diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/CharacterBody2D.xml | 3 | ||||
-rw-r--r-- | doc/classes/CharacterBody3D.xml | 3 | ||||
-rw-r--r-- | doc/classes/PhysicsBody2D.xml | 12 | ||||
-rw-r--r-- | doc/classes/PhysicsBody3D.xml | 12 | ||||
-rw-r--r-- | doc/classes/PhysicsServer2D.xml | 29 | ||||
-rw-r--r-- | doc/classes/PhysicsServer3D.xml | 34 | ||||
-rw-r--r-- | doc/classes/RayShape2D.xml | 23 | ||||
-rw-r--r-- | doc/classes/RayShape3D.xml | 23 |
8 files changed, 30 insertions, 109 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index a6138ee7df..a20b0aeea6 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -122,9 +122,6 @@ Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction]. As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping. </member> - <member name="infinite_inertia" type="bool" setter="set_infinite_inertia_enabled" getter="is_infinite_inertia_enabled" default="true"> - If [code]true[/code], the body will be able to push [RigidBody2D] nodes when calling [method move_and_slide], but it also won't detect any collisions with them. If [code]false[/code], it will interact with [RigidBody2D] nodes like with [StaticBody2D]. - </member> <member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)"> Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide]. </member> diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 4cb4f9a850..7dc4ae9be3 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -79,9 +79,6 @@ <member name="floor_max_angle" type="float" setter="set_floor_max_angle" getter="get_floor_max_angle" default="0.785398"> Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. The default value equals 45 degrees. </member> - <member name="infinite_inertia" type="bool" setter="set_infinite_inertia_enabled" getter="is_infinite_inertia_enabled" default="true"> - If [code]true[/code], the body will be able to push [RigidBody3D] nodes when calling [method move_and_slide], but it also won't detect any collisions with them. If [code]false[/code], it will interact with [RigidBody3D] nodes like with [StaticBody3D]. - </member> <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)"> Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide]. </member> diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 4d1cd072d0..e00c473bcd 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -26,10 +26,8 @@ <method name="move_and_collide"> <return type="KinematicCollision2D" /> <argument index="0" name="rel_vec" type="Vector2" /> - <argument index="1" name="infinite_inertia" type="bool" default="true" /> - <argument index="2" name="exclude_raycast_shapes" type="bool" default="true" /> - <argument index="3" name="test_only" type="bool" default="false" /> - <argument index="4" name="safe_margin" type="float" default="0.08" /> + <argument index="1" name="test_only" type="bool" default="false" /> + <argument index="2" name="safe_margin" type="float" default="0.08" /> <description> Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. @@ -47,10 +45,8 @@ <return type="bool" /> <argument index="0" name="from" type="Transform2D" /> <argument index="1" name="rel_vec" type="Vector2" /> - <argument index="2" name="infinite_inertia" type="bool" default="true" /> - <argument index="3" name="exclude_raycast_shapes" type="bool" default="true" /> - <argument index="4" name="collision" type="KinematicCollision2D" default="null" /> - <argument index="5" name="safe_margin" type="float" default="0.08" /> + <argument index="2" name="collision" type="KinematicCollision2D" default="null" /> + <argument index="3" name="safe_margin" type="float" default="0.08" /> <description> Checks for collisions without moving the body. 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]rel_vec[/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). diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index a2a68115d0..ea2553e28a 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -33,10 +33,8 @@ <method name="move_and_collide"> <return type="KinematicCollision3D" /> <argument index="0" name="rel_vec" type="Vector3" /> - <argument index="1" name="infinite_inertia" type="bool" default="true" /> - <argument index="2" name="exclude_raycast_shapes" type="bool" default="true" /> - <argument index="3" name="test_only" type="bool" default="false" /> - <argument index="4" name="safe_margin" type="float" default="0.001" /> + <argument index="1" name="test_only" type="bool" default="false" /> + <argument index="2" name="safe_margin" type="float" default="0.001" /> <description> Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. @@ -62,10 +60,8 @@ <return type="bool" /> <argument index="0" name="from" type="Transform3D" /> <argument index="1" name="rel_vec" type="Vector3" /> - <argument index="2" name="infinite_inertia" type="bool" default="true" /> - <argument index="3" name="exclude_raycast_shapes" type="bool" default="true" /> - <argument index="4" name="collision" type="KinematicCollision3D" default="null" /> - <argument index="5" name="safe_margin" type="float" default="0.001" /> + <argument index="2" name="collision" type="KinematicCollision3D" default="null" /> + <argument index="3" name="safe_margin" type="float" default="0.001" /> <description> Checks for collisions without moving the body. 