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

(cherry picked from commit e7a58a7eb6)
This commit is contained in:
Rémi Verschelde 2022-05-05 13:25:04 +02:00
parent 15f9803d28
commit 9e37599f36
19 changed files with 72 additions and 72 deletions

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@ -301,21 +301,21 @@ Vector3 Basis::rotref_posscale_decomposition(Basis &rotref) const {
// The main use of Basis is as Transform.basis, which is used a the transformation matrix
// 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()).
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:
// 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 {
@ -950,18 +950,18 @@ void Basis::set_quat(const Quat &p_quat) {
xz - wy, yz + wx, 1 - (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
#ifdef MATH_CHECKS
ERR_FAIL_COND_MSG(!p_axis.is_normalized(), "The axis Vector3 must be normalized.");
#endif
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);
elements[0][0] = axis_sq.x + cosine * (1 - axis_sq.x);
elements[1][1] = axis_sq.y + cosine * (1 - axis_sq.y);
elements[2][2] = axis_sq.z + cosine * (1 - axis_sq.z);
real_t sine = Math::sin(p_phi);
real_t sine = Math::sin(p_angle);
real_t t = 1 - cosine;
real_t xyzt = p_axis.x * p_axis.y * t;
@ -980,9 +980,9 @@ void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) {
elements[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);
rotate(p_axis, p_phi);
rotate(p_axis, p_angle);
}
void Basis::set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale) {

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@ -70,11 +70,11 @@ public:
elements[2][p_axis] = p_value.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);
Basis rotated(const Vector3 &p_euler) const;
@ -115,7 +115,7 @@ public:
void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); }
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);
Basis scaled(const Vector3 &p_scale) const;
@ -127,7 +127,7 @@ public:
Vector3 get_scale_abs() 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_quat_scale(const Quat &p_quat, const Vector3 &p_scale);
@ -260,8 +260,8 @@ public:
Basis(const Vector3 &p_euler) { set_euler(p_euler); }
Basis(const Vector3 &p_euler, const Vector3 &p_scale) { set_euler_scale(p_euler, 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); }
_FORCE_INLINE_ Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
elements[0] = row0;

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

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@ -47,10 +47,10 @@ public:
void affine_invert();
Transform affine_inverse() const;
Transform rotated(const Vector3 &p_axis, real_t p_phi) const;
Transform 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);
Transform looking_at(const Vector3 &p_target, const Vector3 &p_up) const;

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@ -63,8 +63,8 @@ Transform2D Transform2D::affine_inverse() const {
return inv;
}
void Transform2D::rotate(real_t p_phi) {
*this = Transform2D(p_phi, Vector2()) * (*this);
void Transform2D::rotate(real_t p_angle) {
*this = Transform2D(p_angle, Vector2()) * (*this);
}
real_t Transform2D::get_rotation() const {
@ -211,9 +211,9 @@ Transform2D Transform2D::translated(const Vector2 &p_offset) const {
return copy;
}
Transform2D Transform2D::rotated(real_t p_phi) const {
Transform2D Transform2D::rotated(real_t p_angle) const {
Transform2D copy = *this;
copy.rotate(p_phi);
copy.rotate(p_angle);
return copy;
}

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@ -72,7 +72,7 @@ struct _NO_DISCARD_CLASS_ Transform2D {
void set_rotation(real_t p_rot);
real_t get_rotation() const;
_FORCE_INLINE_ void set_rotation_and_scale(real_t p_rot, const Size2 &p_scale);
void rotate(real_t p_phi);
void rotate(real_t p_angle);
void scale(const Size2 &p_scale);
void scale_basis(const Size2 &p_scale);
@ -90,7 +90,7 @@ struct _NO_DISCARD_CLASS_ Transform2D {
Transform2D scaled(const Size2 &p_scale) const;
Transform2D basis_scaled(const Size2 &p_scale) const;
Transform2D translated(const Vector2 &p_offset) const;
Transform2D rotated(real_t p_phi) const;
Transform2D rotated(real_t p_angle) const;
Transform2D untranslated() const;

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@ -32,13 +32,13 @@
#include "core/math/basis.h"
void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = Basis(p_axis, p_phi).xform(*this);
void Vector3::rotate(const Vector3 &p_axis, real_t p_angle) {
*this = Basis(p_axis, p_angle).xform(*this);
}
Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_phi) const {
Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_angle) const {
Vector3 r = *this;
r.rotate(p_axis, p_phi);
r.rotate(p_axis, p_angle);
return r;
}

