From d143f253e7b9ea48e90ec9e125ba8e641674f997 Mon Sep 17 00:00:00 2001 From: Micky Date: Sun, 17 Nov 2024 11:53:12 +0100 Subject: [PATCH] Fix incorrect Z direction for AABB's position --- doc/classes/AABB.xml | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/doc/classes/AABB.xml b/doc/classes/AABB.xml index ae2de055cb04..54b0b3fdc8db 100644 --- a/doc/classes/AABB.xml +++ b/doc/classes/AABB.xml @@ -248,7 +248,7 @@ - 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. @@ -345,14 +345,14 @@ - 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]. - 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. 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].