diff options
Diffstat (limited to 'doc/classes/PhysicsBody2D.xml')
| -rw-r--r-- | doc/classes/PhysicsBody2D.xml | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index e108ab6298..08f9de53ca 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -7,7 +7,7 @@ PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it. </description> <tutorials> - <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> @@ -30,7 +30,7 @@ <argument index="2" name="safe_margin" type="float" default="0.08" /> <description> Moves the body along the vector [code]linear_velocity[/code]. 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. - The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision. + The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). </description> @@ -50,8 +50,8 @@ <argument index="3" name="safe_margin" type="float" default="0.08" /> <description> Checks for collisions without moving the body. 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. - Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur. - [code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision (should there be one). + Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. + [code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). </description> </method> |