Tweak Joint2D and Joint3D documentation for consistency

This commit is contained in:
Micky 2024-01-21 18:25:56 +01:00
parent 0bcc0e92b3
commit 0531f96d4c
2 changed files with 12 additions and 10 deletions

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@ -4,7 +4,7 @@
Abstract base class for all 2D physics joints. Abstract base class for all 2D physics joints.
</brief_description> </brief_description>
<description> <description>
Abstract base class for all joints in 2D physics. 2D joints bind together two physics bodies and apply a constraint. Abstract base class for all joints in 2D physics. 2D joints bind together two physics bodies ([member node_a] and [member node_b]) and apply a constraint.
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>
@ -12,7 +12,7 @@
<method name="get_rid" qualifiers="const"> <method name="get_rid" qualifiers="const">
<return type="RID" /> <return type="RID" />
<description> <description>
Returns the joint's [RID]. Returns the joint's internal [RID] from the [PhysicsServer2D].
</description> </description>
</method> </method>
</methods> </methods>
@ -22,13 +22,13 @@
When set to [code]0[/code], the default value from [member ProjectSettings.physics/2d/solver/default_constraint_bias] is used. When set to [code]0[/code], the default value from [member ProjectSettings.physics/2d/solver/default_constraint_bias] is used.
</member> </member>
<member name="disable_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true"> <member name="disable_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true">
If [code]true[/code], [member node_a] and [member node_b] can not collide. If [code]true[/code], the two bodies bound together do not collide with each other.
</member> </member>
<member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath(&quot;&quot;)"> <member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath(&quot;&quot;)">
The first body attached to the joint. Must derive from [PhysicsBody2D]. Path to the first body (A) attached to the joint. The node must inherit [PhysicsBody2D].
</member> </member>
<member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath(&quot;&quot;)"> <member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath(&quot;&quot;)">
The second body attached to the joint. Must derive from [PhysicsBody2D]. Path to the second body (B) attached to the joint. The node must inherit [PhysicsBody2D].
</member> </member>
</members> </members>
</class> </class>

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@ -4,7 +4,7 @@
Abstract base class for all 3D physics joints. Abstract base class for all 3D physics joints.
</brief_description> </brief_description>
<description> <description>
Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies and apply a constraint. Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies ([member node_a] and [member node_b]) and apply a constraint. If only one body is defined, it is attached to a fixed [StaticBody3D] without collision shapes.
</description> </description>
<tutorials> <tutorials>
<link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link> <link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link>
@ -13,19 +13,21 @@
<method name="get_rid" qualifiers="const"> <method name="get_rid" qualifiers="const">
<return type="RID" /> <return type="RID" />
<description> <description>
Returns the joint's [RID]. Returns the joint's internal [RID] from the [PhysicsServer3D].
</description> </description>
</method> </method>
</methods> </methods>
<members> <members>
<member name="exclude_nodes_from_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true"> <member name="exclude_nodes_from_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true">
If [code]true[/code], the two bodies of the nodes are not able to collide with each other. If [code]true[/code], the two bodies bound together do not collide with each other.
</member> </member>
<member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath(&quot;&quot;)"> <member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath(&quot;&quot;)">
The node attached to the first side (A) of the joint. Path to the first node (A) attached to the joint. The node must inherit [PhysicsBody3D].
If left empty and [member node_b] is set, the body is attached to a fixed [StaticBody3D] without collision shapes.
</member> </member>
<member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath(&quot;&quot;)"> <member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath(&quot;&quot;)">
The node attached to the second side (B) of the joint. Path to the second node (B) attached to the joint. The node must inherit [PhysicsBody3D].
If left empty and [member node_a] is set, the body is attached to a fixed [StaticBody3D] without collision shapes.
</member> </member>
<member name="solver_priority" type="int" setter="set_solver_priority" getter="get_solver_priority" default="1"> <member name="solver_priority" type="int" setter="set_solver_priority" getter="get_solver_priority" default="1">
The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority. The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.