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-rw-r--r--doc/classes/NavigationServer2D.xml30
-rw-r--r--doc/classes/NavigationServer3D.xml30
-rw-r--r--doc/classes/Vector2.xml2
-rw-r--r--doc/classes/Vector3.xml2
-rw-r--r--doc/classes/Vector4.xml2
-rw-r--r--doc/classes/float.xml2
6 files changed, 64 insertions, 4 deletions
diff --git a/doc/classes/NavigationServer2D.xml b/doc/classes/NavigationServer2D.xml
index 981ab8a5e1..ab59add092 100644
--- a/doc/classes/NavigationServer2D.xml
+++ b/doc/classes/NavigationServer2D.xml
@@ -167,6 +167,13 @@
Returns the navigation layers for this [code]link[/code].
</description>
</method>
+ <method name="link_get_owner_id" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="link" type="RID" />
+ <description>
+ Returns the [code]ObjectID[/code] of the object which manages this link.
+ </description>
+ </method>
<method name="link_get_start_location" qualifiers="const">
<return type="Vector2" />
<param index="0" name="link" type="RID" />
@@ -228,6 +235,14 @@
Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer2D.map_get_path]).
</description>
</method>
+ <method name="link_set_owner_id" qualifiers="const">
+ <return type="void" />
+ <param index="0" name="link" type="RID" />
+ <param index="1" name="owner_id" type="int" />
+ <description>
+ Set the [code]ObjectID[/code] of the object which manages this link.
+ </description>
+ </method>
<method name="link_set_start_location" qualifiers="const">
<return type="void" />
<param index="0" name="link" type="RID" />
@@ -426,6 +441,13 @@
Returns the region's navigation layers.
</description>
</method>
+ <method name="region_get_owner_id" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="region" type="RID" />
+ <description>
+ Returns the [code]ObjectID[/code] of the object which manages this region.
+ </description>
+ </method>
<method name="region_get_travel_cost" qualifiers="const">
<return type="float" />
<param index="0" name="region" type="RID" />
@@ -475,6 +497,14 @@
Sets the navigation mesh for the region.
</description>
</method>
+ <method name="region_set_owner_id" qualifiers="const">
+ <return type="void" />
+ <param index="0" name="region" type="RID" />
+ <param index="1" name="owner_id" type="int" />
+ <description>
+ Set the [code]ObjectID[/code] of the object which manages this region.
+ </description>
+ </method>
<method name="region_set_transform" qualifiers="const">
<return type="void" />
<param index="0" name="region" type="RID" />
diff --git a/doc/classes/NavigationServer3D.xml b/doc/classes/NavigationServer3D.xml
index 943aa03ef7..27a07eda90 100644
--- a/doc/classes/NavigationServer3D.xml
+++ b/doc/classes/NavigationServer3D.xml
@@ -167,6 +167,13 @@
Returns the navigation layers for this [code]link[/code].
</description>
</method>
+ <method name="link_get_owner_id" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="link" type="RID" />
+ <description>
+ Returns the [code]ObjectID[/code] of the object which manages this link.
+ </description>
+ </method>
<method name="link_get_start_location" qualifiers="const">
<return type="Vector3" />
<param index="0" name="link" type="RID" />
@@ -228,6 +235,14 @@
Set the links's navigation layers. This allows selecting links from a path request (when using [method NavigationServer3D.map_get_path]).
</description>
</method>
+ <method name="link_set_owner_id" qualifiers="const">
+ <return type="void" />
+ <param index="0" name="link" type="RID" />
+ <param index="1" name="owner_id" type="int" />
+ <description>
+ Set the [code]ObjectID[/code] of the object which manages this link.
+ </description>
+ </method>
<method name="link_set_start_location" qualifiers="const">
<return type="void" />
<param index="0" name="link" type="RID" />
@@ -476,6 +491,13 @@
Returns the region's navigation layers.
</description>
</method>
+ <method name="region_get_owner_id" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="region" type="RID" />
+ <description>
+ Returns the [code]ObjectID[/code] of the object which manages this region.
+ </description>
+ </method>
<method name="region_get_travel_cost" qualifiers="const">
<return type="float" />
<param index="0" name="region" type="RID" />
@@ -525,6 +547,14 @@
Sets the navigation mesh for the region.
</description>
</method>
+ <method name="region_set_owner_id" qualifiers="const">
+ <return type="void" />
+ <param index="0" name="region" type="RID" />
+ <param index="1" name="owner_id" type="int" />
+ <description>
+ Set the [code]ObjectID[/code] of the object which manages this region.
+ </description>
+ </method>
<method name="region_set_transform" qualifiers="const">
<return type="void" />
<param index="0" name="region" type="RID" />
diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml
index 1cd73688ee..c47933ccb7 100644
--- a/doc/classes/Vector2.xml
+++ b/doc/classes/Vector2.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
2-element structure that can be used to represent positions in 2D space or any other pair of numeric values.
- It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]float=64[/code].
+ It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code].
See [Vector2i] for its integer counterpart.
[b]Note:[/b] In a boolean context, a Vector2 will evaluate to [code]false[/code] if it's equal to [code]Vector2(0, 0)[/code]. Otherwise, a Vector2 will always evaluate to [code]true[/code].
</description>
diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml
index 1d7eda6bb9..c961825ab3 100644
--- a/doc/classes/Vector3.xml
+++ b/doc/classes/Vector3.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values.
- It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]float=64[/code].
+ It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code].
See [Vector3i] for its integer counterpart.
[b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code].
</description>
diff --git a/doc/classes/Vector4.xml b/doc/classes/Vector4.xml
index d15ae35b59..c811817bdc 100644
--- a/doc/classes/Vector4.xml
+++ b/doc/classes/Vector4.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
4-element structure that can be used to represent any quadruplet of numeric values.
- It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]float=64[/code].
+ It uses floating-point coordinates. By default, these floating-point values use 32-bit precision, unlike [float] which is always 64-bit. If double precision is needed, compile the engine with the option [code]precision=double[/code].
See [Vector4i] for its integer counterpart.
[b]Note:[/b] In a boolean context, a Vector4 will evaluate to [code]false[/code] if it's equal to [code]Vector4(0, 0, 0, 0)[/code]. Otherwise, a Vector4 will always evaluate to [code]true[/code].
</description>
diff --git a/doc/classes/float.xml b/doc/classes/float.xml
index a196021249..755ce1200d 100644
--- a/doc/classes/float.xml
+++ b/doc/classes/float.xml
@@ -5,7 +5,7 @@
</brief_description>
<description>
The [float] built-in type is a 64-bit double-precision floating-point number, equivalent to [code]double[/code] in C++. This type has 14 reliable decimal digits of precision. The [float] type can be stored in [Variant], which is the generic type used by the engine. The maximum value of [float] is approximately [code]1.79769e308[/code], and the minimum is approximately [code]-1.79769e308[/code].
- Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Godot is compiled with the [code]float=64[/code] option.
+ Many methods and properties in the engine use 32-bit single-precision floating-point numbers instead, equivalent to [code]float[/code] in C++, which have 6 reliable decimal digits of precision. For data structures such as [Vector2] and [Vector3], Godot uses 32-bit floating-point numbers by default, but it can be changed to use 64-bit doubles if Godot is compiled with the [code]precision=double[/code] option.
Math done using the [float] type is not guaranteed to be exact or deterministic, and will often result in small errors. You should usually use the [method @GlobalScope.is_equal_approx] and [method @GlobalScope.is_zero_approx] methods instead of [code]==[/code] to compare [float] values for equality.
</description>
<tutorials>