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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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dce1aab174
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@ -67,7 +67,7 @@
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<param index="0" name="v" type="Vector2" />
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<description>
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Returns a vector transformed (multiplied) by the basis matrix.
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This method does not account for translation (the origin vector).
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This method does not account for translation (the [member origin] vector).
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</description>
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</method>
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<method name="basis_xform_inv" qualifiers="const">
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@ -75,9 +75,9 @@
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<param index="0" name="v" type="Vector2" />
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<description>
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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).
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This method does not account for translation (the origin vector).
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This method does not account for translation (the [member origin] vector).
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[code]transform.basis_xform_inv(vector)[/code] is equivalent to [code]transform.inverse().basis_xform(vector)[/code]. See [method inverse].
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For non-orthonormal transforms (e.g. with scaling) use [code]transform.affine_inverse().basis_xform(vector)[/code] instead. See [method affine_inverse].
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For non-orthonormal transforms (e.g. with scaling) [code]transform.affine_inverse().basis_xform(vector)[/code] can be used instead. See [method affine_inverse].
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</description>
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</method>
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<method name="determinant" qualifiers="const">
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@ -276,14 +276,14 @@
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<return type="Transform2D" />
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<param index="0" name="right" type="float" />
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<description>
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This operator multiplies all components of the [Transform2D], including the origin vector, which scales it uniformly.
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This operator multiplies all components of the [Transform2D], including the [member origin] vector, which scales it uniformly.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Transform2D" />
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<param index="0" name="right" type="int" />
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<description>
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This operator multiplies all components of the [Transform2D], including the origin vector, which scales it uniformly.
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This operator multiplies all components of the [Transform2D], including the [member origin] vector, which scales it uniformly.
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</description>
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</operator>
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<operator name="operator ==">
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@ -235,14 +235,14 @@
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<return type="Transform3D" />
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<param index="0" name="right" type="float" />
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<description>
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This operator multiplies all components of the [Transform3D], including the origin vector, which scales it uniformly.
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This operator multiplies all components of the [Transform3D], including the [member origin] vector, which scales it uniformly.
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</description>
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</operator>
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<operator name="operator *">
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<return type="Transform3D" />
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<param index="0" name="right" type="int" />
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<description>
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This operator multiplies all components of the [Transform3D], including the origin vector, which scales it uniformly.
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This operator multiplies all components of the [Transform3D], including the [member origin] vector, which scales it uniformly.
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</description>
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</operator>
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<operator name="operator ==">
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@ -444,7 +444,7 @@
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<description>
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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).
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[code]vector * basis[/code] is equivalent to [code]basis.transposed() * vector[/code]. See [method Basis.transposed].
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For transforming by inverse of a non-orthonormal basis [code]basis.inverse() * vector[/code] can be used instead. See [method Basis.inverse].
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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].
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</description>
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</operator>
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<operator name="operator *">
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@ -1037,10 +1037,11 @@ namespace Godot
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}
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/// <summary>
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/// Returns a Vector3 transformed (multiplied) by the transposed basis matrix.
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///
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/// Note: This results in a multiplication by the inverse of the
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/// basis matrix only if it represents a rotation-reflection.
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/// Returns a Vector3 transformed (multiplied) by the inverse basis matrix,
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/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
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/// is fine, scaling/skew is not).
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/// <c>vector * basis</c> is equivalent to <c>basis.Transposed() * vector</c>. See <see cref="Transposed"/>.
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/// 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"/>.
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/// </summary>
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/// <param name="vector">A Vector3 to inversely transform.</param>
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/// <param name="basis">The basis matrix transformation to apply.</param>
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@ -905,7 +905,8 @@ namespace Godot
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}
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/// <summary>
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/// Returns a Vector4 transformed (multiplied) by the inverse projection.
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/// Returns a Vector4 transformed (multiplied) by the transpose of the projection.
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/// For transforming by inverse of a projection [code]projection.Inverse() * vector[/code] can be used instead. See <see cref="Inverse"/>.
