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Fix documentation 2d/3d mixups
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@ -216,13 +216,13 @@
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<signal name="mouse_entered">
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<description>
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Emitted when the mouse pointer enters any of this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
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[b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
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[b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question.
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</description>
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</signal>
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<signal name="mouse_exited">
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<description>
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Emitted when the mouse pointer exits all this object's shapes. Requires [member input_ray_pickable] to be [code]true[/code] and at least one [member collision_layer] bit to be set.
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[b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject2D]'s area is small. This signal may also not be emitted if another [CollisionObject2D] is overlapping the [CollisionObject2D] in question.
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[b]Note:[/b] Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the [CollisionObject3D]'s area is small. This signal may also not be emitted if another [CollisionObject3D] is overlapping the [CollisionObject3D] in question.
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</description>
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</signal>
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</signals>
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@ -232,7 +232,7 @@
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Automatically re-added to the physics simulation when the [Node] is processed again.
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</constant>
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<constant name="DISABLE_MODE_MAKE_STATIC" value="1" enum="DisableMode">
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When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. [PhysicsBody3D] can't be affected by forces or other bodies while static.
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When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area3D]. [PhysicsBody3D] can't be affected by forces or other bodies while static.
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Automatically set [PhysicsBody3D] back to its original mode when the [Node] is processed again.
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</constant>
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<constant name="DISABLE_MODE_KEEP_ACTIVE" value="2" enum="DisableMode">
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@ -4,7 +4,7 @@
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Convex polygon shape resource for 3D physics.
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</brief_description>
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<description>
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3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape2D]s can be manually drawn in the editor using the [CollisionPolygon3D] node.
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3D convex polygon shape resource to be added as a [i]direct[/i] child of a [PhysicsBody3D] or [Area3D] using a [CollisionShape3D] node. Unlike [ConcavePolygonShape3D], [ConvexPolygonShape3D] cannot store concave polygon shapes. [ConvexPolygonShape3D]s can be manually drawn in the editor using the [CollisionPolygon3D] node.
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[b]Convex decomposition:[/b] Concave objects' collisions can be represented accurately using [i]several[/i] [ConvexPolygonShape3D]s. This allows dynamic physics bodies to have complex concave collisions (at a performance cost). This is available in the editor by selecting the [MeshInstance3D], going to the [b]Mesh[/b] menu and choosing [b]Create Multiple Convex Collision Siblings[/b]. Alternatively, [method MeshInstance3D.create_multiple_convex_collisions] can be called in a script to perform this decomposition at run-time.
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[b]Performance:[/b] [ConvexPolygonShape3D] is faster to check collisions against compared to [ConcavePolygonShape3D], but it is slower than primitive collision shapes such as [SphereShape3D] or [BoxShape3D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by a primitive shape.
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</description>
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@ -15,7 +15,7 @@
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<param index="0" name="name" type="String" />
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<param index="1" name="create_callback" type="Callable" />
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<description>
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Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer2D] object.
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Register a [PhysicsServer3D] implementation by passing a [param name] and a [Callable] that returns a [PhysicsServer3D] object.
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</description>
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</method>
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<method name="set_default_server">
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@ -16,7 +16,7 @@
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<param index="0" name="delta" type="float" />
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<param index="1" name="execution_mode" type="int" />
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<description>
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Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton3D has one assigned.
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Executes all the modifications on the [SkeletonModificationStack2D], if the Skeleton2D has one assigned.
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</description>
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</method>
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<method name="get_bone">
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@ -56,7 +56,7 @@
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<method name="get_modification_stack">
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<return type="SkeletonModificationStack2D" />
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<description>
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Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton3D the modification is operating on.
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Returns the [SkeletonModificationStack2D] that this modification is bound to. Through the modification stack, you can access the Skeleton2D the modification is operating on.
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</description>
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</method>
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<method name="set_editor_draw_gizmo">
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