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authorMarcel Admiraal <madmiraal@users.noreply.github.com>2020-01-15 08:04:02 +0100
committerMarcel Admiraal <madmiraal@users.noreply.github.com>2020-01-15 10:13:35 +0100
commit907adb37cee5f1b907d25069d0e0a037297f656e (patch)
tree9572c61bc022f636fbfbbca9f250ca3f866e1985 /doc
parent40f0649e5b02037cb4745c336170e1e5422467ed (diff)
Fixes get_floor_normal() returning the user defined floor_normal.
When there is no collision with a floor the get_floor_normal() function should return the zero vector to be consistent with get_floor_velocity(). Renames floor_normal to up_direction in all bindings. Updates the documentation of get_floor_normal() and get_floor_velocity() to make it clear when the values are valid. Updates the documentation for move_and_slide() and move_and_slide_with_snap() to use the new up_direction parameter name.
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/KinematicBody.xml8
-rw-r--r--doc/classes/KinematicBody2D.xml10
2 files changed, 9 insertions, 9 deletions
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml
index f796b15307..c32264221d 100644
--- a/doc/classes/KinematicBody.xml
+++ b/doc/classes/KinematicBody.xml
@@ -25,14 +25,14 @@
<return type="Vector3">
</return>
<description>
- Returns the normal vector of the floor.
+ Returns the surface normal of the floor at the last collision point. Only valid after calling [method move_and_slide] or [method move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/code].
</description>
</method>
<method name="get_floor_velocity" qualifiers="const">
<return type="Vector3">
</return>
<description>
- Returns the velocity of the floor. Only updates when calling [method move_and_slide].
+ Returns the linear velocity of the floor at the last collision point. Only valid after calling [method move_and_slide] or [method move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/code].
</description>
</method>
<method name="get_slide_collision">
@@ -106,7 +106,7 @@
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody] or [RigidBody], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
[code]linear_velocity[/code] is the velocity vector (typically meters per second). Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
- [code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
+ [code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector3(0, 0, 0)[/code], everything is considered a wall.
If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes if you include gravity in [code]linear_velocity[/code].
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
@@ -121,7 +121,7 @@
</argument>
<argument index="1" name="snap" type="Vector3">
</argument>
- <argument index="2" name="floor_normal" type="Vector3" default="Vector3( 0, 0, 0 )">
+ <argument index="2" name="up_direction" type="Vector3" default="Vector3( 0, 0, 0 )">
</argument>
<argument index="3" name="stop_on_slope" type="bool" default="false">
</argument>
diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml
index 470d8db47a..6a3b3dabb1 100644
--- a/doc/classes/KinematicBody2D.xml
+++ b/doc/classes/KinematicBody2D.xml
@@ -17,14 +17,14 @@
<return type="Vector2">
</return>
<description>
- Returns the normal vector of the floor.
+ Returns the surface normal of the floor at the last collision point. Only valid after calling [method move_and_slide] or [method move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/code].
</description>
</method>
<method name="get_floor_velocity" qualifiers="const">
<return type="Vector2">
</return>
<description>
- Returns the velocity of the floor. Only updates when calling [method move_and_slide].
+ Returns the linear velocity of the floor at the last collision point. Only valid after calling [method move_and_slide] or [method move_and_slide_with_snap] and when [method is_on_floor] returns [code]true[/code].
</description>
</method>
<method name="get_slide_collision">
@@ -91,7 +91,7 @@
</return>
<argument index="0" name="linear_velocity" type="Vector2">
</argument>
- <argument index="1" name="floor_normal" type="Vector2" default="Vector2( 0, 0 )">
+ <argument index="1" name="up_direction" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<argument index="2" name="stop_on_slope" type="bool" default="false">
</argument>
@@ -104,7 +104,7 @@
<description>
Moves the body along a vector. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [KinematicBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving or rotating platforms, or to make nodes push other nodes.
[code]linear_velocity[/code] is the velocity vector in pixels per second. Unlike in [method move_and_collide], you should [i]not[/i] multiply it by [code]delta[/code] — the physics engine handles applying the velocity.
- [code]floor_normal[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
+ [code]up_direction[/code] is the up direction, used to determine what is a wall and what is a floor or a ceiling. If set to the default value of [code]Vector2(0, 0)[/code], everything is considered a wall. This is useful for topdown games.
If [code]stop_on_slope[/code] is [code]true[/code], body will not slide on slopes when you include gravity in [code]linear_velocity[/code] and the body is standing still.
If the body collides, it will change direction a maximum of [code]max_slides[/code] times before it stops.
[code]floor_max_angle[/code] is the maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall. The default value equals 45 degrees.
@@ -119,7 +119,7 @@
</argument>
<argument index="1" name="snap" type="Vector2">
</argument>
- <argument index="2" name="floor_normal" type="Vector2" default="Vector2( 0, 0 )">
+ <argument index="2" name="up_direction" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<argument index="3" name="stop_on_slope" type="bool" default="false">
</argument>