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Improve documentation on Node2D transform properties such as Skew
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- Mention the units used for Skew in the inspector and code.
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Calinou committed Sep 6, 2024
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27 changes: 14 additions & 13 deletions doc/classes/Node2D.xml
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</methods>
<members>
<member name="global_position" type="Vector2" setter="set_global_position" getter="get_global_position">
Global position.
Global position. See also [member position].
</member>
<member name="global_rotation" type="float" setter="set_global_rotation" getter="get_global_rotation">
Global rotation in radians.
Global rotation in radians. See also [member rotation].
</member>
<member name="global_rotation_degrees" type="float" setter="set_global_rotation_degrees" getter="get_global_rotation_degrees">
Helper property to access [member global_rotation] in degrees instead of radians.
Helper property to access [member global_rotation] in degrees instead of radians. See also [member rotation_degrees].
</member>
<member name="global_scale" type="Vector2" setter="set_global_scale" getter="get_global_scale">
Global scale.
Global scale. See also [member scale].
</member>
<member name="global_skew" type="float" setter="set_global_skew" getter="get_global_skew">
Global skew in radians.
Global skew in radians. See also [member skew].
</member>
<member name="global_transform" type="Transform2D" setter="set_global_transform" getter="get_global_transform">
Global [Transform2D].
Global [Transform2D]. See also [member transform].
</member>
<member name="position" type="Vector2" setter="set_position" getter="get_position" default="Vector2(0, 0)">
Position, relative to the node's parent.
Position, relative to the node's parent. See also [member global_position].
</member>
<member name="rotation" type="float" setter="set_rotation" getter="get_rotation" default="0.0">
Rotation in radians, relative to the node's parent.
Rotation in radians, relative to the node's parent. See also [member global_rotation].
[b]Note:[/b] This property is edited in the inspector in degrees. If you want to use degrees in a script, use [member rotation_degrees].
</member>
<member name="rotation_degrees" type="float" setter="set_rotation_degrees" getter="get_rotation_degrees">
Helper property to access [member rotation] in degrees instead of radians.
Helper property to access [member rotation] in degrees instead of radians. See also [member global_rotation_degrees].
</member>
<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale. Unscaled value: [code](1, 1)[/code].
The node's scale, relative to the node's parent. Unscaled value: [code](1, 1)[/code]. See also [member global_scale].
[b]Note:[/b] Negative X scales in 2D are not decomposable from the transformation matrix. Due to the way scale is represented with transformation matrices in Godot, negative scales on the X axis will be changed to negative scales on the Y axis and a rotation of 180 degrees when decomposed.
</member>
<member name="skew" type="float" setter="set_skew" getter="get_skew" default="0.0">
Slants the node.
[b]Note:[/b] Skew is X axis only.
If set to a non-zero value, slants the node in one direction or another. This can be used for pseudo-3D effects. See also [member global_skew].
[b]Note:[/b] Skew is performed on the X axis only, and [i]between[/i] rotation and scaling.
[b]Note:[/b] This property is edited in the inspector in degrees. If you want to use degrees in a script, use [code]skew = deg_to_rad(value_in_degrees)[/code].
</member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
Local [Transform2D].
The node's [Transform2D], relative to the node's parent. See also [member global_transform].
</member>
</members>
</class>

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