diff --git a/doc/classes/Camera.xml b/doc/classes/Camera.xml index 0b7cd4ef7a6..9451ee959f1 100644 --- a/doc/classes/Camera.xml +++ b/doc/classes/Camera.xml @@ -22,7 +22,7 @@ - Get the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the [Node] transform. + Gets the camera transform. Subclassed cameras (such as CharacterCamera) may provide different transforms than the [Node] transform. @@ -31,14 +31,14 @@ - Returns [code]true[/code] if the given position is behind the Camera. + Returns [code]true[/code] if the given position is behind the Camera. Note that a position which returns [code]false[/code] may still be outside the Camera's field of view. - Make this camera the current Camera for the [Viewport] (see class description). If the Camera Node is outside the scene tree, it will attempt to become current once it's added. + Makes this camera the current Camera for the [Viewport] (see class description). If the Camera Node is outside the scene tree, it will attempt to become current once it's added. @@ -56,7 +56,7 @@ - Returns how a 2D coordinate in the Viewport rectangle maps to a 3D point in worldspace. + Returns the 3D point in worldspace that maps to the given 2D coordinate in the [Viewport] rectangle. @@ -87,7 +87,7 @@ - Set the camera projection to orthogonal mode, by specifying a width and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels) + Sets the camera projection to orthogonal mode, by specifying a width and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. (As a hint, 2D games often use this projection, with values specified in pixels) @@ -100,7 +100,7 @@ - Set the camera projection to perspective mode, by specifying a [i]FOV[/i] Y angle in degrees (FOV means Field of View), and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. + Sets the camera projection to perspective mode, by specifying a [i]FOV[/i] Y angle in degrees (FOV means Field of View), and the [i]near[/i] and [i]far[/i] clip planes in worldspace units. @@ -109,7 +109,7 @@ - Returns how a 3D point in worldspace maps to a 2D coordinate in the [Viewport] rectangle. + Returns the 2D coordinate in the [Viewport] rectangle that maps to the given 3D point in worldspace. @@ -124,7 +124,7 @@ If not [code]DOPPLER_TRACKING_DISABLED[/code] this Camera will simulate the Doppler effect for objects changed in particular [code]_process[/code] methods. Default value: [code]DOPPLER_TRACKING_DISABLED[/code]. - Set the [Environment] to use for this Camera. + The [Environment] to use for this Camera. The distance to the far culling boundary for this Camera relative to its local z-axis. @@ -136,7 +136,7 @@ The horizontal (X) offset of the Camera viewport. - The axis to lock during [member fov]/[member size] adjustments. + The axis to lock during [member fov]/[member size] adjustments. Can be either [code]KEEP_WIDTH[/code] or [code]KEEP_HEIGHT[/code]. The distance to the near culling boundary for this Camera relative to its local z-axis. @@ -148,7 +148,7 @@ The camera's size measured as 1/2 the width or height. Only applicable in orthogonal mode. Since [member keep_aspect] locks on axis, [code]size[/code] sets the other axis' size length. - The horizontal (Y) offset of the Camera viewport. + The vertical (Y) offset of the Camera viewport. diff --git a/doc/classes/InterpolatedCamera.xml b/doc/classes/InterpolatedCamera.xml index d47df796a24..1ac7b5107e3 100644 --- a/doc/classes/InterpolatedCamera.xml +++ b/doc/classes/InterpolatedCamera.xml @@ -5,7 +5,7 @@ InterpolatedCamera is a [Camera] which smoothly moves to match a target node's position and rotation. - If it is not [member enabled], or does not have a valid target set, InterpolatedCamera acts like a normal Camera. + If it is not [member enabled] or does not have a valid target set, InterpolatedCamera acts like a normal Camera. @@ -18,16 +18,16 @@ - Set the node to move toward. + Sets the node to move toward and orient with. - If [code]true[/code], and a target is set, the camera will move automatically. + If [code]true[/code] and a target is set, the camera will move automatically. - How quickly the camera moves. + How quickly the camera moves toward its target. Higher values will result in tighter camera motion. The target's [NodePath].