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]rel_vec[/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). diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index cf23fecd08..387d79d210 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -593,11 +593,9 @@ <argument index="0" name="body" type="RID" /> <argument index="1" name="from" type="Transform2D" /> <argument index="2" name="motion" type="Vector2" /> - <argument index="3" name="infinite_inertia" type="bool" /> - <argument index="4" name="margin" type="float" default="0.08" /> - <argument index="5" name="result" type="PhysicsTestMotionResult2D" default="null" /> - <argument index="6" name="exclude_raycast_shapes" type="bool" default="true" /> - <argument index="7" name="exclude" type="Array" default="[]" /> + <argument index="3" name="margin" type="float" default="0.08" /> + <argument index="4" name="result" type="PhysicsTestMotionResult2D" default="null" /> + <argument index="5" name="exclude" type="Array" default="[]" /> <description> Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [PhysicsTestMotionResult2D] can be passed to return additional information in. </description> @@ -723,11 +721,6 @@ <description> </description> </method> - <method name="ray_shape_create"> - <return type="RID" /> - <description> - </description> - </method> <method name="rectangle_shape_create"> <return type="RID" /> <description> @@ -847,27 +840,25 @@ <constant name="SHAPE_LINE" value="0" enum="ShapeType"> This is the constant for creating line shapes. A line shape is an infinite 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> - <constant name="SHAPE_SEGMENT" value="2" enum="ShapeType"> + <constant name="SHAPE_SEGMENT" value="1" enum="ShapeType"> This is the constant for creating segment shapes. A segment shape is a line from a point A to a point B. It can be checked for intersections. </constant> - <constant name="SHAPE_CIRCLE" value="3" enum="ShapeType"> + <constant name="SHAPE_CIRCLE" value="2" enum="ShapeType"> This is the constant for creating circle shapes. A circle shape only has a radius. It can be used for intersections and inside/outside checks. </constant> - <constant name="SHAPE_RECTANGLE" value="4" enum="ShapeType"> + <constant name="SHAPE_RECTANGLE" value="3" enum="ShapeType"> This is the constant for creating rectangle shapes. A rectangle shape is defined by a width and a height. It can be used for intersections and inside/outside checks. </constant> - <constant name="SHAPE_CAPSULE" value="5" enum="ShapeType"> + <constant name="SHAPE_CAPSULE" value="4" enum="ShapeType"> This is the constant for creating capsule shapes. A capsule shape is defined by a radius and a length. It can be used for intersections and inside/outside checks. </constant> - <constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType"> + <constant name="SHAPE_CONVEX_POLYGON" value="5" enum="ShapeType"> This is the constant for creating convex polygon shapes. A polygon is defined by a list of points. It can be used for intersections and inside/outside checks. Unlike the [member CollisionPolygon2D.polygon] property, polygons modified with [method shape_set_data] do not verify that the points supplied form is a convex polygon. </constant> - <constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType"> + <constant name="SHAPE_CONCAVE_POLYGON" value="6" enum="ShapeType"> This is the constant for creating concave polygon shapes. A polygon is defined by a list of points. It can be used for intersections checks, but not for inside/outside checks. </constant> - <constant name="SHAPE_CUSTOM" value="8" enum="ShapeType"> + <constant name="SHAPE_CUSTOM" value="7" enum="ShapeType"> This constant is used internally by the engine. Any attempt to create this kind of shape results in an error. </constant> <constant name="AREA_PARAM_GRAVITY" value="0" enum="AreaParameter"> diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index d6b7318a06..d46e38ac5f 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -569,11 +569,9 @@ <argument index="0" name="body" type="RID" /> <argument