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-rw-r--r--doc/classes/CharacterBody3D.xml21
1 files changed, 10 insertions, 11 deletions
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index a5df0fd97e..4895e2cff7 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="CharacterBody3D" inherits="PhysicsBody3D" version="4.0">
+<class name="CharacterBody3D" inherits="PhysicsBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Specialized 3D physics body node for characters moved by script.
</brief_description>
@@ -56,7 +56,7 @@
<method name="get_real_velocity" qualifiers="const">
<return type="Vector3" />
<description>
- Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member motion_velocity] which returns the requested velocity.
+ Returns the current real velocity since the last call to [method move_and_slide]. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to [member velocity] which returns the requested velocity.
</description>
</method>
<method name="get_slide_collision">
@@ -117,9 +117,8 @@
<method name="move_and_slide">
<return type="bool" />
<description>
- Moves the body based on [member motion_velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
- This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
- Modifies [member motion_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
+ Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
</description>
@@ -148,7 +147,7 @@
</member>
<member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true">
If [code]true[/code], the body will not slide on slopes when calling [method move_and_slide] when the body is standing still.
- If [code]false[/code], the body will slide on floor's slopes when [member motion_velocity] applies a downward force.
+ If [code]false[/code], the body will slide on floor's slopes when [member velocity] applies a downward force.
</member>
<member name="max_slides" type="int" setter="set_max_slides" getter="get_max_slides" default="6">
Maximum number of times the body can change direction before it stops when calling [method move_and_slide].
@@ -156,9 +155,6 @@
<member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody3D.MotionMode" default="0">
Sets the motion mode which defines the behavior of [method move_and_slide]. See [enum MotionMode] constants for available modes.
</member>
- <member name="motion_velocity" type="Vector3" setter="set_motion_velocity" getter="get_motion_velocity" default="Vector3(0, 0, 0)">
- Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
- </member>
<member name="moving_platform_apply_velocity_on_leave" type="int" setter="set_moving_platform_apply_velocity_on_leave" getter="get_moving_platform_apply_velocity_on_leave" enum="CharacterBody3D.MovingPlatformApplyVelocityOnLeave" default="0">
Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See [enum MovingPlatformApplyVelocityOnLeave] constants for available behavior.
</member>
@@ -174,6 +170,9 @@
<member name="up_direction" type="Vector3" setter="set_up_direction" getter="get_up_direction" default="Vector3(0, 1, 0)">
Direction vector used to determine what is a wall and what is a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. Defaults to [code]Vector3.UP[/code]. If set to [code]Vector3(0, 0, 0)[/code], everything is considered a wall. This is useful for topdown games.
</member>
+ <member name="velocity" type="Vector3" setter="set_velocity" getter="get_velocity" default="Vector3(0, 0, 0)">
+ Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
+ </member>
<member name="wall_min_slide_angle" type="float" setter="set_wall_min_slide_angle" getter="get_wall_min_slide_angle" default="0.261799">
Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. When [member motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if [member floor_block_on_wall] is [code]true[/code].
</member>
@@ -186,10 +185,10 @@
Apply when there is no notion of floor or ceiling. All collisions will be reported as [code]on_wall[/code]. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_ALWAYS" value="0" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY" value="1" enum="MovingPlatformApplyVelocityOnLeave">
- Add the last platform velocity to the [member motion_velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
+ Add the last platform velocity to the [member velocity] when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
</constant>
<constant name="PLATFORM_VEL_ON_LEAVE_NEVER" value="2" enum="MovingPlatformApplyVelocityOnLeave">
Do nothing when leaving a platform.