origin] vector, which scales it uniformly.
</description>
</operator>
<operator name="operator ==">

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@ -444,7 +444,7 @@
<description>
Inversely transforms (multiplies) the [Vector3] by the given [Basis] matrix, under the assumption that the basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
[code]vector * basis[/code] is equivalent to [code]basis.transposed() * vector[/code]. See [method Basis.transposed].
For transforming by inverse of a non-orthonormal basis [code]basis.inverse() * vector[/code] can be used instead. See [method Basis.inverse].
For transforming by inverse of a non-orthonormal basis (e.g. with scaling) [code]basis.inverse() * vector[/code] can be used instead. See [method Basis.inverse].
</description>
</operator>
<operator name="operator *">

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@ -1037,10 +1037,11 @@ namespace Godot
}
/// <summary>
/// Returns a Vector3 transformed (multiplied) by the transposed basis matrix.
///
/// Note: This results in a multiplication by the inverse of the
/// basis matrix only if it represents a rotation-reflection.
/// Returns a Vector3 transformed (multiplied) by the inverse basis matrix,
/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
/// is fine, scaling/skew is not).
/// <c>vector * basis</c> is equivalent to <c>basis.Transposed() * vector</c>. See <see cref="Transposed"/>.
/// For transforming by inverse of a non-orthonormal basis (e.g. with scaling) <c>basis.Inverse() * vector</c> can be used instead. See <see cref="Inverse"/>.
/// </summary>
/// <param name="vector">A Vector3 to inversely transform.</param>
/// <param name="basis">The basis matrix transformation to apply.</param>

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@ -905,7 +905,8 @@ namespace Godot
}
/// <summary>
/// Returns a Vector4 transformed (multiplied) by the inverse projection.
/// Returns a Vector4 transformed (multiplied) by the transpose of the projection.
/// For transforming by inverse of a projection [code]projection.Inverse() * vector[/code] can be used instead. See <see cref="Inverse"/>.
/// </summary>
/// <param name="proj">The projection to apply.</param>
/// <param name="vector">A Vector4 to transform.</param>

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@ -644,6 +644,7 @@ namespace Godot
/// <summary>
/// Returns a Vector3 rotated (multiplied) by the inverse quaternion.
/// <c>vector * quaternion</c> is equivalent to <c>quaternion.Inverse() * vector</c>. See <see cref="Inverse"/>.
/// </summary>
/// <param name="vector">A Vector3 to inversely rotate.</param>
/// <param name="quaternion">The quaternion to rotate by.</param>

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@ -126,7 +126,7 @@ namespace Godot
/// <summary>
/// Returns the inverse of the transform, under the assumption that
/// the transformation is composed of rotation, scaling, and translation.
/// the basis is invertible (must have non-zero determinant).
/// </summary>
/// <seealso cref="Inverse"/>
/// <returns>The inverse transformation matrix.</returns>
@ -180,11 +180,12 @@ namespace Godot
}
/// <summary>
/// Returns a vector transformed (multiplied) by the inverse basis matrix.
/// Returns a vector transformed (multiplied) by the inverse basis matrix,
/// under the assumption that the basis is orthonormal (i.e. rotation/reflection
/// is fine, scaling/skew is not).
/// This method does not account for translation (the <see cref="Origin"/> vector).
///
/// Note: This results in a multiplication by the inverse of the
/// basis matrix only if it represents a rotation-reflection.
/// <c>transform.BasisXformInv(vector)</c> is equivalent to <c>transform.Inverse().BasisXform(vector)</c>. See <see cref="Inverse"/>.
/// For non-orthonormal transforms (e.g. with scaling) <c>transform.AffineInverse().BasisXform(vector)</c> can be used instead. See <see cref="AffineInverse"/>.
/// </summary>
/// <seealso cref="BasisXform(Vector2)"/>
/// <param name="v">A vector to inversely transform.</param>
@ -213,8 +214,9 @@ namespace Godot
/// <summary>
/// Returns the inverse of the transform, under the assumption that
/// the transformation is composed of rotation and translation
/// (no scaling, use <see cref="AffineInverse"/> for transforms with scaling).
/// the transformation basis is orthonormal (i.e. rotation/reflection
/// is fine, scaling/skew is not). Use <see cref="AffineInverse"/> for
/// non-orthonormal transforms (e.g. with scaling).
/// </summary>
/// <returns>The inverse matrix.</returns>
public readonly Transform2D Inverse()
@ -480,7 +482,11 @@ namespace Godot
}
/// <summary>
/// Returns a Vector2 transformed (multiplied) by the inverse transformation matrix.
/// Returns a Vector2 transformed (multiplied) by the inverse transformation matrix,
/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
/// is fine, scaling/skew is not).
/// <c>vector * transform</c> is equivalent to <c>transform.Inverse() * vector</c>. See <see cref="Inverse"/>.
/// For transforming by inverse of an affine transformation (e.g. with scaling) <c>transform.AffineInverse() * vector</c> can be used instead. See <see cref="AffineInverse"/>.
/// </summary>
/// <param name="vector">A Vector2 to inversely transform.</param>
/// <param name="transform">The transformation to apply.</param>
@ -507,7 +513,11 @@ namespace Godot
}
/// <summary>
/// Returns a Rect2 transformed (multiplied) by the inverse transformation matrix.
/// Returns a Rect2 transformed (multiplied) by the inverse transformation matrix,
/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
/// is fine, scaling/skew is not).
/// <c>rect * transform</c> is equivalent to <c>transform.Inverse() * rect</c>. See <see cref="Inverse"/>.
/// For transforming by inverse of an affine transformation (e.g. with scaling) <c>transform.AffineInverse() * rect</c> can be used instead. See <see cref="AffineInverse"/>.
/// </summary>
/// <param name="rect">A Rect2 to inversely transform.</param>
/// <param name="transform">The transformation to apply.</param>
@ -541,7 +551,11 @@ namespace Godot
}
/// <summary>
/// Returns a copy of the given Vector2[] transformed (multiplied) by the inverse transformation matrix.
/// Returns a copy of the given Vector2[] transformed (multiplied) by the inverse transformation matrix,
/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
/// is fine, scaling/skew is not).
/// <c>array * transform</c> is equivalent to <c>transform.Inverse() * array</c>. See <see cref="Inverse"/>.
/// For transforming by inverse of an affine transformation (e.g. with scaling) <c>transform.AffineInverse() * array</c> can be used instead. See <see cref="AffineInverse"/>.
/// </summary>
/// <param name="array">A Vector2[] to inversely transform.</param>
/// <param name="transform">The transformation to apply.</param>

