diff --git a/doc/classes/Camera.xml b/doc/classes/Camera.xml
index 9da982685a4..a0176fcd7c8 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 ff96f645b96..0fa705103cf 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].