diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
index 5caf4e97984..dce1b11ed74 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Basis.cs
@@ -506,9 +506,9 @@ namespace Godot
/// The axis to rotate around. Must be normalized.
/// The angle to rotate, in radians.
/// The rotated basis matrix.
- public Basis Rotated(Vector3 axis, real_t phi)
+ public Basis Rotated(Vector3 axis, real_t angle)
{
- return new Basis(axis, phi) * this;
+ return new Basis(axis, angle) * this;
}
///
@@ -807,15 +807,15 @@ namespace Godot
///
/// The axis to rotate around. Must be normalized.
/// The angle to rotate, in radians.
- public Basis(Vector3 axis, real_t phi)
+ public Basis(Vector3 axis, real_t angle)
{
Vector3 axisSq = new Vector3(axis.x * axis.x, axis.y * axis.y, axis.z * axis.z);
- real_t cosine = Mathf.Cos(phi);
+ real_t cosine = Mathf.Cos(angle);
Row0.x = axisSq.x + cosine * (1.0f - axisSq.x);
Row1.y = axisSq.y + cosine * (1.0f - axisSq.y);
Row2.z = axisSq.z + cosine * (1.0f - axisSq.z);
- real_t sine = Mathf.Sin(phi);
+ real_t sine = Mathf.Sin(angle);
real_t t = 1.0f - cosine;
real_t xyzt = axis.x * axis.y * t;
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs
index 75de804d8f8..43bc82b10db 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform.cs
@@ -190,9 +190,9 @@ namespace Godot
/// The axis to rotate around. Must be normalized.
/// The angle to rotate, in radians.
/// The rotated transformation matrix.
- public Transform Rotated(Vector3 axis, real_t phi)
+ public Transform Rotated(Vector3 axis, real_t angle)
{
- return new Transform(new Basis(axis, phi), new Vector3()) * this;
+ return new Transform(new Basis(axis, angle), new Vector3()) * this;
}
///
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
index 698889fbfdd..441efb508ae 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Transform2D.cs
@@ -301,9 +301,9 @@ namespace Godot
///
/// The angle to rotate, in radians.
/// The rotated transformation matrix.
- public Transform2D Rotated(real_t phi)
+ public Transform2D Rotated(real_t angle)
{
- return this * new Transform2D(phi, new Vector2());
+ return this * new Transform2D(angle, new Vector2());
}
///
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
index 3da58c6b62d..19208c80ae0 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector2.cs
@@ -488,10 +488,10 @@ namespace Godot
///
/// The angle to rotate by, in radians.
/// The rotated vector.
- public Vector2 Rotated(real_t phi)
+ public Vector2 Rotated(real_t angle)
{
- real_t sine = Mathf.Sin(phi);
- real_t cosi = Mathf.Cos(phi);
+ real_t sine = Mathf.Sin(angle);
+ real_t cosi = Mathf.Cos(angle);
return new Vector2(
x * cosi - y * sine,
x * sine + y * cosi);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
index 9512380a94b..5d27a004116 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/Vector3.cs
@@ -474,7 +474,7 @@ namespace Godot
/// The vector to rotate around. Must be normalized.
/// The angle to rotate by, in radians.
/// The rotated vector.
- public Vector3 Rotated(Vector3 axis, real_t phi)
+ public Vector3 Rotated(Vector3 axis, real_t angle)
{
#if DEBUG
if (!axis.IsNormalized())
@@ -482,7 +482,7 @@ namespace Godot
throw new ArgumentException("Argument is not normalized", nameof(axis));
}
#endif
- return new Basis(axis, phi).Xform(this);
+ return new Basis(axis, angle).Xform(this);
}
///