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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-03-27 20:31:18 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-03-27 20:31:18 +0200
commitfbec10179ad2a058a5f6d2689dba9db813bdc83f (patch)
tree73bdf3fd37ecf2654e0241d45ad4ddbba753d914
parenta5eed70fa2edcf755d6abea2077232e38381449b (diff)
Improve documentation for `Camera3D.project_ray_{normal,origin}`
This mentions that internally, the inverse camera projection is used to perform projections.
-rw-r--r--doc/classes/Camera3D.xml4
1 files changed, 2 insertions, 2 deletions
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml
index f7a0d41626..cadb140eae 100644
--- a/doc/classes/Camera3D.xml
+++ b/doc/classes/Camera3D.xml
@@ -88,14 +88,14 @@
<return type="Vector3" />
<argument index="0" name="screen_point" type="Vector2" />
<description>
- Returns a normal vector in world space, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
+ Returns a normal vector in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
</description>
</method>
<method name="project_ray_origin" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="screen_point" type="Vector2" />
<description>
- Returns a 3D position in world space, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
+ Returns a 3D position in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
</description>
</method>
<method name="set_cull_mask_value">