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Rename Vector parameters to be consistent
Renames parameters that were named differently across different scripting languages or their documentation to use the same name everywhere.
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@ -108,10 +108,10 @@ Vector3 Vector3::move_toward(const Vector3 &p_to, const real_t p_delta) const {
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return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta;
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}
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Basis Vector3::outer(const Vector3 &p_b) const {
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Vector3 row0(x * p_b.x, x * p_b.y, x * p_b.z);
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Vector3 row1(y * p_b.x, y * p_b.y, y * p_b.z);
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Vector3 row2(z * p_b.x, z * p_b.y, z * p_b.z);
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Basis Vector3::outer(const Vector3 &p_with) const {
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Vector3 row0(x * p_with.x, x * p_with.y, x * p_with.z);
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Vector3 row1(y * p_with.x, y * p_with.y, y * p_with.z);
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Vector3 row2(z * p_with.x, z * p_with.y, z * p_with.z);
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return Basis(row0, row1, row2);
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}
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@ -128,9 +128,9 @@ struct Vector3 {
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return n.normalized();
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}
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_FORCE_INLINE_ Vector3 cross(const Vector3 &p_b) const;
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_FORCE_INLINE_ real_t dot(const Vector3 &p_b) const;
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Basis outer(const Vector3 &p_b) const;
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_FORCE_INLINE_ Vector3 cross(const Vector3 &p_with) const;
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_FORCE_INLINE_ real_t dot(const Vector3 &p_with) const;
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Basis outer(const Vector3 &p_with) const;
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_FORCE_INLINE_ Vector3 abs() const;
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_FORCE_INLINE_ Vector3 floor() const;
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@ -199,17 +199,17 @@ struct Vector3 {
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}
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};
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Vector3 Vector3::cross(const Vector3 &p_b) const {
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Vector3 Vector3::cross(const Vector3 &p_with) const {
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Vector3 ret(
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(y * p_b.z) - (z * p_b.y),
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(z * p_b.x) - (x * p_b.z),
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(x * p_b.y) - (y * p_b.x));
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(y * p_with.z) - (z * p_with.y),
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(z * p_with.x) - (x * p_with.z),
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(x * p_with.y) - (y * p_with.x));
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return ret;
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}
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real_t Vector3::dot(const Vector3 &p_b) const {
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return x * p_b.x + y * p_b.y + z * p_b.z;
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real_t Vector3::dot(const Vector3 &p_with) const {
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return x * p_with.x + y * p_with.y + z * p_with.z;
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}
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Vector3 Vector3::abs() const {
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@ -1471,7 +1471,7 @@ static void _register_variant_builtin_methods() {
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bind_method(Vector2, angle, sarray(), varray());
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bind_method(Vector2, angle_to, sarray("to"), varray());
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bind_method(Vector2, angle_to_point, sarray("to"), varray());
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bind_method(Vector2, direction_to, sarray("b"), varray());
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bind_method(Vector2, direction_to, sarray("to"), varray());
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bind_method(Vector2, distance_to, sarray("to"), varray());
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bind_method(Vector2, distance_squared_to, sarray("to"), varray());
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bind_method(Vector2, length, sarray(), varray());
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@ -1551,9 +1551,9 @@ static void _register_variant_builtin_methods() {
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bind_method(Vector3, max_axis, sarray(), varray());
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bind_method(Vector3, angle_to, sarray("to"), varray());
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bind_method(Vector3, signed_angle_to, sarray("to", "axis"), varray());
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bind_method(Vector3, direction_to, sarray("b"), varray());
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bind_method(Vector3, distance_to, sarray("b"), varray());
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bind_method(Vector3, distance_squared_to, sarray("b"), varray());
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bind_method(Vector3, direction_to, sarray("to"), varray());
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bind_method(Vector3, distance_to, sarray("to"), varray());
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bind_method(Vector3, distance_squared_to, sarray("to"), varray());
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bind_method(Vector3, length, sarray(), varray());
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bind_method(Vector3, length_squared, sarray(), varray());
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bind_method(Vector3, limit_length, sarray("length"), varray(1.0));
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@ -125,16 +125,16 @@
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</method>
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<method name="direction_to" qualifiers="const">
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<return type="Vector2" />
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<argument index="0" name="b" type="Vector2" />
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<argument index="0" name="to" type="Vector2" />
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<description>
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Returns the normalized vector pointing from this vector to [code]b[/code]. This is equivalent to using [code](b - a).normalized()[/code].