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@ -94,8 +94,8 @@ struct _NO_DISCARD_CLASS_ Vector3 {
void snap(Vector3 p_val);
Vector3 snapped(Vector3 p_val) const;
void rotate(const Vector3 &p_axis, real_t p_phi);
Vector3 rotated(const Vector3 &p_axis, real_t p_phi) const;
void rotate(const Vector3 &p_axis, real_t p_angle);
Vector3 rotated(const Vector3 &p_axis, real_t p_angle) const;
/* Static Methods between 2 vector3s */

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@ -1763,7 +1763,7 @@ void register_variant_methods() {
ADDFUNC2R(VECTOR2, VECTOR2, Vector2, slerp, VECTOR2, "to", REAL, "weight", varray());
ADDFUNC4R(VECTOR2, VECTOR2, Vector2, cubic_interpolate, VECTOR2, "b", VECTOR2, "pre_a", VECTOR2, "post_b", REAL, "weight", varray());
ADDFUNC2R(VECTOR2, VECTOR2, Vector2, move_toward, VECTOR2, "to", REAL, "delta", varray());
ADDFUNC1R(VECTOR2, VECTOR2, Vector2, rotated, REAL, "phi", varray());
ADDFUNC1R(VECTOR2, VECTOR2, Vector2, rotated, REAL, "angle", varray());
ADDFUNC0R(VECTOR2, VECTOR2, Vector2, tangent, varray());
ADDFUNC0R(VECTOR2, VECTOR2, Vector2, floor, varray());
ADDFUNC0R(VECTOR2, VECTOR2, Vector2, ceil, varray());
@ -1809,7 +1809,7 @@ void register_variant_methods() {
ADDFUNC1R(VECTOR3, BOOL, Vector3, is_equal_approx, VECTOR3, "v", varray());
ADDFUNC0R(VECTOR3, VECTOR3, Vector3, inverse, varray());
ADDFUNC1R(VECTOR3, VECTOR3, Vector3, snapped, VECTOR3, "by", varray());
ADDFUNC2R(VECTOR3, VECTOR3, Vector3, rotated, VECTOR3, "axis", REAL, "phi", varray());
ADDFUNC2R(VECTOR3, VECTOR3, Vector3, rotated, VECTOR3, "axis", REAL, "angle", varray());
ADDFUNC2R(VECTOR3, VECTOR3, Vector3, linear_interpolate, VECTOR3, "to", REAL, "weight", varray());
ADDFUNC2R(VECTOR3, VECTOR3, Vector3, slerp, VECTOR3, "to", REAL, "weight", varray());
ADDFUNC4R(VECTOR3, VECTOR3, Vector3, cubic_interpolate, VECTOR3, "b", VECTOR3, "pre_a", VECTOR3, "post_b", REAL, "weight", varray());
@ -2059,7 +2059,7 @@ void register_variant_methods() {
ADDFUNC0R(TRANSFORM2D, VECTOR2, Transform2D, get_origin, varray());
ADDFUNC0R(TRANSFORM2D, VECTOR2, Transform2D, get_scale, varray());
ADDFUNC0R(TRANSFORM2D, TRANSFORM2D, Transform2D, orthonormalized, varray());
ADDFUNC1R(TRANSFORM2D, TRANSFORM2D, Transform2D, rotated, REAL, "phi", varray());
ADDFUNC1R(TRANSFORM2D, TRANSFORM2D, Transform2D, rotated, REAL, "angle", varray());
ADDFUNC1R(TRANSFORM2D, TRANSFORM2D, Transform2D, scaled, VECTOR2, "scale", varray());
ADDFUNC1R(TRANSFORM2D, TRANSFORM2D, Transform2D, translated, VECTOR2, "offset", varray());
ADDFUNC1R(TRANSFORM2D, NIL, Transform2D, xform, NIL, "v", varray());
@ -2073,7 +2073,7 @@ void register_variant_methods() {
ADDFUNC0R(BASIS, BASIS, Basis, transposed, varray());
ADDFUNC0R(BASIS, BASIS, Basis, orthonormalized, varray());
ADDFUNC0R(BASIS, REAL, Basis, determinant, varray());
ADDFUNC2R(BASIS, BASIS, Basis, rotated, VECTOR3, "axis", REAL, "phi", varray());
ADDFUNC2R(BASIS, BASIS, Basis, rotated, VECTOR3, "axis", REAL, "angle", varray());
ADDFUNC1R(BASIS, BASIS, Basis, scaled, VECTOR3, "scale", varray());
ADDFUNC0R(BASIS, VECTOR3, Basis, get_scale, varray());
ADDFUNC0R(BASIS, VECTOR3, Basis, get_euler, varray());
@ -2091,7 +2091,7 @@ void register_variant_methods() {
ADDFUNC0R(TRANSFORM, TRANSFORM, Transform, inverse, varray());
ADDFUNC0R(TRANSFORM, TRANSFORM, Transform, affine_inverse, varray());
ADDFUNC0R(TRANSFORM, TRANSFORM, Transform, orthonormalized, varray());
ADDFUNC2R(TRANSFORM, TRANSFORM, Transform, rotated, VECTOR3, "axis", REAL, "phi", varray());
ADDFUNC2R(TRANSFORM, TRANSFORM, Transform, rotated, VECTOR3, "axis", REAL, "angle", varray());
ADDFUNC1R(TRANSFORM, TRANSFORM, Transform, scaled, VECTOR3, "scale", varray());
ADDFUNC1R(TRANSFORM, TRANSFORM, Transform, translated, VECTOR3, "offset", varray());
ADDFUNC2R(TRANSFORM, TRANSFORM, Transform, looking_at, VECTOR3, "target", VECTOR3, "up", varray());
@ -2126,7 +2126,7 @@ void register_variant_methods() {
_VariantCall::add_constructor(_VariantCall::AABB_init1, Variant::AABB, "position", Variant::VECTOR3, "size", Variant::VECTOR3);
_VariantCall::add_constructor(_VariantCall::Basis_init1, Variant::BASIS, "x_axis", Variant::VECTOR3, "y_axis", Variant::VECTOR3, "z_axis", Variant::VECTOR3);
_VariantCall::add_constructor(_VariantCall::Basis_init2, Variant::BASIS, "axis", Variant::VECTOR3, "phi", Variant::REAL);
_VariantCall::add_constructor(_VariantCall::Basis_init2, Variant::BASIS, "axis", Variant::VECTOR3, "angle", Variant::REAL);
_VariantCall::add_constructor(_VariantCall::Transform_init1, Variant::TRANSFORM, "x_axis", Variant::VECTOR3, "y_axis", Variant::VECTOR3, "z_axis", Variant::VECTOR3, "origin", Variant::VECTOR3);
_VariantCall::add_constructor(_VariantCall::Transform_init2, Variant::TRANSFORM, "basis", Variant::BASIS, "origin", Variant::VECTOR3);

