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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-07-20 23:46:28 +0200
committerGitHub <noreply@github.com>2020-07-20 23:46:28 +0200
commit6746f8b89079d7c51bbf43adae44e0406d24daa8 (patch)
tree2f23290dd494d02ed14b53455f5f73f38837f56d /doc
parentb7aa4746803554528c6e59650907ebcdf878b8c4 (diff)
parent1554fce23ccd6702a5653d95c96f9a30fdb9c6e2 (diff)
Merge pull request #40477 from Calinou/doc-vector-dot
Document `Vector2.dot()` and `Vector3.dot()` more extensively
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/Vector2.xml5
-rw-r--r--doc/classes/Vector3.xml5
2 files changed, 8 insertions, 2 deletions
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 32895310d1..c97f99cfaa 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -154,7 +154,10 @@
<argument index="0" name="with" type="Vector2">
</argument>
<description>
- Returns the dot product with vector [code]b[/code].
+ Returns the dot product with vector [code]b[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player.
+ The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees.
+ When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned.
+ [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code].
</description>
</method>
<method name="floor">
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index 0c861e5ee2..7ba8cb5eed 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -123,7 +123,10 @@
<argument index="0" name="b" type="Vector3">
</argument>
<description>
- Returns the dot product with [code]b[/code].
+ Returns the dot product with vector [code]b[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player.
+ The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees.
+ When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned.
+ [b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code].
</description>
</method>
<method name="floor">