Improve the `@GDScript.inverse_lerp()` documentation
This closes https://github.com/godotengine/godot-docs/issues/2589.
This commit is contained in:
parent
e66d519286
commit
6b5573700b
|
@ -481,9 +481,13 @@
|
|||
<argument index="2" name="weight" type="float">
|
||||
</argument>
|
||||
<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]
|
||||
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]
|
||||
</description>
|
||||
</method>
|
||||
|
@ -558,7 +562,7 @@
|
|||
<argument index="2" name="weight" type="float">
|
||||
</argument>
|
||||
<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 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 @@
|
|||
</argument>
|
||||
<description>
|
||||
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
|
||||
|
|
Loading…
Reference in New Issue