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author | Haoyu Qiu <timothyqiu32@gmail.com> | 2022-11-19 20:19:50 +0800 |
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committer | Haoyu Qiu <timothyqiu32@gmail.com> | 2022-11-19 20:19:50 +0800 |
commit | 42ab2b9ef5602aecb73471b88c93278825b2d20e (patch) | |
tree | 59f267decebff2724dd5369a801c711558f2913c /doc | |
parent | 895428c8058ce97abb02a6a3500e463f72a4f9c9 (diff) |
Revert move vector parameter name to motion
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/PhysicsBody2D.xml | 10 | ||||
-rw-r--r-- | doc/classes/PhysicsBody3D.xml | 10 |
2 files changed, 10 insertions, 10 deletions
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 59660b4de5..30fa54d669 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -25,12 +25,12 @@ </method> <method name="move_and_collide"> <return type="KinematicCollision2D" /> - <param index="0" name="distance" type="Vector2" /> + <param index="0" name="motion" type="Vector2" /> <param index="1" name="test_only" type="bool" default="false" /> <param index="2" name="safe_margin" type="float" default="0.08" /> <param index="3" name="recovery_as_collision" type="bool" default="false" /> <description> - Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. + Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion. If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details). @@ -47,13 +47,13 @@ <method name="test_move"> <return type="bool" /> <param index="0" name="from" type="Transform2D" /> - <param index="1" name="distance" type="Vector2" /> + <param index="1" name="motion" type="Vector2" /> <param index="2" name="collision" type="KinematicCollision2D" default="null" /> <param index="3" name="safe_margin" type="float" default="0.08" /> <param index="4" name="recovery_as_collision" type="bool" default="false" /> <description> - Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. - Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. + Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. + Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [param collision] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details). If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies. diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index bf7882a1ea..2ef54683f2 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -32,13 +32,13 @@ </method> <method name="move_and_collide"> <return type="KinematicCollision3D" /> - <param index="0" name="distance" type="Vector3" /> + <param index="0" name="motion" type="Vector3" /> <param index="1" name="test_only" type="bool" default="false" /> <param index="2" name="safe_margin" type="float" default="0.001" /> <param index="3" name="recovery_as_collision" type="bool" default="false" /> <param index="4" name="max_collisions" type="int" default="1" /> <description> - Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. + Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion. If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details). @@ -64,14 +64,14 @@ <method name="test_move"> <return type="bool" /> <param index="0" name="from" type="Transform3D" /> - <param index="1" name="distance" type="Vector3" /> + <param index="1" name="motion" type="Vector3" /> <param index="2" name="collision" type="KinematicCollision3D" default="null" /> <param index="3" name="safe_margin" type="float" default="0.001" /> <param index="4" name="recovery_as_collision" type="bool" default="false" /> <param index="5" name="max_collisions" type="int" default="1" /> <description> - Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. - Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. + Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. + Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [param collision] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details). If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies. |