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)
This commit is contained in:
Hugo Locurcio 2022-03-27 20:31:18 +02:00 committed by Relintai
parent cacca31e08
commit e9dfc11669

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