Improve documentation for `Camera3D.project_ray_{normal,origin}`
This mentions that internally, the inverse camera projection is used
to perform projections.
(cherry picked from commit fbec10179a
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@ -75,14 +75,14 @@
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<return type="Vector3" />
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<argument index="0" name="screen_point" type="Vector2" />
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<description>
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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.
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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.
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</description>
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</method>
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<method name="project_ray_origin" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="screen_point" type="Vector2" />
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<description>
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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.
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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.
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</description>
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</method>
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<method name="set_cull_mask_bit">
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