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-rw-r--r--doc/classes/Basis.xml9
-rw-r--r--doc/classes/Node3D.xml7
-rw-r--r--doc/classes/Transform3D.xml5
3 files changed, 15 insertions, 6 deletions
diff --git a/doc/classes/Basis.xml b/doc/classes/Basis.xml
index 9a4dd15c63..8fab84d885 100644
--- a/doc/classes/Basis.xml
+++ b/doc/classes/Basis.xml
@@ -109,6 +109,15 @@
Returns [code]true[/code] if this basis and [code]b[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
</description>
</method>
+ <method name="looking_at" qualifiers="static">
+ <return type="Basis" />
+ <argument index="0" name="target" type="Vector3" />
+ <argument index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
+ <description>
+ Creates a Basis with a rotation such that the forward axis (-Z) points towards the [code]target[/code] position.
+ The up axis (+Y) points as close to the [code]up[/code] vector as possible while staying perpendicular to the forward axis. The resulting Basis is orthonormalized. The [code]target[/code] and [code]up[/code] vectors cannot be zero, and cannot be parallel to each other.
+ </description>
+ </method>
<method name="operator !=" qualifiers="operator">
<return type="bool" />
<argument index="0" name="right" type="Basis" />
diff --git a/doc/classes/Node3D.xml b/doc/classes/Node3D.xml
index 983d8961fb..49901dc4d9 100644
--- a/doc/classes/Node3D.xml
+++ b/doc/classes/Node3D.xml
@@ -113,8 +113,9 @@
<argument index="0" name="target" type="Vector3" />
<argument index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
<description>
- Rotates itself so that the local -Z axis points towards the [code]target[/code] position.
- The transform will first be rotated around the given [code]up[/code] vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the [code]target[/code] and [code]up[/code] vectors.
+ Rotates the node so that the local forward axis (-Z) points toward the [code]target[/code] position.
+ The local up axis (+Y) points as close to the [code]up[/code] vector as possible while staying perpendicular to the local forward axis. The resulting transform is orthogonal, and the scale is preserved. Non-uniform scaling may not work correctly.
+ The [code]target[/code] position cannot be the same as the node's position, the [code]up[/code] vector cannot be zero, and the direction from the node's position to the [code]target[/code] vector cannot be parallel to the [code]up[/code] vector.
Operations take place in global space.
</description>
</method>
@@ -124,7 +125,7 @@
<argument index="1" name="target" type="Vector3" />
<argument index="2" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
<description>
- Moves the node to the specified [code]position[/code], and then rotates itself to point toward the [code]target[/code] as per [method look_at]. Operations take place in global space.
+ Moves the node to the specified [code]position[/code], and then rotates the node to point toward the [code]target[/code] as per [method look_at]. Operations take place in global space.
</description>
</method>
<method name="orthonormalize">
diff --git a/doc/classes/Transform3D.xml b/doc/classes/Transform3D.xml
index 53cdfd53c9..1c906f6a51 100644
--- a/doc/classes/Transform3D.xml
+++ b/doc/classes/Transform3D.xml
@@ -79,9 +79,8 @@
<argument index="0" name="target" type="Vector3" />
<argument index="1" name="up" type="Vector3" default="Vector3(0, 1, 0)" />
<description>
- Returns a copy of the transform rotated such that its -Z axis points towards the [code]target[/code] position.
- The transform will first be rotated around the given [code]up[/code] vector, and then fully aligned to the target by a further rotation around an axis perpendicular to both the [code]target[/code] and [code]up[/code] vectors.
- Operations take place in global space.
+ Returns a copy of the transform rotated such that the forward axis (-Z) points towards the [code]target[/code] position.
+ The up axis (+Y) points as close to the [code]up[/code] vector as possible while staying perpendicular to the forward axis. The resulting transform is orthonormalized. The existing rotation, scale, and skew information from the original transform is discarded. The [code]target[/code] and [code]up[/code] vectors cannot be zero, cannot be parallel to each other, and are defined in global/parent space.
</description>
</method>
<method name="operator !=" qualifiers="operator">