diff --git a/doc/classes/Camera.xml b/doc/classes/Camera.xml
index 2302c39e35c..068b91204c6 100644
--- a/doc/classes/Camera.xml
+++ b/doc/classes/Camera.xml
@@ -15,6 +15,7 @@
+ If this is the current Camera, remove it from being current. If it is inside the node tree, request to make the next Camera current, if any.
@@ -28,6 +29,7 @@
+ Returns the culling mask, describing which 3D render layers are rendered by this Camera.
@@ -40,30 +42,35 @@
+ Returns the [Environment] used by this Camera.
+ Returns the [i]FOV[/i] Y angle in degrees (FOV means Field of View).
+ Returns the horizontal (X) offset of the Camera viewport.
+ Returns the current mode for keeping the aspect ratio. See [code]KEEP_*[/code] constants.
+ Returns the Camera's projection. See PROJECTION_* constants.
@@ -76,25 +83,28 @@
+ Returns the vertical (Y) offset of the Camera viewport.
+ Returns the far clip plane in world space units.
+ Returns the near clip plane in world space units.
- Return whether the Camera is the current one in the [Viewport], or plans to become current (if outside the scene tree).
+ Returns [code]true[/code] if the Camera is the current one in the [Viewport], or plans to become current (if outside the scene tree).
@@ -103,6 +113,7 @@
+ Returns [code]true[/code] if the given position is behind the Camera.
@@ -126,6 +137,7 @@
+ Returns how a 2D coordinate in the Viewport rectangle maps to a 3D point in worldspace.
@@ -134,7 +146,7 @@
- Return 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 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.
@@ -143,7 +155,7 @@
- Return 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 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.
@@ -152,6 +164,7 @@
+ Sets the cull mask, describing which 3D render layers are rendered by this Camera.
@@ -160,6 +173,7 @@
+ Changes Doppler effect tracking. See [code]DOPPLER_*[/code] constants.
@@ -168,6 +182,7 @@
+ Sets the [Environment] to use for this Camera.
@@ -176,6 +191,7 @@
+ Sets the horizontal (X) offset of the Camera viewport.
@@ -184,6 +200,7 @@
+ Sets the mode for keeping the aspect ratio. See [code]KEEP_*[/code] constants.
@@ -218,6 +235,7 @@
+ Sets the vertical (Y) offset of the Camera viewport.
@@ -226,7 +244,7 @@
- Return how a 3D point in worldspace maps to a 2D coordinate in the [Viewport] rectangle.
+ Returns how a 3D point in worldspace maps to a 2D coordinate in the [Viewport] rectangle.
@@ -238,14 +256,19 @@
Orthogonal Projection (objects remain the same size on the screen no matter how far away they are).
+ Try to keep the aspect ratio when scaling the Camera's viewport to the screen. If not possible, preserve the viewport's width by changing the height. Height is [code]sizey[/code] for orthographic projection, [code]fovy[/code] for perspective projection.
+ Try to keep the aspect ratio when scaling the Camera's viewport to the screen. If not possible, preserve the viewport's height by changing the width. Width is [code]sizex[/code] for orthographic projection, [code]fovx[/code] for perspective projection.
+ Disable Doppler effect simulation (default).
+ Simulate Doppler effect by tracking positions of objects that are changed in [code]_process[/code]. Changes in the relative velocity of this Camera compared to those objects affect how Audio is perceived (changing the Audio's [code]pitch shift[/code]).
+ Simulate Doppler effect by tracking positions of objects that are changed in [code]_physics_process[/code]. Changes in the relative velocity of this Camera compared to those objects affect how Audio is perceived (changing the Audio's [code]pitch shift[/code]).