Improve the `@GDScript.inverse_lerp()` documentation
This closes https://github.com/godotengine/godot-docs/issues/2589.
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@ -481,9 +481,13 @@
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<argument index="2" name="weight" type="float">
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<argument index="2" name="weight" type="float">
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</argument>
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</argument>
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<description>
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<description>
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Returns a normalized value considering the given range.
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Returns a normalized value considering the given range. This is the opposite of [method lerp].
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[codeblock]
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[codeblock]
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inverse_lerp(3, 5, 4) # Returns 0.5
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var middle = lerp(20, 30, 0.75)
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# `middle` is now 27.5.
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# Now, we pretend to have forgotten the original ratio and want to get it back.
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var ratio = inverse_lerp(20, 30, 27.5)
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# `ratio` is now 0.75.
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[/codeblock]
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[/codeblock]
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</description>
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</description>
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</method>
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</method>
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@ -558,7 +562,7 @@
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<argument index="2" name="weight" type="float">
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<argument index="2" name="weight" type="float">
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</argument>
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</argument>
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<description>
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<description>
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Linearly interpolates between two values by a normalized value.
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Linearly interpolates between two values by a normalized value. This is the opposite of [method inverse_lerp].
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If the [code]from[/code] and [code]to[/code] arguments are of type [int] or [float], the return value is a [float].
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If the [code]from[/code] and [code]to[/code] arguments are of type [int] or [float], the return value is a [float].
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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).
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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).
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[codeblock]
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[codeblock]
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@ -578,7 +582,7 @@
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</argument>
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</argument>
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<description>
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<description>
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Linearly interpolates between two angles (in radians) by a normalized value.
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Linearly interpolates between two angles (in radians) by a normalized value.
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Similar to [method lerp] but interpolate correctly when the angles wrap around [constant @GDScript.TAU].
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Similar to [method lerp], but interpolates correctly when the angles wrap around [constant @GDScript.TAU].
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[codeblock]
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[codeblock]
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extends Sprite
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extends Sprite
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var elapsed = 0.0
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var elapsed = 0.0
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