diff options
Diffstat (limited to 'doc/classes/PhysicsBody3D.xml')
-rw-r--r-- | doc/classes/PhysicsBody3D.xml | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 8718c0caa2..3c52850eec 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -7,7 +7,7 @@ PhysicsBody3D is an abstract base class for implementing a physics body. All *Body 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"> @@ -38,7 +38,7 @@ <argument index="3" name="max_collisions" type="int" default="1" /> <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 [KinematicCollision3D], which contains information about the collision. + The body will stop if it collides. Returns a [KinematicCollision3D], 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 CharacterBody3D.collision/safe_margin] for more details). [code]max_collisions[/code] allows to retrieve more than one collision result. @@ -68,8 +68,8 @@ <argument index="4" name="max_collisions" type="int" default="1" /> <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 [Transform3D], 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 [KinematicCollision3D], 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 [Transform3D], 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 [KinematicCollision3D], 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 CharacterBody3D.collision/safe_margin] for more details). [code]max_collisions[/code] allows to retrieve more than one collision result. </description> |