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Fix some differences between ShapeCast2D and ShapeCast3D documentation
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@ -15,7 +15,7 @@
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<return type="void" />
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<param index="0" name="node" type="CollisionObject2D" />
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<description>
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Adds a collision exception so the shape does not report collisions with the specified [CollisionObject2D] node.
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Adds a collision exception so the shape does not report collisions with the specified node.
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</description>
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</method>
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<method name="add_exception_rid">
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@ -35,19 +35,19 @@
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<return type="void" />
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<description>
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Updates the collision information for the shape immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when the shape or its parent has changed state.
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[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
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[b]Note:[/b] Setting [member enabled] to [code]true[/code] is not required for this to work.
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</description>
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</method>
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<method name="get_closest_collision_safe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision.
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Returns the fraction from this cast's origin to its [member target_position] of how far the shape can move without triggering a collision, as a value between [code]0.0[/code] and [code]1.0[/code].
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</description>
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</method>
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<method name="get_closest_collision_unsafe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision.
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Returns the fraction from this cast's origin to its [member target_position] of how far the shape must move to trigger a collision, as a value between [code]0.0[/code] and [code]1.0[/code].
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In ideal conditions this would be the same as [method get_closest_collision_safe_fraction], however shape casting is calculated in discrete steps, so the precise point of collision can occur between two calculated positions.
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</description>
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</method>
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@ -97,7 +97,7 @@
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<param index="0" name="index" type="int" />
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<description>
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Returns the collision point of one of the multiple collisions at [param index] where the shape intersects the colliding object.
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[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
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[b]Note:[/b] This point is in the [b]global[/b] coordinate system.
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</description>
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</method>
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<method name="is_colliding" qualifiers="const">
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@ -110,7 +110,7 @@
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<return type="void" />
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<param index="0" name="node" type="CollisionObject2D" />
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<description>
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Removes a collision exception so the shape does report collisions with the specified [CollisionObject2D] node.
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Removes a collision exception so the shape does report collisions with the specified node.
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</description>
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</method>
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<method name="remove_exception_rid">
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@ -137,7 +137,7 @@
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If [code]true[/code], collisions with [PhysicsBody2D]s will be reported.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
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The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="collision_result" type="Array" setter="" getter="get_collision_result" default="[]">
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Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method.
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@ -155,10 +155,10 @@
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The number of intersections can be limited with this parameter, to reduce the processing time.
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</member>
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<member name="shape" type="Shape2D" setter="set_shape" getter="get_shape">
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The [Shape2D]-derived shape to be used for collision queries.
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The shape to be used for collision queries.
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</member>
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<member name="target_position" type="Vector2" setter="set_target_position" getter="get_target_position" default="Vector2(0, 50)">
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The shape's destination point, relative to this node's [code]position[/code].
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The shape's destination point, relative to this node's [member Node2D.position].
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</member>
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</members>
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</class>
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@ -15,7 +15,7 @@
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<return type="void" />
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<param index="0" name="node" type="CollisionObject3D" />
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<description>
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Adds a collision exception so the shape does not report collisions with the specified [CollisionObject3D] node.
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Adds a collision exception so the shape does not report collisions with the specified node.
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</description>
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</method>
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<method name="add_exception_rid">
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@ -28,26 +28,26 @@
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<method name="clear_exceptions">
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<return type="void" />
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<description>
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Removes all collision exceptions for this [ShapeCast3D].
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Removes all collision exceptions for this shape.
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</description>
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</method>
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<method name="force_shapecast_update">
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<return type="void" />
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<description>
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Updates the collision information for the shape immediately, without waiting for the next [code]_physics_process[/code] call. Use this method, for example, when the shape or its parent has changed state.
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[b]Note:[/b] [code]enabled == true[/code] is not required for this to work.
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[b]Note:[/b] Setting [member enabled] to [code]true[/code] is not required for this to work.
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</description>
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</method>
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<method name="get_closest_collision_safe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision.
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Returns the fraction from this cast's origin to its [member target_position] of how far the shape can move without triggering a collision, as a value between [code]0.0[/code] and [code]1.0[/code].
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</description>
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</method>
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<method name="get_closest_collision_unsafe_fraction" qualifiers="const">
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<return type="float" />
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<description>
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The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision.
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Returns the fraction from this cast's origin to its [member target_position] of how far the shape must move to trigger a collision, as a value between [code]0.0[/code] and [code]1.0[/code].
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In ideal conditions this would be the same as [method get_closest_collision_safe_fraction], however shape casting is calculated in discrete steps, so the precise point of collision can occur between two calculated positions.
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</description>
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</method>
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@ -97,7 +97,7 @@
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<param index="0" name="index" type="int" />
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<description>
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Returns the collision point of one of the multiple collisions at [param index] where the shape intersects the colliding object.
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[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
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[b]Note:[/b] This point is in the [b]global[/b] coordinate system.
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</description>
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</method>
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<method name="is_colliding" qualifiers="const">
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@ -110,7 +110,7 @@
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<return type="void" />
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<param index="0" name="node" type="CollisionObject3D" />
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<description>
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Removes a collision exception so the shape does report collisions with the specified [CollisionObject3D] node.
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Removes a collision exception so the shape does report collisions with the specified node.
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</description>
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</method>
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<method name="remove_exception_rid">
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@ -166,10 +166,10 @@
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The number of intersections can be limited with this parameter, to reduce the processing time.
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</member>
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<member name="shape" type="Shape3D" setter="set_shape" getter="get_shape">
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The [Shape3D]-derived shape to be used for collision queries.
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The shape to be used for collision queries.
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</member>
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<member name="target_position" type="Vector3" setter="set_target_position" getter="get_target_position" default="Vector3(0, -1, 0)">
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The shape's destination point, relative to this node's [code]position[/code].
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The shape's destination point, relative to this node's [member Node3D.position].
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</member>
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</members>
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</class>
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