From 6b5573700bdce09fcbe8b64ed6357af560efcd8d Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Thu, 27 Feb 2020 22:49:05 +0100 Subject: [PATCH] Improve the `@GDScript.inverse_lerp()` documentation This closes https://github.com/godotengine/godot-docs/issues/2589. --- modules/gdscript/doc_classes/@GDScript.xml | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/modules/gdscript/doc_classes/@GDScript.xml b/modules/gdscript/doc_classes/@GDScript.xml index cf76c092942..d3957c682e8 100644 --- a/modules/gdscript/doc_classes/@GDScript.xml +++ b/modules/gdscript/doc_classes/@GDScript.xml @@ -481,9 +481,13 @@ - 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] @@ -558,7 +562,7 @@ - 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] @@ -578,7 +582,7 @@ 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