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/// </summary>
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/// <param name="proj">The projection to apply.</param>
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/// <param name="vector">A Vector4 to transform.</param>
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@ -644,6 +644,7 @@ namespace Godot
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/// <summary>
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/// Returns a Vector3 rotated (multiplied) by the inverse quaternion.
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/// <c>vector * quaternion</c> is equivalent to <c>quaternion.Inverse() * vector</c>. See <see cref="Inverse"/>.
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/// </summary>
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/// <param name="vector">A Vector3 to inversely rotate.</param>
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/// <param name="quaternion">The quaternion to rotate by.</param>
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@ -126,7 +126,7 @@ namespace Godot
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/// <summary>
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/// Returns the inverse of the transform, under the assumption that
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/// the transformation is composed of rotation, scaling, and translation.
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/// the basis is invertible (must have non-zero determinant).
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/// </summary>
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/// <seealso cref="Inverse"/>
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/// <returns>The inverse transformation matrix.</returns>
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@ -180,11 +180,12 @@ namespace Godot
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}
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/// <summary>
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/// Returns a vector transformed (multiplied) by the inverse basis matrix.
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/// Returns a vector transformed (multiplied) by the inverse basis matrix,
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/// under the assumption that the basis is orthonormal (i.e. rotation/reflection
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/// is fine, scaling/skew is not).
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/// This method does not account for translation (the <see cref="Origin"/> vector).
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///
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/// Note: This results in a multiplication by the inverse of the
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/// basis matrix only if it represents a rotation-reflection.
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/// <c>transform.BasisXformInv(vector)</c> is equivalent to <c>transform.Inverse().BasisXform(vector)</c>. See <see cref="Inverse"/>.
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/// For non-orthonormal transforms (e.g. with scaling) <c>transform.AffineInverse().BasisXform(vector)</c> can be used instead. See <see cref="AffineInverse"/>.
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/// </summary>
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/// <seealso cref="BasisXform(Vector2)"/>
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/// <param name="v">A vector to inversely transform.</param>
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@ -213,8 +214,9 @@ namespace Godot
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/// <summary>
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/// Returns the inverse of the transform, under the assumption that
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/// the transformation is composed of rotation and translation
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/// (no scaling, use <see cref="AffineInverse"/> for transforms with scaling).
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/// the transformation basis is orthonormal (i.e. rotation/reflection
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/// is fine, scaling/skew is not). Use <see cref="AffineInverse"/> for
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/// non-orthonormal transforms (e.g. with scaling).
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/// </summary>
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/// <returns>The inverse matrix.</returns>
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public readonly Transform2D Inverse()
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@ -480,7 +482,11 @@ namespace Godot
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}
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/// <summary>
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/// Returns a Vector2 transformed (multiplied) by the inverse transformation matrix.
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/// Returns a Vector2 transformed (multiplied) by the inverse transformation matrix,
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/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
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/// is fine, scaling/skew is not).
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/// <c>vector * transform</c> is equivalent to <c>transform.Inverse() * vector</c>. See <see cref="Inverse"/>.
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/// 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"/>.
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/// </summary>
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/// <param name="vector">A Vector2 to inversely transform.</param>
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/// <param name="transform">The transformation to apply.</param>
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@ -507,7 +513,11 @@ namespace Godot
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}
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/// <summary>
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/// Returns a Rect2 transformed (multiplied) by the inverse transformation matrix.
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/// Returns a Rect2 transformed (multiplied) by the inverse transformation matrix,
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/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
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/// is fine, scaling/skew is not).
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/// <c>rect * transform</c> is equivalent to <c>transform.Inverse() * rect</c>. See <see cref="Inverse"/>.
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/// 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"/>.
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/// </summary>
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/// <param name="rect">A Rect2 to inversely transform.</param>
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/// <param name="transform">The transformation to apply.</param>
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@ -541,7 +551,11 @@ namespace Godot
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}
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/// <summary>
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/// Returns a copy of the given Vector2[] transformed (multiplied) by the inverse transformation matrix.
