From fbec10179ad2a058a5f6d2689dba9db813bdc83f Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sun, 27 Mar 2022 20:31:18 +0200 Subject: [PATCH] Improve documentation for `Camera3D.project_ray_{normal,origin}` This mentions that internally, the inverse camera projection is used to perform projections. --- doc/classes/Camera3D.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/doc/classes/Camera3D.xml b/doc/classes/Camera3D.xml index f7a0d41626f..cadb140eae7 100644 --- a/doc/classes/Camera3D.xml +++ b/doc/classes/Camera3D.xml @@ -88,14 +88,14 @@ - Returns a normal vector in world space, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. + Returns a normal vector in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. - Returns a 3D position in world space, that is the result of projecting a point on the [Viewport] rectangle by the camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking. + Returns a 3D position in world space, that is the result of projecting a point on the [Viewport] rectangle by the inverse camera projection. This is useful for casting rays in the form of (origin, normal) for object intersection or picking.