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author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2017-07-28 11:06:23 +0200 |
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committer | GitHub <noreply@github.com> | 2017-07-28 11:06:23 +0200 |
commit | 2d162a60da5ecf0faabe5f2a4c00def7d08e0d97 (patch) | |
tree | 759127e97fb72ff7c70f884eaf63d591d8befed6 /doc/base/classes.xml | |
parent | a7b35edf7bb0071159ea7ed12341ea9ac20075d2 (diff) | |
parent | bb4b98defedf6aeadb94a497568f962981dd3ec7 (diff) |
Merge pull request #9863 from kubecz3k/move-docs
Documentation update for KinematicBody.move()
Diffstat (limited to 'doc/base/classes.xml')
-rw-r--r-- | doc/base/classes.xml | 24 |
1 files changed, 21 insertions, 3 deletions
diff --git a/doc/base/classes.xml b/doc/base/classes.xml index cd366f01f8..058753132e 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -245,7 +245,7 @@ <description> Returns the floating-point remainder of x/y (rounded towards zero): [codeblock] - fmod = x - tquot * y + fmod = x - tquot * y [/codeblock] Where tquot is the truncated (i.e., rounded towards zero) result of: x/y. </description> @@ -22387,7 +22387,16 @@ <argument index="0" name="rel_vec" type="Vector3"> </argument> <description> - Move the body in the given direction, stopping if there is an obstacle. The returned vector is how much movement was remaining before being stopped. + Move the body in the given direction, stopping if there is an obstacle. If as a result of a movement there will be any collision then informations about this collision will be in returned dictionary. Dictionary will contains those keys: + - "position" - collision position + - "normal" - collision normal + - "local_shape" - id of this kinematic body shape that took part in a collision + - "travel" - traveled movement before being stopped + - "remainder" - remaining movement before being stopped + - "collider_id" - id of the collider, it can be used when dealing with [PhysicsServer] + - "collider" - colliding body + - "collider_shape_index" - index of the colliding shape, inside collider body "collider_metadata" + If the body did not intersect anything, then an empty dictionary (dir.empty()==true) is returned instead. Please note that this method is less user friendly than [method move_and_slide]. If you don't want to program each edge case manually, then it's recommended to use [method move_and_slide] instead. </description> </method> <method name="move_and_slide"> @@ -22569,7 +22578,16 @@ <argument index="0" name="rel_vec" type="Vector2"> </argument> <description> - Move the body in the given direction, stopping if there is an obstacle. The returned vector is how much movement was remaining before being stopped. + Move the body in the given direction, stopping if there is an obstacle. If as a result of a movement there will be any collision then informations about this collision will be in returned dictionary. Dictionary will contains those keys: + - "position" - collision position + - "normal" - collision normal + - "local_shape" - id of this kinematic body shape that took part in a collision + - "travel" - traveled movement before being stopped + - "remainder" - remaining movement before being stopped + - "collider_id" - id of the collider, it can be used when dealing with [Physics2DServer] + - "collider" - colliding body + - "collider_shape_index" - index of the colliding shape, inside collider body "collider_metadata" + If the body did not intersect anything, then an empty dictionary (dir.empty()==true) is returned instead. Please note that this method is less user friendly than [method move_and_slide]. If you don't want to program each edge case manually, then it's recommended to use [method move_and_slide] instead. </description> </method> <method name="move_and_slide"> |