classref: Sync with current 4.0 branch (6c99b77)

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Godot Organization
2024-05-07 11:27:01 +00:00
parent 5de513ea6c
commit 727b754530
6 changed files with 10 additions and 10 deletions

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@@ -5487,7 +5487,7 @@ Returns an "eased" value of ``x`` based on an easing function defined with ``cur
- 1.0: Linear
- Greater than 1.0 (exclusive): Ease in
\ `ease() curve values cheatsheet <https://raw.githubusercontent.com/godotengine/godot-docs/master/img/ease_cheatsheet.png>`__\
\ `ease() curve values cheatsheet <https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/ease_cheatsheet.png>`__\
See also :ref:`smoothstep<class_@GlobalScope_method_smoothstep>`. If you need to perform more advanced transitions, use :ref:`Tween.interpolate_value<class_Tween_method_interpolate_value>`.
@@ -6824,7 +6824,7 @@ This S-shaped curve is the cubic Hermite interpolator, given by ``f(y) = 3*y^2 -
Compared to :ref:`ease<class_@GlobalScope_method_ease>` with a curve value of ``-1.6521``, :ref:`smoothstep<class_@GlobalScope_method_smoothstep>` returns the smoothest possible curve with no sudden changes in the derivative. If you need to perform more advanced transitions, use :ref:`Tween<class_Tween>` or :ref:`AnimationPlayer<class_AnimationPlayer>`.
\ `Comparison between smoothstep() and ease(x, -1.6521) return values <https://raw.githubusercontent.com/godotengine/godot-docs/master/img/smoothstep_ease_comparison.png>`__
\ `Comparison between smoothstep() and ease(x, -1.6521) return values <https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/smoothstep_ease_comparison.png>`__
.. rst-class:: classref-item-separator

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@@ -563,7 +563,7 @@ Returns the RID of a pyramid shape encompassing the camera's view frustum, ignor
:ref:`bool<class_bool>` **is_position_behind** **(** :ref:`Vector3<class_Vector3>` world_point **)** |const|
Returns ``true`` if the given position is behind the camera (the blue part of the linked diagram). `See this diagram <https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png>`__ for an overview of position query methods.
Returns ``true`` if the given position is behind the camera (the blue part of the linked diagram). `See this diagram <https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/camera3d_position_frustum.png>`__ for an overview of position query methods.
\ **Note:** A position which returns ``false`` may still be outside the camera's field of view.
@@ -577,7 +577,7 @@ Returns ``true`` if the given position is behind the camera (the blue part of th
:ref:`bool<class_bool>` **is_position_in_frustum** **(** :ref:`Vector3<class_Vector3>` world_point **)** |const|
Returns ``true`` if the given position is inside the camera's frustum (the green part of the linked diagram). `See this diagram <https://raw.githubusercontent.com/godotengine/godot-docs/master/img/camera3d_position_frustum.png>`__ for an overview of position query methods.
Returns ``true`` if the given position is inside the camera's frustum (the green part of the linked diagram). `See this diagram <https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/camera3d_position_frustum.png>`__ for an overview of position query methods.
.. rst-class:: classref-item-separator

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@@ -23,7 +23,7 @@ Colors can be created in various ways: By the various **Color** constructors, by
\ **Note:** In a boolean context, a Color will evaluate to ``false`` if it is equal to ``Color(0, 0, 0, 1)`` (opaque black). Otherwise, a Color will always evaluate to ``true``.
\ `Color constants cheatsheet <https://raw.githubusercontent.com/godotengine/godot-docs/master/img/color_constants.png>`__
\ `Color constants cheatsheet <https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/color_constants.png>`__
.. rst-class:: classref-introduction-group

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@@ -342,7 +342,7 @@ Multiplies the current scale by the ``ratio`` vector.
Returns the angle between the node and the ``point`` in radians.
\ `Illustration of the returned angle. <https://raw.githubusercontent.com/godotengine/godot-docs/master/img/node2d_get_angle_to.png>`__
\ `Illustration of the returned angle. <https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/node2d_get_angle_to.png>`__
.. rst-class:: classref-item-separator

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@@ -139,7 +139,7 @@ You should avoid using more than one **Tween** per object's property. If two or
Some :ref:`Tweener<class_Tweener>`\ s use transitions and eases. The first accepts a :ref:`TransitionType<enum_Tween_TransitionType>` constant, and refers to the way the timing of the animation is handled (see `easings.net <https://easings.net/>`__ for some examples). The second accepts an :ref:`EaseType<enum_Tween_EaseType>` constant, and controls where the ``trans_type`` is applied to the interpolation (in the beginning, the end, or both). If you don't know which transition and easing to pick, you can try different :ref:`TransitionType<enum_Tween_TransitionType>` constants with :ref:`EASE_IN_OUT<class_Tween_constant_EASE_IN_OUT>`, and use the one that looks best.
\ `Tween easing and transition types cheatsheet <https://raw.githubusercontent.com/godotengine/godot-docs/master/img/tween_cheatsheet.png>`__\
\ `Tween easing and transition types cheatsheet <https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/tween_cheatsheet.png>`__\
\ **Note:** Tweens are not designed to be re-used and trying to do so results in an undefined behavior. Create a new Tween for each animation and every time you replay an animation from start. Keep in mind that Tweens start immediately, so only create a Tween when you want to start animating.

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@@ -402,7 +402,7 @@ Returns this vector's angle with respect to the positive X axis, or ``(1, 0)`` v
For example, ``Vector2.RIGHT.angle()`` will return zero, ``Vector2.DOWN.angle()`` will return ``PI / 2`` (a quarter turn, or 90 degrees), and ``Vector2(1, -1).angle()`` will return ``-PI / 4`` (a negative eighth turn, or -45 degrees).
\ `Illustration of the returned angle. <https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle.png>`__\
\ `Illustration of the returned angle. <https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/vector2_angle.png>`__\
Equivalent to the result of :ref:`@GlobalScope.atan2<class_@GlobalScope_method_atan2>` when called with the vector's :ref:`y<class_Vector2_property_y>` and :ref:`x<class_Vector2_property_x>` as parameters: ``atan2(y, x)``.
@@ -418,7 +418,7 @@ Equivalent to the result of :ref:`@GlobalScope.atan2<class_@GlobalScope_method_a
Returns the angle to the given vector, in radians.
\ `Illustration of the returned angle. <https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle_to.png>`__
\ `Illustration of the returned angle. <https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/vector2_angle_to.png>`__
.. rst-class:: classref-item-separator
@@ -434,7 +434,7 @@ Returns the angle between the line connecting the two points and the X axis, in
\ ``a.angle_to_point(b)`` is equivalent of doing ``(b - a).angle()``.
\ `Illustration of the returned angle. <https://raw.githubusercontent.com/godotengine/godot-docs/master/img/vector2_angle_to_point.png>`__
\ `Illustration of the returned angle. <https://raw.githubusercontent.com/godotengine/godot-docs/4.0/img/vector2_angle_to_point.png>`__
.. rst-class:: classref-item-separator