Improve the `@GDScript.inverse_lerp()` documentation

This closes https://github.com/godotengine/godot-docs/issues/2589.
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Hugo Locurcio 2020-02-27 22:49:05 +01:00
parent e66d519286
commit 6b5573700b
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1 changed files with 8 additions and 4 deletions

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@ -481,9 +481,13 @@
<argument index="2" name="weight" type="float"> <argument index="2" name="weight" type="float">
</argument> </argument>
<description> <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] [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] [/codeblock]
</description> </description>
</method> </method>
@ -558,7 +562,7 @@
<argument index="2" name="weight" type="float"> <argument index="2" name="weight" type="float">
</argument> </argument>
<description> <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 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). 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] [codeblock]
@ -578,7 +582,7 @@
</argument> </argument>
<description> <description>
Linearly interpolates between two angles (in radians) by a normalized value. 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] [codeblock]
extends Sprite extends Sprite
var elapsed = 0.0 var elapsed = 0.0