Clarify bounce and reflect docs and update param names
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@ -1799,7 +1799,7 @@ static void _register_variant_builtin_methods() {
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bind_method(Vector2, dot, sarray("with"), varray());
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bind_method(Vector2, slide, sarray("n"), varray());
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bind_method(Vector2, bounce, sarray("n"), varray());
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bind_method(Vector2, reflect, sarray("n"), varray());
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bind_method(Vector2, reflect, sarray("line"), varray());
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bind_method(Vector2, cross, sarray("with"), varray());
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bind_method(Vector2, abs, sarray(), varray());
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bind_method(Vector2, sign, sarray(), varray());
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@ -1896,7 +1896,7 @@ static void _register_variant_builtin_methods() {
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bind_method(Vector3, project, sarray("b"), varray());
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bind_method(Vector3, slide, sarray("n"), varray());
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bind_method(Vector3, bounce, sarray("n"), varray());
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bind_method(Vector3, reflect, sarray("n"), varray());
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bind_method(Vector3, reflect, sarray("direction"), varray());
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bind_method(Vector3, sign, sarray(), varray());
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bind_method(Vector3, octahedron_encode, sarray(), varray());
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bind_static_method(Vector3, octahedron_decode, sarray("uv"), varray());
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@ -110,7 +110,8 @@
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<return type="Vector2" />
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<param index="0" name="n" type="Vector2" />
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<description>
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Returns a new vector "bounced off" from a plane defined by the given normal.
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Returns the vector "bounced off" from a line defined by the given normal [param n] perpendicular to the line.
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[b]Note:[/b] [method bounce] performs the operation that most engines and frameworks call [code skip-lint]reflect()[/code].
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</description>
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</method>
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<method name="ceil" qualifiers="const">
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@ -321,9 +322,10 @@
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</method>
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<method name="reflect" qualifiers="const">
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<return type="Vector2" />
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<param index="0" name="n" type="Vector2" />
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<param index="0" name="line" type="Vector2" />
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<description>
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Returns the result of reflecting the vector from a line defined by the given direction vector [param n].
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Returns the result of reflecting the vector from a line defined by the given direction vector [param line].
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[b]Note:[/b] [method reflect] differs from what other engines and frameworks call [code skip-lint]reflect()[/code]. In other engines, [code skip-lint]reflect()[/code] takes a normal direction which is a direction perpendicular to the line. In Godot, you specify the direction of the line directly. See also [method bounce] which does what most engines call [code skip-lint]reflect()[/code].
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</description>
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</method>
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<method name="rotated" qualifiers="const">
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@ -86,7 +86,8 @@
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<return type="Vector3" />
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<param index="0" name="n" type="Vector3" />
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<description>
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Returns the vector "bounced off" from a plane defined by the given normal.
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Returns the vector "bounced off" from a plane defined by the given normal [param n].
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[b]Note:[/b] [method bounce] performs the operation that most engines and frameworks call [code skip-lint]reflect()[/code].
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</description>
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</method>
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<method name="ceil" qualifiers="const">
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@ -306,9 +307,10 @@
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</method>
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<method name="reflect" qualifiers="const">
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<return type="Vector3" />
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<param index="0" name="n" type="Vector3" />
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<param index="0" name="direction" type="Vector3" />
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<description>
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Returns the result of reflecting the vector from a plane defined by the given normal [param n].
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Returns the result of reflecting the vector from a plane defined by the given direction vector [param direction].
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[b]Note:[/b] [method reflect] differs from what other engines and frameworks call [code skip-lint]reflect()[/code]. In other engines, [code skip-lint]reflect()[/code] takes a normal direction which is a direction perpendicular to the plane. In Godot, you specify a direction parallel to the plane. See also [method bounce] which does what most engines call [code skip-lint]reflect()[/code].
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</description>
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</method>
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<method name="rotated" qualifiers="const">
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