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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 fbec10179ad2a058a5f6d2689dba9db813bdc83f)
Hugo Locurcio 3 年之前
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共有 1 個文件被更改,包括 2 次插入2 次删除
  1. 2 2
      doc/classes/Camera.xml

+ 2 - 2
doc/classes/Camera.xml

@@ -75,14 +75,14 @@
 			<return type="Vector3" />
 			<argument index="0" name="screen_point" type="Vector2" />
 			<description>
-				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.
 			</description>
 		</method>
 		<method name="project_ray_origin" qualifiers="const">
 			<return type="Vector3" />
 			<argument index="0" name="screen_point" type="Vector2" />
 			<description>
-				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.
 			</description>
 		</method>
 		<method name="set_cull_mask_bit">