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-rw-r--r--doc/classes/PhysicsServer2D.xml9
-rw-r--r--doc/classes/PhysicsServer3D.xml6
-rw-r--r--doc/classes/SeparationRayShape2D.xml (renamed from doc/classes/RayShape3D.xml)8
-rw-r--r--doc/classes/SeparationRayShape3D.xml (renamed from doc/classes/RayShape2D.xml)8
4 files changed, 16 insertions, 15 deletions
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 758ffb9b14..d0ae665139 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -717,17 +717,17 @@
Sets a joint parameter. See [enum JointParam] for a list of available parameters.
</description>
</method>
- <method name="ray_shape_create">
+ <method name="rectangle_shape_create">
<return type="RID" />
<description>
</description>
</method>
- <method name="rectangle_shape_create">
+ <method name="segment_shape_create">
<return type="RID" />
<description>
</description>
</method>
- <method name="segment_shape_create">
+ <method name="separation_ray_shape_create">
<return type="RID" />
<description>
</description>
@@ -846,7 +846,8 @@
<constant name="SHAPE_WORLD_MARGIN" value="0" enum="ShapeType">
This is the constant for creating world margin shapes. A world margin shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it can be used for front/behind checks.
</constant>
- <constant name="SHAPE_RAY" value="1" enum="ShapeType">
+ <constant name="SHAPE_SEPARATION_RAY" value="1" enum="ShapeType">
+ This is the constant for creating separation ray shapes. A separation ray is defined by a length and separates itself from what is touching its far endpoint. Useful for character controllers.
</constant>
<constant name="SHAPE_SEGMENT" value="2" enum="ShapeType">
This is the constant for creating segment shapes. A segment shape is a [i]finite[/i] line from a point A to a point B. It can be checked for intersections.
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index cf353e1073..c47a311161 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -850,7 +850,7 @@
<description>
</description>
</method>
- <method name="ray_shape_create">
+ <method name="separation_ray_shape_create">
<return type="RID" />
<description>
</description>
@@ -1177,8 +1177,8 @@
<constant name="SHAPE_PLANE" value="0" enum="ShapeType">
The [Shape3D] is a [WorldMarginShape3D].
</constant>
- <constant name="SHAPE_RAY" value="1" enum="ShapeType">
- The [Shape3D] is a [RayShape3D].
+ <constant name="SHAPE_SEPARATION_RAY" value="1" enum="ShapeType">
+ The [Shape3D] is a [SeparationRayShape3D].
</constant>
<constant name="SHAPE_SPHERE" value="2" enum="ShapeType">
The [Shape3D] is a [SphereShape3D].
diff --git a/doc/classes/RayShape3D.xml b/doc/classes/SeparationRayShape2D.xml
index e0b19e1a44..fb90606577 100644
--- a/doc/classes/RayShape3D.xml
+++ b/doc/classes/SeparationRayShape2D.xml
@@ -1,17 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RayShape3D" inherits="Shape3D" version="4.0">
+<class name="SeparationRayShape2D" inherits="Shape2D" version="4.0">
<brief_description>
- Ray shape for 3D collisions.
+ Separation ray shape for 2D collisions.
</brief_description>
<description>
- Ray shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
+ Separation ray shape for 2D collisions. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
- <member name="length" type="float" setter="set_length" getter="get_length" default="1.0">
+ <member name="length" type="float" setter="set_length" getter="get_length" default="20.0">
The ray's length.
</member>
<member name="slide_on_slope" type="bool" setter="set_slide_on_slope" getter="get_slide_on_slope" default="false">
diff --git a/doc/classes/RayShape2D.xml b/doc/classes/SeparationRayShape3D.xml
index 50b89a0922..ea57e4eb59 100644
--- a/doc/classes/RayShape2D.xml
+++ b/doc/classes/SeparationRayShape3D.xml
@@ -1,17 +1,17 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RayShape2D" inherits="Shape2D" version="4.0">
+<class name="SeparationRayShape3D" inherits="Shape3D" version="4.0">
<brief_description>
- Ray shape for 2D collisions.
+ Separation ray shape for 3D collisions.
</brief_description>
<description>
- Ray shape for 2D collisions. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
+ Separation ray shape for 3D collisions, which can be set into a [PhysicsBody3D] or [Area3D]. A ray is not really a collision body; instead, it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
- <member name="length" type="float" setter="set_length" getter="get_length" default="20.0">
+ <member name="length" type="float" setter="set_length" getter="get_length" default="1.0">
The ray's length.
</member>
<member name="slide_on_slope" type="bool" setter="set_slide_on_slope" getter="get_slide_on_slope" default="false">