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clarify meaning of flip axis vector
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@ -51,6 +51,9 @@ namespace osu.Game.Utils
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/// Given a flip direction, a surrounding quad for all selected objects, and a position,
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/// Given a flip direction, a surrounding quad for all selected objects, and a position,
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/// will return the flipped position in screen space coordinates.
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/// will return the flipped position in screen space coordinates.
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/// </summary>
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/// </summary>
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/// <param name="direction">The direction to flip towards.</param>
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/// <param name="quad">The quad surrounding all selected objects. The center of this determines the position of the axis.</param>
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/// <param name="position">The position to flip.</param>
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public static Vector2 GetFlippedPosition(Direction direction, Quad quad, Vector2 position)
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public static Vector2 GetFlippedPosition(Direction direction, Quad quad, Vector2 position)
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{
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{
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var centre = quad.Centre;
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var centre = quad.Centre;
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@ -73,6 +76,9 @@ namespace osu.Game.Utils
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/// Given a flip axis vector, a surrounding quad for all selected objects, and a position,
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/// Given a flip axis vector, a surrounding quad for all selected objects, and a position,
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/// will return the flipped position in screen space coordinates.
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/// will return the flipped position in screen space coordinates.
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/// </summary>
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/// </summary>
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/// <param name="axis">The vector indicating the direction to flip towards. This is perpendicular to the mirroring axis.</param>
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/// <param name="quad">The quad surrounding all selected objects. The center of this determines the position of the axis.</param>
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/// <param name="position">The position to flip.</param>
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public static Vector2 GetFlippedPosition(Vector2 axis, Quad quad, Vector2 position)
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public static Vector2 GetFlippedPosition(Vector2 axis, Quad quad, Vector2 position)
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{
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{
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var centre = quad.Centre;
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var centre = quad.Centre;
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