Fix typos in GodotSharp code docs

(cherry picked from commit 0ca96ae2c1)
This commit is contained in:
mega-bit 2020-07-22 22:46:04 +02:00 committed by Rémi Verschelde
parent b35970b9a5
commit 93f297e1d5
5 changed files with 10 additions and 10 deletions

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@ -587,7 +587,7 @@ namespace Godot
/// Returns a vector transformed (multiplied) by the basis matrix. /// Returns a vector transformed (multiplied) by the basis matrix.
/// </summary> /// </summary>
/// <param name="v">A vector to transform.</param> /// <param name="v">A vector to transform.</param>
/// <returns>The transfomed vector.</returns> /// <returns>The transformed vector.</returns>
public Vector3 Xform(Vector3 v) public Vector3 Xform(Vector3 v)
{ {
return new Vector3 return new Vector3
@ -605,7 +605,7 @@ namespace Godot
/// basis matrix only if it represents a rotation-reflection. /// basis matrix only if it represents a rotation-reflection.
/// </summary> /// </summary>
/// <param name="v">A vector to inversely transform.</param> /// <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) public Vector3 XformInv(Vector3 v)
{ {
return new Vector3 return new Vector3

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

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@ -326,7 +326,7 @@ namespace Godot
/// Returns a vector transformed (multiplied) by this quaternion. /// Returns a vector transformed (multiplied) by this quaternion.
/// </summary> /// </summary>
/// <param name="v">A vector to transform.</param> /// <param name="v">A vector to transform.</param>
/// <returns>The transfomed vector.</returns> /// <returns>The transformed vector.</returns>
public Vector3 Xform(Vector3 v) public Vector3 Xform(Vector3 v)
{ {
#if DEBUG #if DEBUG

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

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