Document Vector2.dot() and Vector3.dot() more extensively

These methods are commonly used in games. It's time to make the
documentation more explicit about them :)
This commit is contained in:
Hugo Locurcio 2020-07-18 00:46:23 +02:00
parent 639252d0f8
commit 1554fce23c
2 changed files with 8 additions and 2 deletions

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@ -154,7 +154,10 @@
<argument index="0" name="with" type="Vector2">
</argument>
<description>
Returns the dot product with vector [code]b[/code].
Returns the dot product with vector [code]b[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player.
The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees.
When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned.
[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code].
</description>
</method>
<method name="floor">

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@ -123,7 +123,10 @@
<argument index="0" name="b" type="Vector3">
</argument>
<description>
Returns the dot product with [code]b[/code].
Returns the dot product with vector [code]b[/code]. This can be used to compare the angle between two vectors. For example, this can be used to determine whether an enemy is facing the player.
The dot product will be [code]0[/code] for a straight angle (90 degrees), greater than 0 for angles narrower than 90 degrees and lower than 0 for angles wider than 90 degrees.
When using unit (normalized) vectors, the result will always be between [code]-1.0[/code] (180 degree angle) when the vectors are facing opposite directions, and [code]1.0[/code] (0 degree angle) when the vectors are aligned.
[b]Note:[/b] [code]a.dot(b)[/code] is equivalent to [code]b.dot(a)[/code].
</description>
</method>
<method name="floor">