diff options
Diffstat (limited to 'doc/classes/KinematicBody.xml')
-rw-r--r-- | doc/classes/KinematicBody.xml | 8 |
1 files changed, 4 insertions, 4 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> |