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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2021-07-22 20:27:14 +0200 |
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committer | GitHub <noreply@github.com> | 2021-07-22 20:27:14 +0200 |
commit | e0a4fd112de7b42b53926ec41c55d644305645eb (patch) | |
tree | a8b8d20a26bfe971031e0e17503a961b9e5535be /doc/classes/Camera3D.xml | |
parent | aac70dd37cfa860de8664df2613950d9e42e5d14 (diff) | |
parent | 9787e631aa39642a94c678a37c7b0af1c8e8414a (diff) |
Merge pull request #50738 from SirQuartz/patch-29
Fix miscellaneous doc typos
Diffstat (limited to 'doc/classes/Camera3D.xml')
-rw-r--r-- | doc/classes/Camera3D.xml | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml index 0f0bfdc654..f74baa00a0 100644 --- a/doc/classes/Camera3D.xml +++ b/doc/classes/Camera3D.xml @@ -46,7 +46,7 @@ <return type="Array"> </return> <description> - Returns the camera's frustum planes in world-space units as an array of [Plane]s in the following order: near, far, left, top, right, bottom. Not to be confused with [member frustum_offset]. + Returns the camera's frustum planes in world space units as an array of [Plane]s in the following order: near, far, left, top, right, bottom. Not to be confused with [member frustum_offset]. </description> </method> <method name="is_position_behind" qualifiers="const"> @@ -92,7 +92,7 @@ <argument index="1" name="z_depth" type="float"> </argument> <description> - Returns the 3D point in worldspace 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. + 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"> @@ -101,7 +101,7 @@ <argument index="0" name="screen_point" type="Vector2"> </argument> <description> - Returns a normal vector in worldspace, 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 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"> @@ -110,7 +110,7 @@ <argument index="0" name="screen_point" type="Vector2"> </argument> <description> - Returns a 3D position in worldspace, 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 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_bit"> @@ -136,7 +136,7 @@ <argument index="3" name="z_far" type="float"> </argument> <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. + 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. </description> </method> <method name="set_orthogonal"> @@ -149,7 +149,7 @@ <argument index="2" name="z_far" type="float"> </argument> <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.) + 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"> @@ -162,7 +162,7 @@ <argument index="2" name="z_far" type="float"> </argument> <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. + 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"> @@ -171,7 +171,7 @@ <argument index="0" name="world_point" type="Vector3"> </argument> <description> - Returns the 2D coordinate in the [Viewport] rectangle that maps to the given 3D point in worldspace. + 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: [codeblock] # This code block is part of a script that inherits from Node3D. |