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Fix incorrect Z direction for AABB's position
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Mickeon committed Nov 17, 2024
1 parent 98ddec4 commit cd80068
Showing 1 changed file with 3 additions and 3 deletions.
6 changes: 3 additions & 3 deletions doc/classes/AABB.xml
Original file line number Diff line number Diff line change
Expand Up @@ -345,14 +345,14 @@
</methods>
<members>
<member name="end" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
The ending point. This is usually the corner on the top-right and forward of the bounding box, and is equivalent to [code]position + size[/code]. Setting this point affects the [member size].
The ending point. This is usually the corner on the top-right and back of the bounding box, and is equivalent to [code]position + size[/code]. Setting this point affects the [member size].
</member>
<member name="position" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
The origin point. This is usually the corner on the bottom-left and back of the bounding box.
The origin point. This is usually the corner on the bottom-left and front of the bounding box.
</member>
<member name="size" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
The bounding box's width, height, and depth starting from [member position]. Setting this value also affects the [member end] point.
[b]Note:[/b] It's recommended setting the width, height, and depth to non-negative values. This is because most methods in Godot assume that the [member position] is the bottom-left-back corner, and the [member end] is the top-right-forward corner. To get an equivalent bounding box with non-negative size, use [method abs].
[b]Note:[/b] It's recommended setting the width, height, and depth to non-negative values. This is because most methods in Godot assume that the [member position] is the bottom-left-back corner, and the [member end] is the top-right-back corner. To get an equivalent bounding box with non-negative size, use [method abs].
</member>
</members>
<operators>
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