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.
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@ -11,165 +11,126 @@
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</tutorials>
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<methods>
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<method name="clear_current">
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<return type="void">
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</return>
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<argument index="0" name="enable_next" type="bool" default="true">
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</argument>
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<return type="void" />
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<argument index="0" name="enable_next" type="bool" default="true" />
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<description>
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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.
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</description>
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</method>
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<method name="get_camera_rid" qualifiers="const">
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<return type="RID">
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</return>
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<return type="RID" />
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<description>
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Returns the camera's RID from the [RenderingServer].
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</description>
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</method>
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<method name="get_camera_transform" qualifiers="const">
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<return type="Transform3D">
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</return>
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<return type="Transform3D" />
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<description>
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Gets the camera transform. Subclassed cameras such as [ClippedCamera3D] may provide different transforms than the [Node] transform.
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</description>
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</method>
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<method name="get_cull_mask_bit" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="layer" type="int">
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</argument>
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<return type="bool" />
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<argument index="0" name="layer" type="int" />
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<description>
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Returns [code]true[/code] if the given [code]layer[/code] in the [member cull_mask] is enabled, [code]false[/code] otherwise.
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</description>
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</method>
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<method name="get_frustum" qualifiers="const">
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<return type="Array">
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</return>
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<return type="Array" />
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<description>
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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].
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</description>
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</method>
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<method name="is_position_behind" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="world_point" type="Vector3">
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</argument>
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<return type="bool" />
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<argument index="0" name="world_point" type="Vector3" />
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<description>
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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.
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[b]Note:[/b] A position which returns [code]false[/code] may still be outside the camera's field of view.
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</description>
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</method>
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<method name="is_position_in_frustum" qualifiers="const">
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<return type="bool">
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</return>
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<argument index="0" name="world_point" type="Vector3">
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</argument>
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<return type="bool" />
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<argument index="0" name="world_point" type="Vector3" />
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<description>
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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.
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</description>
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</method>
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<method name="make_current">
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<return type="void">
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</return>
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<return type="void" />
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<description>
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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.
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</description>
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</method>
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<method name="project_local_ray_normal" qualifiers="const">
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<return type="Vector3">
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</return>
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<argument index="0" name="screen_point" type="Vector2">
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</argument>
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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 from the screen point location directed along the camera. Orthogonal cameras are normalized. Perspective cameras account for perspective, screen width/height, etc.
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</description>
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</method>
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<method name="project_position" qualifiers="const">
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<return type="Vector3">
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</return>
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<argument index="0" name="screen_point" type="Vector2">
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</argument>
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<argument index="1" name="z_depth" type="float">
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</argument>
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<return type="Vector3" />
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<argument index="0" name="screen_point" type="Vector2" />
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<argument index="1" name="z_depth" type="float" />
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<description>
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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.
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</description>
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</method>
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<method name="project_ray_normal" qualifiers="const">
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<return type="Vector3">
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</return>
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<argument index="0" name="screen_point" type="Vector2">
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</argument>
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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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</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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</return>
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<argument index="0" name="screen_point" type="Vector2">
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</argument>
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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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</description>
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</method>
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<method name="set_cull_mask_bit">
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<return type="void">
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</return>
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<argument index="0" name="layer" type="int">
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</argument>
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<argument index="1" name="enable" type="bool">
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</argument>
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<return type="void" />
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<argument index="0" name="layer" type="int" />
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<argument index="1" name="enable" type="bool" />
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<description>
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Enables or disables the given [code]layer[/code] in the [member cull_mask].
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</description>
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</method>
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<method name="set_frustum">
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<return type="void">
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</return>
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<argument index="0" name="size" type="float">
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</argument>
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<argument index="1" name="offset" type="Vector2">
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</argument>
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<argument index="2" name="z_near" type="float">
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</argument>
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<argument index="3" name="z_far" type="float">
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</argument>
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<return type="void" />
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<argument index="0" name="size" type="float" />
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<argument index="1" name="offset" type="Vector2" />
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<argument index="2" name="z_near" type="float" />
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<argument index="3" name="z_far" type="float" />
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<description>
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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.
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</description>
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</method>
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<method name="set_orthogonal">
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<return type="void">
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</return>
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<argument index="0" name="size" type="float">
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</argument>
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<argument index="1" name="z_near" type="float">
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</argument>
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<argument index="2" name="z_far" type="float">
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</argument>
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<return type="void" />
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<argument index="0" name="size" type="float" />
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<argument index="1" name="z_near" type="float" />
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<argument index="2" name="z_far" type="float" />
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<description>
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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.)
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</description>
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</method>
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<method name="set_perspective">
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<return type="void">
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</return>
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<argument index="0" name="fov" type="float">
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</argument>
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<argument index="1" name="z_near" type="float">
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</argument>
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<argument index="2" name="z_far" type="float">
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</argument>
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<return type="void" />
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<argument index="0" name="fov" type="float" />
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<argument index="1" name="z_near" type="float" />
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<argument index="2" name="z_far" type="float" />
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<description>
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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.
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</description>
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</method>
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<method name="unproject_position" qualifiers="const">
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<return type="Vector2">
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</return>
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<argument index="0" name="world_point" type="Vector3">
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</argument>
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<return type="Vector2" />
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<argument index="0" name="world_point" type="Vector3" />
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<description>
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Returns the 2D coordinate in the [Viewport] rectangle that maps to the given 3D point in world space.
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[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:
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