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-rw-r--r--doc/classes/CharacterBody2D.xml3
-rw-r--r--doc/classes/CharacterBody3D.xml3
-rw-r--r--doc/classes/PhysicsBody2D.xml12
-rw-r--r--doc/classes/PhysicsBody3D.xml12
-rw-r--r--doc/classes/PhysicsServer2D.xml29
-rw-r--r--doc/classes/PhysicsServer3D.xml34
-rw-r--r--doc/classes/RayShape2D.xml23
-rw-r--r--doc/classes/RayShape3D.xml23
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>