diff options
Diffstat (limited to 'doc/classes/KinematicBody3D.xml')
-rw-r--r-- | doc/classes/KinematicBody3D.xml | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/doc/classes/KinematicBody3D.xml b/doc/classes/KinematicBody3D.xml index 5f9b36f97d..5477c6bab6 100644 --- a/doc/classes/KinematicBody3D.xml +++ b/doc/classes/KinematicBody3D.xml @@ -18,7 +18,7 @@ <argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis"> </argument> <description> - Returns [code]true[/code] if the specified [code]axis[/code] is locked. See also [member move_lock_x], [member move_lock_y] and [member move_lock_z]. + Returns [code]true[/code] if the specified [code]axis[/code] is locked. See also [member axis_lock_motion_x], [member axis_lock_motion_y] and [member axis_lock_motion_z]. </description> </method> <method name="get_floor_normal" qualifiers="const"> @@ -108,7 +108,7 @@ 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. [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]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 [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. If [code]infinite_inertia[/code] is [code]true[/code], body will be able to push [RigidBody3D] nodes, but it won't also detect any collisions with them. If [code]false[/code], it will interact with [RigidBody3D] nodes like with [StaticBody3D]. @@ -145,7 +145,7 @@ <argument index="1" name="lock" type="bool"> </argument> <description> - Locks or unlocks the specified [code]axis[/code] depending on the value of [code]lock[/code]. See also [member move_lock_x], [member move_lock_y] and [member move_lock_z]. + Locks or unlocks the specified [code]axis[/code] depending on the value of [code]lock[/code]. See also [member axis_lock_motion_x], [member axis_lock_motion_y] and [member axis_lock_motion_z]. </description> </method> <method name="test_move"> @@ -163,18 +163,18 @@ </method> </methods> <members> - <member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001"> - If the body is at least this close to another body, this body will consider them to be colliding. - </member> - <member name="move_lock_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> + <member name="axis_lock_motion_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's X axis movement. </member> - <member name="move_lock_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> + <member name="axis_lock_motion_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's Y axis movement. </member> - <member name="move_lock_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> + <member name="axis_lock_motion_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's Z axis movement. </member> + <member name="collision/safe_margin" type="float" setter="set_safe_margin" getter="get_safe_margin" default="0.001"> + If the body is at least this close to another body, this body will consider them to be colliding. + </member> </members> <constants> </constants> |