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authorMax Hilbrunner <mhilbrunner@users.noreply.github.com>2022-02-02 15:22:38 +0100
committerGitHub <noreply@github.com>2022-02-02 15:22:38 +0100
commitc8ee8082f49f4051d7143e24961c45c56910997a (patch)
treef665b0796facb423916993f1e0e440a70c1de534
parentbf12719ccabcea9bf9b274f77511e02581678774 (diff)
parent2ea08134c3e3f73e506442fc0ac3897f5943c909 (diff)
Merge pull request #57531 from Calinou/doc-area-overlaps
Clarify Area2D/Area3D `overlaps_area()`/`overlaps_body()` documentation
-rw-r--r--doc/classes/Area2D.xml6
-rw-r--r--doc/classes/Area3D.xml6
2 files changed, 6 insertions, 6 deletions
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index 0f7e6799be..5280b7445d 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -31,7 +31,7 @@
<return type="bool" />
<argument index="0" name="area" type="Node" />
<description>
- If [code]true[/code], the given area overlaps the Area2D.
+ Returns [code]true[/code] if the given [Area2D] intersects or overlaps this [Area2D], [code]false[/code] otherwise.
[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, the list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
</description>
</method>
@@ -39,9 +39,9 @@
<return type="bool" />
<argument index="0" name="body" type="Node" />
<description>
- If [code]true[/code], the given physics body overlaps the Area2D.
+ Returns [code]true[/code] if the given physics body intersects or overlaps this [Area2D], [code]false[/code] otherwise.
[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
- The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics bodies themselves, they register their tiles with collision shapes as a virtual physics body).
+ The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance. While TileMaps are not physics bodies themselves, they register their tiles with collision shapes as a virtual physics body.
</description>
</method>
</methods>
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index 450ed44307..4f456cb56d 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -29,7 +29,7 @@
<return type="bool" />
<argument index="0" name="area" type="Node" />
<description>
- If [code]true[/code], the given area overlaps the Area3D.
+ Returns [code]true[/code] if the given [Area3D] intersects or overlaps this [Area3D], [code]false[/code] otherwise.
[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
</description>
</method>
@@ -37,9 +37,9 @@
<return type="bool" />
<argument index="0" name="body" type="Node" />
<description>
- If [code]true[/code], the given physics body overlaps the Area3D.
+ Returns [code]true[/code] if the given physics body intersects or overlaps this [Area3D], [code]false[/code] otherwise.
[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
- The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
+ The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance. While GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body.
</description>
</method>
</methods>