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Fix incorrect Z direction for AABB's position
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Mickeon committed Nov 22, 2024
1 parent 98ddec4 commit d143f25
Showing 1 changed file with 4 additions and 4 deletions.
8 changes: 4 additions & 4 deletions doc/classes/AABB.xml
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<return type="bool" />
<param index="0" name="point" type="Vector3" />
<description>
Returns [code]true[/code] if the bounding box contains the given [param point]. By convention, points exactly on the right, top, and front sides are [b]not[/b] included.
Returns [code]true[/code] if the bounding box contains the given [param point]. By convention, points exactly on the right, top, and forward sides are [b]not[/b] included.
[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] [member size]. Use [method abs] first to get a valid bounding box.
</description>
</method>
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</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 forward 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-forward 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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