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Returns the normalized vector pointing from this vector to [code]to[/code]. This is equivalent to using [code](b - a).normalized()[/code].
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</description>
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</method>
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<method name="distance_squared_to" qualifiers="const">
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<return type="float" />
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<argument index="0" name="to" type="Vector2" />
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<description>
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Returns the squared distance between this vector and [code]b[/code].
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Returns the squared distance between this vector and [code]to[/code].
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This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula.
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</description>
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</method>
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@ -86,7 +86,7 @@
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<return type="Vector3" />
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<argument index="0" name="with" type="Vector3" />
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<description>
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Returns the cross product of this vector and [code]b[/code].
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Returns the cross product of this vector and [code]with[/code].
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</description>
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</method>
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<method name="cubic_interpolate" qualifiers="const">
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@ -101,31 +101,31 @@
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</method>
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<method name="direction_to" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="b" type="Vector3" />
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<argument index="0" name="to" type="Vector3" />
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<description>
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Returns the normalized vector pointing from this vector to [code]b[/code]. This is equivalent to using [code](b - a).normalized()[/code].
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Returns the normalized vector pointing from this vector to [code]to[/code]. This is equivalent to using [code](b - a).normalized()[/code].
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</description>
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</method>
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<method name="distance_squared_to" qualifiers="const">
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<return type="float" />
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<argument index="0" name="b" type="Vector3" />
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<argument index="0" name="to" type="Vector3" />
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<description>
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Returns the squared distance between this vector and [code]b[/code].
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Returns the squared distance between this vector and [code]to[/code].
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This method runs faster than [method distance_to], so prefer it if you need to compare vectors or need the squared distance for some formula.
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</description>
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</method>
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<method name="distance_to" qualifiers="const">
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<return type="float" />
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<argument index="0" name="b" type="Vector3" />
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<argument index="0" name="to" type="Vector3" />
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<description>
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Returns the distance between this vector and [code]b[/code].
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Returns the distance between this vector and [code]to[/code].
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</description>
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</method>
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<method name="dot" qualifiers="const">
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<return type="float" />
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<argument index="0" name="with" type="Vector3" />
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<description>
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Returns the dot product of this vector and [code]b[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player.
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Returns the dot product of this vector and [code]with[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player.
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The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees.
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When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned.
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[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code].
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@ -225,7 +225,7 @@
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<return type="Basis" />
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<argument index="0" name="with" type="Vector3" />
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<description>
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Returns the outer product with [code]b[/code].
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Returns the outer product with [code]with[/code].
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</description>
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</method>
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<method name="posmod" qualifiers="const">
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@ -184,13 +184,13 @@ namespace Godot
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}
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/// <summary>
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/// Returns the cross product of this vector and <paramref name="b"/>.
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/// Returns the cross product of this vector and <paramref name="with"/>.
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/// </summary>
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/// <param name="b">The other vector.</param>
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/// <param name="with">The other vector.</param>
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/// <returns>The cross product value.</returns>
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public real_t Cross(Vector2 b)
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public real_t Cross(Vector2 with)
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{
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return (x * b.y) - (y * b.x);
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return (x * with.y) - (y * with.x);
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}
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/// <summary>
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@ -222,13 +222,13 @@ namespace Godot
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}
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/// <summary>
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/// Returns the normalized vector pointing from this vector to <paramref name="b"/>.
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/// Returns the normalized vector pointing from this vector to <paramref name="to"/>.
