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authorRĂ©mi Verschelde <remi@verschelde.fr>2022-08-08 22:50:35 +0200
committerGitHub <noreply@github.com>2022-08-08 22:50:35 +0200
commit682dbe5d00aa7730659771b16704eba83f166a7b (patch)
tree8555e07c3bfb3b2892d530bc93fbf47d14519e35 /doc/classes/Camera3D.xml
parentd9d5990c517b63f41881de05cb4644c36e0c77e0 (diff)
parentc5d7115038de5f83cb83e08748615a84fc26bee2 (diff)
Merge pull request #64008 from YuriSizov/doctool-add-param-reference-syntax
Diffstat (limited to 'doc/classes/Camera3D.xml')
-rw-r--r--doc/classes/Camera3D.xml44
1 files changed, 22 insertions, 22 deletions
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml
index 643351efc0..71d16b5791 100644
--- a/doc/classes/Camera3D.xml
+++ b/doc/classes/Camera3D.xml
@@ -12,7 +12,7 @@
<methods>
<method name="clear_current">
<return type="void" />
- <argument index="0" name="enable_next" type="bool" default="true" />
+ <param index="0" name="enable_next" type="bool" default="true" />
<description>
If this is the current camera, remove it from being current. If [code]enable_next[/code] is [code]true[/code], request to make the next camera current, if any.
</description>
@@ -31,7 +31,7 @@
</method>
<method name="get_cull_mask_value" qualifiers="const">
<return type="bool" />
- <argument index="0" name="layer_number" type="int" />
+ <param index="0" name="layer_number" type="int" />
<description>
Returns whether or not the specified layer of the [member cull_mask] is enabled, given a [code]layer_number[/code] between 1 and 20.
</description>
@@ -50,7 +50,7 @@
</method>
<method name="is_position_behind" qualifiers="const">
<return type="bool" />
- <argument index="0" name="world_point" type="Vector3" />
+ <param index="0" name="world_point" type="Vector3" />
<description>
Returns [code]true[/code] if the given position is behind the camera (the blue part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods.
[b]Note:[/b] A position which returns [code]false[/code] may still be outside the camera's field of view.
@@ -58,7 +58,7 @@
</method>
<method name="is_position_in_frustum" qualifiers="const">
<return type="bool" />
- <argument index="0" name="world_point" type="Vector3" />
+ <param index="0" name="world_point" type="Vector3" />
<description>
Returns [code]true[/code] if the given position is inside the camera's frustum (the green part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods.
</description>
@@ -71,72 +71,72 @@
</method>
<method name="project_local_ray_normal" qualifiers="const">
<return type="Vector3" />
- <argument index="0" name="screen_point" type="Vector2" />
+ <param index="0" name="screen_point" type="Vector2" />
<description>
Returns a normal vector from the screen point location directed along the camera. Orthogonal cameras are normalized. Perspective cameras account for perspective, screen width/height, etc.
</description>
</method>
<method name="project_position" qualifiers="const">
<return type="Vector3" />
- <argument index="0" name="screen_point" type="Vector2" />
- <argument index="1" name="z_depth" type="float" />
+ <param index="0" name="screen_point" type="Vector2" />
+ <param index="1" name="z_depth" type="float" />
<description>
Returns the 3D point in world space that maps to the given 2D coordinate in the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] distance into the scene away from the camera.
</description>
</method>
<method name="project_ray_normal" qualifiers="const">
<return type="Vector3" />
- <argument index="0" name="screen_point" type="Vector2" />
+ <param 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 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" />
+ <param 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 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">
<return type="void" />
- <argument index="0" name="layer_number" type="int" />
- <argument index="1" name="value" type="bool" />
+ <param index="0" name="layer_number" type="int" />
+ <param index="1" name="value" type="bool" />
<description>
Based on [code]value[/code], enables or disables the specified layer in the [member cull_mask], given a [code]layer_number[/code] between 1 and 20.
</description>
</method>
<method name="set_frustum">
<return type="void" />
- <argument index="0" name="size" type="float" />
- <argument index="1" name="offset" type="Vector2" />
- <argument index="2" name="z_near" type="float" />
- <argument index="3" name="z_far" type="float" />
+ <param index="0" name="size" type="float" />
+ <param index="1" name="offset" type="Vector2" />
+ <param index="2" name="z_near" type="float" />
+ <param index="3" name="z_far" type="float" />
<description>
Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units. See also [member frustum_offset].
</description>
</method>
<method name="set_orthogonal">
<return type="void" />
- <argument index="0" name="size" type="float" />
- <argument index="1" name="z_near" type="float" />
- <argument index="2" name="z_far" type="float" />
+ <param index="0" name="size" type="float" />
+ <param index="1" name="z_near" type="float" />
+ <param index="2" name="z_far" type="float" />
<description>
Sets the camera projection to orthogonal mode (see [constant PROJECTION_ORTHOGONAL]), by specifying a [code]size[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units. (As a hint, 2D games often use this projection, with values specified in pixels.)
</description>
</method>
<method name="set_perspective">
<return type="void" />
- <argument index="0" name="fov" type="float" />
- <argument index="1" name="z_near" type="float" />
- <argument index="2" name="z_far" type="float" />
+ <param index="0" name="fov" type="float" />
+ <param index="1" name="z_near" type="float" />
+ <param index="2" name="z_far" type="float" />
<description>
Sets the camera projection to perspective mode (see [constant PROJECTION_PERSPECTIVE]), by specifying a [code]fov[/code] (field of view) angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units.
</description>
</method>
<method name="unproject_position" qualifiers="const">
<return type="Vector2" />
- <argument index="0" name="world_point" type="Vector3" />
+ <param index="0" name="world_point" type="Vector3" />
<description>
Returns the 2D coordinate in the [Viewport] rectangle that maps to the given 3D point in world space.
[b]Note:[/b] When using this to position GUI elements over a 3D viewport, use [method is_position_behind] to prevent them from appearing if the 3D point is behind the camera: