Improve the `@GDScript.inverse_lerp()` documentation

This closes https://github.com/godotengine/godot-docs/issues/2589.

(cherry picked from commit 6b5573700b)
This commit is contained in:
Hugo Locurcio 2020-02-27 22:49:05 +01:00 committed by Rémi Verschelde
parent 4e879ed803
commit 21a45dda7a
1 changed files with 8 additions and 4 deletions

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@ -490,9 +490,13 @@
<argument index="2" name="weight" type="float">
</argument>
<description>
Returns a normalized value considering the given range.
Returns a normalized value considering the given range. This is the opposite of [method lerp].
[codeblock]
inverse_lerp(3, 5, 4) # Returns 0.5
var middle = lerp(20, 30, 0.75)
# `middle` is now 27.5.
# Now, we pretend to have forgotten the original ratio and want to get it back.
var ratio = inverse_lerp(20, 30, 27.5)
# `ratio` is now 0.75.
[/codeblock]
</description>
</method>
@ -567,7 +571,7 @@
<argument index="2" name="weight" type="float">
</argument>
<description>
Linearly interpolates between two values by a normalized value.
Linearly interpolates between two values by a normalized value. This is the opposite of [method inverse_lerp].
If the [code]from[/code] and [code]to[/code] arguments are of type [int] or [float], the return value is a [float].
If both are of the same vector type ([Vector2], [Vector3] or [Color]), the return value will be of the same type ([code]lerp[/code] then calls the vector type's [code]linear_interpolate[/code] method).
[codeblock]
@ -587,7 +591,7 @@
</argument>
<description>
Linearly interpolates between two angles (in radians) by a normalized value.
Similar to [method lerp] but interpolate correctly when the angles wrap around [constant @GDScript.TAU].
Similar to [method lerp], but interpolates correctly when the angles wrap around [constant @GDScript.TAU].
[codeblock]
extends Sprite
var elapsed = 0.0