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/// </summary>
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/// <param name="b">The other vector to point towards.</param>
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/// <returns>The direction from this vector to <paramref name="b"/>.</returns>
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public Vector2 DirectionTo(Vector2 b)
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/// <param name="to">The other vector to point towards.</param>
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/// <returns>The direction from this vector to <paramref name="to"/>.</returns>
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public Vector2 DirectionTo(Vector2 to)
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{
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return new Vector2(b.x - x, b.y - y).Normalized();
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return new Vector2(to.x - x, to.y - y).Normalized();
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}
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/// <summary>
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@ -149,45 +149,45 @@ namespace Godot
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}
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/// <summary>
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/// Returns the cross product of this vector and <paramref name="b"/>.
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/// Returns the cross product of this vector and <paramref name="with"/>.
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/// </summary>
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/// <param name="b">The other vector.</param>
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/// <param name="with">The other vector.</param>
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/// <returns>The cross product vector.</returns>
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public int Cross(Vector2i b)
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public int Cross(Vector2i with)
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{
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return x * b.y - y * b.x;
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return x * with.y - y * with.x;
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}
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/// <summary>
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/// Returns the squared distance between this vector and <paramref name="b"/>.
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/// Returns the squared distance between this vector and <paramref name="to"/>.
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/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
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/// you need to compare vectors or need the squared distance for some formula.
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/// </summary>
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/// <param name="b">The other vector to use.</param>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The squared distance between the two vectors.</returns>
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public int DistanceSquaredTo(Vector2i b)
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public int DistanceSquaredTo(Vector2i to)
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{
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return (b - this).LengthSquared();
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return (to - this).LengthSquared();
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}
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/// <summary>
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/// Returns the distance between this vector and <paramref name="b"/>.
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/// Returns the distance between this vector and <paramref name="to"/>.
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/// </summary>
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/// <param name="b">The other vector to use.</param>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The distance between the two vectors.</returns>
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public real_t DistanceTo(Vector2i b)
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public real_t DistanceTo(Vector2i to)
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{
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return (b - this).Length();
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return (to - this).Length();
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}
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/// <summary>
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/// Returns the dot product of this vector and <paramref name="b"/>.
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/// Returns the dot product of this vector and <paramref name="with"/>.
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/// </summary>
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/// <param name="b">The other vector to use.</param>
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/// <param name="with">The other vector to use.</param>
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/// <returns>The dot product of the two vectors.</returns>
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public int Dot(Vector2i b)
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public int Dot(Vector2i with)
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{
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return x * b.x + y * b.y;
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return x * with.x + y * with.y;
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}
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/// <summary>
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@ -170,17 +170,17 @@ namespace Godot
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}
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/// <summary>
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/// Returns the cross product of this vector and <paramref name="b"/>.
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/// Returns the cross product of this vector and <paramref name="with"/>.
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/// </summary>
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/// <param name="b">The other vector.</param>
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/// <param name="with">The other vector.</param>
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/// <returns>The cross product vector.</returns>
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public Vector3 Cross(Vector3 b)
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public Vector3 Cross(Vector3 with)
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{
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return new Vector3
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(
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(y * b.z) - (z * b.y),
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(z * b.x) - (x * b.z),
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(x * b.y) - (y * b.x)
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(y * with.z) - (z * with.y),
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(z * with.x) - (x * with.z),
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(x * with.y) - (y * with.x)
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);
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}
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@ -212,46 +212,46 @@ namespace Godot
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}
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/// <summary>
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/// Returns the normalized vector pointing from this vector to <paramref name="b"/>.
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/// Returns the normalized vector pointing from this vector to <paramref name="to"/>.
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/// </summary>
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/// <param name="b">The other vector to point towards.</param>
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/// <returns>The direction from this vector to <paramref name="b"/>.</returns>
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public Vector3 DirectionTo(Vector3 b)
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/// <param name="to">The other vector to point towards.</param>
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/// <returns>The direction from this vector to <paramref name="to"/>.</returns>
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public Vector3 DirectionTo(Vector3 to)
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{
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return new Vector3(b.x - x, b.y - y, b.z - z).Normalized();
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return new Vector3(to.x - x, to.y - y, to.z - z).Normalized();
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}
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/// <summary>
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/// Returns the squared distance between this vector and <paramref name="b"/>.
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/// Returns the squared distance between this vector and <paramref name="to"/>.
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/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
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/// you need to compare vectors or need the squared distance for some formula.