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@ -105,7 +105,7 @@ namespace Godot
/// <summary>
/// Returns the inverse of the transform, under the assumption that
/// the transformation is composed of rotation, scaling, and translation.
/// the basis is invertible (must have non-zero determinant).
/// </summary>
/// <seealso cref="Inverse"/>
/// <returns>The inverse transformation matrix.</returns>
@ -144,8 +144,9 @@ namespace Godot
/// <summary>
/// Returns the inverse of the transform, under the assumption that
/// the transformation is composed of rotation and translation
/// (no scaling, use <see cref="AffineInverse"/> for transforms with scaling).
/// the transformation basis is orthonormal (i.e. rotation/reflection
/// is fine, scaling/skew is not). Use <see cref="AffineInverse"/> for
/// non-orthonormal transforms (e.g. with scaling).
/// </summary>
/// <returns>The inverse matrix.</returns>
public readonly Transform3D Inverse()
@ -426,10 +427,11 @@ namespace Godot
}
/// <summary>
/// Returns a Vector3 transformed (multiplied) by the transposed transformation matrix.
///
/// Note: This results in a multiplication by the inverse of the
/// transformation matrix only if it represents a rotation-reflection.
/// Returns a Vector3 transformed (multiplied) by the inverse transformation matrix,
/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
/// is fine, scaling/skew is not).
/// <c>vector * transform</c> is equivalent to <c>transform.Inverse() * vector</c>. See <see cref="Inverse"/>.
/// For transforming by inverse of an affine transformation (e.g. with scaling) <c>transform.AffineInverse() * vector</c> can be used instead. See <see cref="AffineInverse"/>.
/// </summary>
/// <param name="vector">A Vector3 to inversely transform.</param>
/// <param name="transform">The transformation to apply.</param>
@ -482,7 +484,11 @@ namespace Godot
}
/// <summary>
/// Returns an AABB transformed (multiplied) by the inverse transformation matrix.
/// Returns an AABB transformed (multiplied) by the inverse transformation matrix,
/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
/// is fine, scaling/skew is not).
/// <c>aabb * transform</c> is equivalent to <c>transform.Inverse() * aabb</c>. See <see cref="Inverse"/>.
/// For transforming by inverse of an affine transformation (e.g. with scaling) <c>transform.AffineInverse() * aabb</c> can be used instead. See <see cref="AffineInverse"/>.
/// </summary>
/// <param name="aabb">An AABB to inversely transform.</param>
/// <param name="transform">The transformation to apply.</param>
@ -523,6 +529,7 @@ namespace Godot
/// <summary>
/// Returns a Plane transformed (multiplied) by the inverse transformation matrix.
/// <c>plane * transform</c> is equivalent to <c>transform.AffineInverse() * plane</c>. See <see cref="AffineInverse"/>.
/// </summary>
/// <param name="plane">A Plane to inversely transform.</param>
/// <param name="transform">The transformation to apply.</param>
@ -568,7 +575,11 @@ namespace Godot
}
/// <summary>
/// Returns a copy of the given Vector3[] transformed (multiplied) by the inverse transformation matrix.
/// Returns a copy of the given Vector3[] transformed (multiplied) by the inverse transformation matrix,
/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
/// is fine, scaling/skew is not).
/// <c>array * transform</c> is equivalent to <c>transform.Inverse() * array</c>. See <see cref="Inverse"/>.
/// For transforming by inverse of an affine transformation (e.g. with scaling) <c>transform.AffineInverse() * array</c> can be used instead. See <see cref="AffineInverse"/>.
/// </summary>
/// <param name="array">A Vector3[] to inversely transform.</param>
/// <param name="transform">The transformation to apply.</param>