diff options
Diffstat (limited to 'doc/classes/Camera3D.xml')
-rw-r--r-- | doc/classes/Camera3D.xml | 44 |
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: |