Merge pull request #40611 from mega-bit/GodotSharpDocTypos

Fix typos in GodotSharp code docs
This commit is contained in:
Rémi Verschelde 2020-07-23 09:41:52 +02:00 committed by GitHub
commit df2eb860a6
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
5 changed files with 10 additions and 10 deletions

View file

@ -554,7 +554,7 @@ namespace Godot
/// Returns a vector transformed (multiplied) by the basis matrix.
/// </summary>
/// <param name="v">A vector to transform.</param>
/// <returns>The transfomed vector.</returns>
/// <returns>The transformed vector.</returns>
public Vector3 Xform(Vector3 v)
{
return new Vector3
@ -572,7 +572,7 @@ namespace Godot
/// basis matrix only if it represents a rotation-reflection.
/// </summary>
/// <param name="v">A vector to inversely transform.</param>
/// <returns>The inversely transfomed vector.</returns>
/// <returns>The inversely transformed vector.</returns>
public Vector3 XformInv(Vector3 v)
{
return new Vector3

View file

@ -109,7 +109,7 @@ namespace Godot
/// <summary>
/// Returns the shortest distance from this plane to the position `point`.
/// </summary>
/// <param name="point">The position to use for the calcualtion.</param>
/// <param name="point">The position to use for the calculation.</param>
/// <returns>The shortest distance.</returns>
public real_t DistanceTo(Vector3 point)
{

View file

@ -299,7 +299,7 @@ namespace Godot
/// Returns a vector transformed (multiplied) by this quaternion.
/// </summary>
/// <param name="v">A vector to transform.</param>
/// <returns>The transfomed vector.</returns>
/// <returns>The transformed vector.</returns>
public Vector3 Xform(Vector3 v)
{
#if DEBUG

View file

@ -248,7 +248,7 @@ namespace Godot
/// Returns a vector transformed (multiplied) by this transformation matrix.
/// </summary>
/// <param name="v">A vector to transform.</param>
/// <returns>The transfomed vector.</returns>
/// <returns>The transformed vector.</returns>
public Vector3 Xform(Vector3 v)
{
return new Vector3
@ -266,7 +266,7 @@ namespace Godot
/// transformation matrix only if it represents a rotation-reflection.
/// </summary>
/// <param name="v">A vector to inversely transform.</param>
/// <returns>The inversely transfomed vector.</returns>
/// <returns>The inversely transformed vector.</returns>
public Vector3 XformInv(Vector3 v)
{
Vector3 vInv = v - origin;

View file

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