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@ -37,9 +37,9 @@
<method name="Basis">
<return type="Basis" />
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="phi" type="float" />
<argument index="1" name="angle" type="float" />
<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>
</method>
<method name="Basis">
@ -107,9 +107,9 @@
<method name="rotated">
<return type="Basis" />
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="phi" type="float" />
<argument index="1" name="angle" type="float" />
<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>
</method>
<method name="scaled">

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@ -101,9 +101,9 @@
<method name="rotated">
<return type="Transform" />
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="phi" type="float" />
<argument index="1" name="angle" type="float" />
<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>
</method>
<method name="scaled">

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@ -107,9 +107,9 @@
</method>
<method name="rotated">
<return type="Transform2D" />
<argument index="0" name="phi" type="float" />
<argument index="0" name="angle" type="float" />
<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>
</method>
<method name="scaled">

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@ -224,9 +224,9 @@
</method>
<method name="rotated">
<return type="Vector2" />
<argument index="0" name="phi" type="float" />
<argument index="0" name="angle" type="float" />
<description>
Returns the vector rotated by [code]phi[/code] radians. See also [method @GDScript.deg2rad].
Returns the vector rotated by [code]angle[/code] (in radians). See also [method @GDScript.deg2rad].
</description>
</method>
<method name="round">

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@ -217,9 +217,9 @@
<method name="rotated">
<return type="Vector3" />
<argument index="0" name="axis" type="Vector3" />
<argument index="1" name="phi" type="float" />
<argument index="1" name="angle" type="float" />
<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>
</method>
<method name="round">

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@ -501,10 +501,10 @@ namespace Godot
/// <summary>
/// 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>
/// <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>
public Basis Rotated(Vector3 axis, real_t phi)
{
@ -803,10 +803,10 @@ namespace Godot
/// <summary>
/// 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>
/// <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)
{
Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);

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@ -184,11 +184,11 @@ namespace Godot
}
/// <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.
/// </summary>
/// <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>
public Transform Rotated(Vector3 axis, real_t phi)
{

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@ -297,9 +297,9 @@ namespace Godot
}
/// <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>
/// <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>
public Transform2D Rotated(real_t phi)
{

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@ -484,9 +484,9 @@ namespace Godot
}
/// <summary>
/// Rotates this vector by <paramref name="phi"/> radians.
/// Rotates this vector by <paramref name="angle"/> radians.
/// </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>
public Vector2 Rotated(real_t phi)
{

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@ -468,11 +468,11 @@ namespace Godot
}
/// <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.
/// </summary>
/// <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>
public Vector3 Rotated(Vector3 axis, real_t phi)
{