Improve documentation for `Camera3D.project_ray_{normal,origin}`

This mentions that internally, the inverse camera projection is used
to perform projections.

(cherry picked from commit fbec10179a)
This commit is contained in:
Hugo Locurcio 2022-03-27 20:31:18 +02:00 committed by Rémi Verschelde
parent 5968dbd747
commit 5b19a5d4a8
1 changed files with 2 additions and 2 deletions

View File

@ -75,14 +75,14 @@
<return type="Vector3" />
<argument 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 camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.
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" />
<description>
Returns a 3D position in world space, 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 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_bit">