diff options
Diffstat (limited to 'doc/classes/KinematicBody.xml')
-rw-r--r-- | doc/classes/KinematicBody.xml | 15 |
1 files changed, 8 insertions, 7 deletions
diff --git a/doc/classes/KinematicBody.xml b/doc/classes/KinematicBody.xml index a4fade6ab2..8ea3d8c188 100644 --- a/doc/classes/KinematicBody.xml +++ b/doc/classes/KinematicBody.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="KinematicBody" inherits="PhysicsBody" category="Core" version="3.1"> +<class name="KinematicBody" inherits="PhysicsBody" category="Core" version="3.2"> <brief_description> Kinematic body 3D node. </brief_description> @@ -11,8 +11,6 @@ <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> </tutorials> - <demos> - </demos> <methods> <method name="get_floor_velocity" qualifiers="const"> <return type="Vector3"> @@ -65,7 +63,9 @@ </argument> <argument index="1" name="infinite_inertia" type="bool" default="true"> </argument> - <argument index="2" name="test_only" type="bool" default="false"> + <argument index="2" name="exclude_raycast_shapes" type="bool" default="true"> + </argument> + <argument index="3" name="test_only" type="bool" default="false"> </argument> <description> Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision], which contains information about the collision. @@ -88,13 +88,14 @@ <argument index="5" name="infinite_inertia" type="bool" default="true"> </argument> <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 [code]KinematicBody[/code] 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. + 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. - [i]TODO: Update for new stop_on_slode argument.[/i] If the body is standing on a slope and the horizontal speed (relative to the floor's speed) goes below [code]slope_stop_min_velocity[/code], the body will stop completely. This prevents the body from sliding down slopes when you include gravity in [code]linear_velocity[/code]. When set to lower values, the body will not be able to stand still on steep slopes. + 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. - Returns the movement that remained when the body stopped. To get more detailed information about collisions that occurred, use [method get_slide_collision]. + If [code]infinite_inertia[/code] is [code]true[/code], body will be able to push [RigidBody] nodes, but it won't also detect any collisions with them. If [code]false[/code] it will interact with [RigidBody] nodes like with [StaticBody]. + Returns the [code]linear_velocity[/code] vector, rotated and/or scaled if a slide collision occurred. To get detailed information about collisions that occurred, use [method get_slide_collision]. </description> </method> <method name="move_and_slide_with_snap"> |