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/// Returns a copy of the given Vector2[] transformed (multiplied) by the inverse transformation matrix,
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/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
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/// is fine, scaling/skew is not).
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/// <c>array * transform</c> is equivalent to <c>transform.Inverse() * array</c>. See <see cref="Inverse"/>.
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/// 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"/>.
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/// </summary>
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/// <param name="array">A Vector2[] to inversely transform.</param>
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/// <param name="transform">The transformation to apply.</param>
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@ -105,7 +105,7 @@ namespace Godot
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/// <summary>
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/// Returns the inverse of the transform, under the assumption that
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/// the transformation is composed of rotation, scaling, and translation.
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/// the basis is invertible (must have non-zero determinant).
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/// </summary>
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/// <seealso cref="Inverse"/>
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/// <returns>The inverse transformation matrix.</returns>
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@ -144,8 +144,9 @@ namespace Godot
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/// <summary>
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/// Returns the inverse of the transform, under the assumption that
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/// the transformation is composed of rotation and translation
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/// (no scaling, use <see cref="AffineInverse"/> for transforms with scaling).
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/// the transformation basis is orthonormal (i.e. rotation/reflection
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/// is fine, scaling/skew is not). Use <see cref="AffineInverse"/> for
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/// non-orthonormal transforms (e.g. with scaling).
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/// </summary>
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/// <returns>The inverse matrix.</returns>
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public readonly Transform3D Inverse()
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@ -426,10 +427,11 @@ namespace Godot
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}
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/// <summary>
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/// Returns a Vector3 transformed (multiplied) by the transposed transformation matrix.
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///
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/// Note: This results in a multiplication by the inverse of the
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/// transformation matrix only if it represents a rotation-reflection.
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/// Returns a Vector3 transformed (multiplied) by the inverse transformation matrix,
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/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
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/// is fine, scaling/skew is not).
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/// <c>vector * transform</c> is equivalent to <c>transform.Inverse() * vector</c>. See <see cref="Inverse"/>.
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/// 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"/>.
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/// </summary>
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/// <param name="vector">A Vector3 to inversely transform.</param>
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/// <param name="transform">The transformation to apply.</param>
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@ -482,7 +484,11 @@ namespace Godot
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}
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/// <summary>
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/// Returns an AABB transformed (multiplied) by the inverse transformation matrix.
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/// Returns an AABB transformed (multiplied) by the inverse transformation matrix,
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/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
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/// is fine, scaling/skew is not).
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/// <c>aabb * transform</c> is equivalent to <c>transform.Inverse() * aabb</c>. See <see cref="Inverse"/>.
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/// 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"/>.
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/// </summary>
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/// <param name="aabb">An AABB to inversely transform.</param>
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/// <param name="transform">The transformation to apply.</param>
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@ -523,6 +529,7 @@ namespace Godot
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/// <summary>
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/// Returns a Plane transformed (multiplied) by the inverse transformation matrix.
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/// <c>plane * transform</c> is equivalent to <c>transform.AffineInverse() * plane</c>. See <see cref="AffineInverse"/>.
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/// </summary>
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/// <param name="plane">A Plane to inversely transform.</param>
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/// <param name="transform">The transformation to apply.</param>
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@ -568,7 +575,11 @@ namespace Godot
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}
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/// <summary>
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/// Returns a copy of the given Vector3[] transformed (multiplied) by the inverse transformation matrix.
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/// Returns a copy of the given Vector3[] transformed (multiplied) by the inverse transformation matrix,
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/// under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection
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/// is fine, scaling/skew is not).
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/// <c>array * transform</c> is equivalent to <c>transform.Inverse() * array</c>. See <see cref="Inverse"/>.
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/// 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"/>.
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/// </summary>
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/// <param name="array">A Vector3[] to inversely transform.</param>
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/// <param name="transform">The transformation to apply.</param>
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