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/// </summary>
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/// <param name="b">The other vector to use.</param>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The squared distance between the two vectors.</returns>
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public real_t DistanceSquaredTo(Vector3 b)
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public real_t DistanceSquaredTo(Vector3 to)
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{
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return (b - this).LengthSquared();
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return (to - this).LengthSquared();
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}
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/// <summary>
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/// Returns the distance between this vector and <paramref name="b"/>.
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/// Returns the distance between this vector and <paramref name="to"/>.
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/// </summary>
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/// <seealso cref="DistanceSquaredTo(Vector3)"/>
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/// <param name="b">The other vector to use.</param>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The distance between the two vectors.</returns>
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public real_t DistanceTo(Vector3 b)
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public real_t DistanceTo(Vector3 to)
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{
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return (b - this).Length();
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return (to - this).Length();
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}
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/// <summary>
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/// Returns the dot product of this vector and <paramref name="b"/>.
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/// Returns the dot product of this vector and <paramref name="with"/>.
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/// </summary>
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/// <param name="b">The other vector to use.</param>
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/// <param name="with">The other vector to use.</param>
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/// <returns>The dot product of the two vectors.</returns>
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public real_t Dot(Vector3 b)
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public real_t Dot(Vector3 with)
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{
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return (x * b.x) + (y * b.y) + (z * b.z);
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return (x * with.x) + (y * with.y) + (z * with.z);
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}
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/// <summary>
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@ -412,16 +412,16 @@ namespace Godot
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}
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/// <summary>
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/// Returns the outer product with <paramref name="b"/>.
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/// Returns the outer product with <paramref name="with"/>.
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/// </summary>
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/// <param name="b">The other vector.</param>
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/// <param name="with">The other vector.</param>
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/// <returns>A <see cref="Basis"/> representing the outer product matrix.</returns>
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public Basis Outer(Vector3 b)
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public Basis Outer(Vector3 with)
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{
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return new Basis(
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x * b.x, x * b.y, x * b.z,
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y * b.x, y * b.y, y * b.z,
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z * b.x, z * b.y, z * b.z
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x * with.x, x * with.y, x * with.z,
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y * with.x, y * with.y, y * with.z,
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z * with.x, z * with.y, z * with.z
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);
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}
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@ -124,36 +124,36 @@ namespace Godot
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}
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/// <summary>
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/// Returns the squared distance between this vector and <paramref name="b"/>.
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/// Returns the squared distance between this vector and <paramref name="to"/>.
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/// This method runs faster than <see cref="DistanceTo"/>, so prefer it if
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/// you need to compare vectors or need the squared distance for some formula.
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/// </summary>
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/// <param name="b">The other vector to use.</param>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The squared distance between the two vectors.</returns>
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public int DistanceSquaredTo(Vector3i b)
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public int DistanceSquaredTo(Vector3i to)
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{
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return (b - this).LengthSquared();
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return (to - this).LengthSquared();
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}
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/// <summary>
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/// Returns the distance between this vector and <paramref name="b"/>.
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/// Returns the distance between this vector and <paramref name="to"/>.
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/// </summary>
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/// <seealso cref="DistanceSquaredTo(Vector3i)"/>
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/// <param name="b">The other vector to use.</param>
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/// <param name="to">The other vector to use.</param>
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/// <returns>The distance between the two vectors.</returns>
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public real_t DistanceTo(Vector3i b)
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public real_t DistanceTo(Vector3i to)
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{
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return (b - this).Length();
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return (to - this).Length();
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}
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/// <summary>
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/// Returns the dot product of this vector and <paramref name="b"/>.
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/// Returns the dot product of this vector and <paramref name="with"/>.
|
||||
/// </summary>
|
||||
/// <param name="b">The other vector to use.</param>
|
||||
/// <param name="with">The other vector to use.</param>
|
||||
/// <returns>The dot product of the two vectors.</returns>
|
||||
public int Dot(Vector3i b)
|
||||
public int Dot(Vector3i with)
|
||||
{
|
||||
return x * b.x + y * b.y + z * b.z;
|
||||
return x * with.x + y * with.y + z * with.z;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
Loading…
Reference in New Issue
Block a user