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-rw-r--r--doc/classes/PhysicsBody3D.xml8
1 files changed, 6 insertions, 2 deletions
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml
index 310671274f..bf7882a1ea 100644
--- a/doc/classes/PhysicsBody3D.xml
+++ b/doc/classes/PhysicsBody3D.xml
@@ -35,12 +35,14 @@
<param index="0" name="distance" type="Vector3" />
<param index="1" name="test_only" type="bool" default="false" />
<param index="2" name="safe_margin" type="float" default="0.001" />
- <param index="3" name="max_collisions" type="int" default="1" />
+ <param index="3" name="recovery_as_collision" type="bool" default="false" />
+ <param index="4" name="max_collisions" type="int" default="1" />
<description>
Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
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 [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
+ If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping.
[param max_collisions] allows to retrieve more than one collision result.
</description>
</method>
@@ -65,12 +67,14 @@
<param index="1" name="distance" type="Vector3" />
<param index="2" name="collision" type="KinematicCollision3D" default="null" />
<param index="3" name="safe_margin" type="float" default="0.001" />
- <param index="4" name="max_collisions" type="int" default="1" />
+ <param index="4" name="recovery_as_collision" type="bool" default="false" />
+ <param index="5" name="max_collisions" type="int" default="1" />
<description>
Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
[param collision] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion.
[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
+ If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
[param max_collisions] allows to retrieve more than one collision result.
</description>
</method>