index="1" name="from" type="Transform3D" /> <argument index="2" name="motion" type="Vector3" /> - <argument index="3" name="infinite_inertia" type="bool" /> - <argument index="4" name="margin" type="float" default="0.001" /> - <argument index="5" name="result" type="PhysicsTestMotionResult3D" default="null" /> - <argument index="6" name="exclude_raycast_shapes" type="bool" default="true" /> - <argument index="7" name="exclude" type="Array" default="[]" /> + <argument index="3" name="margin" type="float" default="0.001" /> + <argument index="4" name="result" type="PhysicsTestMotionResult3D" default="null" /> + <argument index="5" name="exclude" type="Array" default="[]" /> <description> Returns [code]true[/code] if a collision would result from moving in the given direction from a given point in space. Margin increases the size of the shapes involved in the collision detection. [PhysicsTestMotionResult3D] can be passed to return additional information in. </description> @@ -851,11 +849,6 @@ <description> </description> </method> - <method name="ray_shape_create"> - <return type="RID" /> - <description> - </description> - </method> <method name="set_active"> <return type="void" /> <argument index="0" name="active" type="bool" /> @@ -1178,34 +1171,31 @@ <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> - <constant name="SHAPE_SPHERE" value="2" enum="ShapeType"> + <constant name="SHAPE_SPHERE" value="1" enum="ShapeType"> The [Shape3D] is a [SphereShape3D]. </constant> - <constant name="SHAPE_BOX" value="3" enum="ShapeType"> + <constant name="SHAPE_BOX" value="2" enum="ShapeType"> The [Shape3D] is a [BoxShape3D]. </constant> - <constant name="SHAPE_CAPSULE" value="4" enum="ShapeType"> + <constant name="SHAPE_CAPSULE" value="3" enum="ShapeType"> The [Shape3D] is a [CapsuleShape3D]. </constant> - <constant name="SHAPE_CYLINDER" value="5" enum="ShapeType"> + <constant name="SHAPE_CYLINDER" value="4" enum="ShapeType"> The [Shape3D] is a [CylinderShape3D]. </constant> - <constant name="SHAPE_CONVEX_POLYGON" value="6" enum="ShapeType"> + <constant name="SHAPE_CONVEX_POLYGON" value="5" enum="ShapeType"> The [Shape3D] is a [ConvexPolygonShape3D]. </constant> - <constant name="SHAPE_CONCAVE_POLYGON" value="7" enum="ShapeType"> + <constant name="SHAPE_CONCAVE_POLYGON" value="6" enum="ShapeType"> The [Shape3D] is a [ConcavePolygonShape3D]. </constant> - <constant name="SHAPE_HEIGHTMAP" value="8" enum="ShapeType"> + <constant name="SHAPE_HEIGHTMAP" value="7" enum="ShapeType"> The [Shape3D] is a [HeightMapShape3D]. </constant> - <constant name="SHAPE_SOFT_BODY" value="9" enum="ShapeType"> + <constant name="SHAPE_SOFT_BODY" value="8" enum="ShapeType"> The [Shape3D] is a [SoftBody3D]. </constant> - <constant name="SHAPE_CUSTOM" value="10" enum="ShapeType"> + <constant name="SHAPE_CUSTOM" value="9" enum="ShapeType"> This constant is used internally by the engine. Any attempt to create this kind of shape results in an error. </constant> <constant name="AREA_PARAM_GRAVITY" value="0" enum="AreaParameter"> diff --git a/doc/classes/RayShape2D.xml b/doc/classes/RayShape2D.xml deleted file mode 100644 index 432c650074..0000000000 --- a/doc/classes/RayShape2D.xml +++ /dev/null @@ -1,23 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="RayShape2D" inherits="Shape2D" version="4.0"> - <brief_description> - Ray shape for 2D 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. - </description> - <tutorials> - </tutorials> - <methods> - </methods> - <members> - <member name="length" type="float" setter="set_length" getter="get_length" default="20.0"> - The ray's length. - </member> - <member name="slips_on_slope" type="bool" setter="set_slips_on_slope" getter="get_slips_on_slope" default="false"> - If [code]true[/code], allow the shape to return the correct normal. - </member> - </members> - <constants> - </constants> -</class> diff --git a/doc/classes/RayShape3D.xml b/doc/classes/RayShape3D.xml deleted file mode 100644 index 9839044c30..0000000000 --- a/doc/classes/RayShape3D.xml +++ /dev/null @@ -1,23 +0,0 @@ -<?xml version="1.0" encoding="UTF-8" ?> -<class name="RayShape3D" inherits="Shape3D" version="4.0"> - <brief_description> - Ray shape for 3D 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. - </description> - <tutorials> - </tutorials> - <methods> - </methods> - <members> - <member name="length" type="float" setter="set_length" getter="get_length" default="1.0"> - The ray's length. - </member> - <member name="slips_on_slope" type="bool" setter="set_slips_on_slope" getter="get_slips_on_slope" default="false"> - If [code]true[/code], allow the shape to return the correct normal. - </member> - </members> - <constants> - </constants> -</class> |