doc: Use self-closing tags for return and argument

For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
This commit is contained in:
Rémi Verschelde
2021-07-30 15:28:05 +02:00
parent a1c19b9a1e
commit 7adf4cc9b5
408 changed files with 14025 additions and 28050 deletions

View File

@ -11,165 +11,126 @@
</tutorials>
<methods>
<method name="clear_current">
<return type="void">
</return>
<argument index="0" name="enable_next" type="bool" default="true">
</argument>
<return type="void" />
<argument index="0" name="enable_next" type="bool" default="true" />
<description>
If this is the current camera, remove it from being current. If [code]enable_next[/code] is [code]true[/code], request to make the next camera current, if any.
</description>
</method>
<method name="get_camera_rid" qualifiers="const">
<return type="RID">
</return>
<return type="RID" />
<description>
Returns the camera's RID from the [RenderingServer].
</description>
</method>
<method name="get_camera_transform" qualifiers="const">
<return type="Transform3D">
</return>
<return type="Transform3D" />
<description>
Gets the camera transform. Subclassed cameras such as [ClippedCamera3D] may provide different transforms than the [Node] transform.
</description>
</method>
<method name="get_cull_mask_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="layer" type="int">
</argument>
<return type="bool" />
<argument index="0" name="layer" type="int" />
<description>
Returns [code]true[/code] if the given [code]layer[/code] in the [member cull_mask] is enabled, [code]false[/code] otherwise.
</description>
</method>
<method name="get_frustum" qualifiers="const">
<return type="Array">
</return>
<return type="Array" />
<description>
Returns the camera's frustum planes in world space units as an array of [Plane]s in the following order: near, far, left, top, right, bottom. Not to be confused with [member frustum_offset].
</description>
</method>
<method name="is_position_behind" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="world_point" type="Vector3">
</argument>
<return type="bool" />
<argument index="0" name="world_point" type="Vector3" />
<description>
Returns [code]true[/code] if the given position is behind the camera (the blue part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods.
[b]Note:[/b] A position which returns [code]false[/code] may still be outside the camera's field of view.
</description>
</method>
<method name="is_position_in_frustum" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="world_point" type="Vector3">
</argument>
<return type="bool" />
<argument index="0" name="world_point" type="Vector3" />
<description>
Returns [code]true[/code] if the given position is inside the camera's frustum (the green part of the linked diagram). [url=https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png]See this diagram[/url] for an overview of position query methods.
</description>
</method>
<method name="make_current">
<return type="void">
</return>
<return type="void" />
<description>
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.
</description>
</method>
<method name="project_local_ray_normal" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="screen_point" type="Vector2">
</argument>
<return type="Vector3" />
<argument index="0" name="screen_point" type="Vector2" />
<description>
Returns a normal vector from the screen point location directed along the camera. Orthogonal cameras are normalized. Perspective cameras account for perspective, screen width/height, etc.
</description>
</method>
<method name="project_position" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="screen_point" type="Vector2">
</argument>
<argument index="1" name="z_depth" type="float">
</argument>
<return type="Vector3" />
<argument index="0" name="screen_point" type="Vector2" />
<argument index="1" name="z_depth" type="float" />
<description>
Returns the 3D point in world space that maps to the given 2D coordinate in the [Viewport] rectangle on a plane that is the given [code]z_depth[/code] distance into the scene away from the camera.
</description>
</method>
<method name="project_ray_normal" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="screen_point" type="Vector2">
</argument>
<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.
</description>
</method>
<method name="project_ray_origin" qualifiers="const">
<return type="Vector3">
</return>
<argument index="0" name="screen_point" type="Vector2">
</argument>
<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.
</description>
</method>
<method name="set_cull_mask_bit">
<return type="void">
</return>
<argument index="0" name="layer" type="int">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<return type="void" />
<argument index="0" name="layer" type="int" />
<argument index="1" name="enable" type="bool" />
<description>
Enables or disables the given [code]layer[/code] in the [member cull_mask].
</description>
</method>
<method name="set_frustum">
<return type="void">
</return>
<argument index="0" name="size" type="float">
</argument>
<argument index="1" name="offset" type="Vector2">
</argument>
<argument index="2" name="z_near" type="float">
</argument>
<argument index="3" name="z_far" type="float">
</argument>
<return type="void" />
<argument index="0" name="size" type="float" />
<argument index="1" name="offset" type="Vector2" />
<argument index="2" name="z_near" type="float" />
<argument index="3" name="z_far" type="float" />
<description>
Sets the camera projection to frustum mode (see [constant PROJECTION_FRUSTUM]), by specifying a [code]size[/code], an [code]offset[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units.
</description>
</method>
<method name="set_orthogonal">
<return type="void">
</return>
<argument index="0" name="size" type="float">
</argument>
<argument index="1" name="z_near" type="float">
</argument>
<argument index="2" name="z_far" type="float">
</argument>
<return type="void" />
<argument index="0" name="size" type="float" />
<argument index="1" name="z_near" type="float" />
<argument index="2" name="z_far" type="float" />
<description>
Sets the camera projection to orthogonal mode (see [constant PROJECTION_ORTHOGONAL]), by specifying a [code]size[/code], and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units. (As a hint, 2D games often use this projection, with values specified in pixels.)
</description>
</method>
<method name="set_perspective">
<return type="void">
</return>
<argument index="0" name="fov" type="float">
</argument>
<argument index="1" name="z_near" type="float">
</argument>
<argument index="2" name="z_far" type="float">
</argument>
<return type="void" />
<argument index="0" name="fov" type="float" />
<argument index="1" name="z_near" type="float" />
<argument index="2" name="z_far" type="float" />
<description>
Sets the camera projection to perspective mode (see [constant PROJECTION_PERSPECTIVE]), by specifying a [code]fov[/code] (field of view) angle in degrees, and the [code]z_near[/code] and [code]z_far[/code] clip planes in world space units.
</description>
</method>
<method name="unproject_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="world_point" type="Vector3">
</argument>
<return type="Vector2" />
<argument index="0" name="world_point" type="Vector3" />
<description>
Returns the 2D coordinate in the [Viewport] rectangle that maps to the given 3D point in world space.
[b]Note:[/b] When using this to position GUI elements over a 3D viewport, use [method is_position_behind] to prevent them from appearing if the 3D point is behind the camera: