From 3d5dc80348b9b377f6d8a33c7101d54b337396a5 Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Thu, 19 Aug 2021 11:21:56 -0700 Subject: Rename RayShape to SeparationRayShape Makes it clearer that it's used for special cases when picking a collision shape. --- doc/classes/PhysicsServer2D.xml | 9 +++++---- doc/classes/PhysicsServer3D.xml | 6 +++--- doc/classes/RayShape2D.xml | 24 ------------------------ doc/classes/RayShape3D.xml | 24 ------------------------ doc/classes/SeparationRayShape2D.xml | 24 ++++++++++++++++++++++++ doc/classes/SeparationRayShape3D.xml | 24 ++++++++++++++++++++++++ 6 files changed, 56 insertions(+), 55 deletions(-) delete mode 100644 doc/classes/RayShape2D.xml delete mode 100644 doc/classes/RayShape3D.xml create mode 100644 doc/classes/SeparationRayShape2D.xml create mode 100644 doc/classes/SeparationRayShape3D.xml (limited to 'doc/classes') 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. - + - + - + @@ -846,7 +846,8 @@ 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. - + + 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. 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 @@ - + @@ -1177,8 +1177,8 @@ The [Shape3D] is a [WorldMarginShape3D]. - - The [Shape3D] is a [RayShape3D]. + + The [Shape3D] is a [SeparationRayShape3D]. The [Shape3D] is a [SphereShape3D]. diff --git a/doc/classes/RayShape2D.xml b/doc/classes/RayShape2D.xml deleted file mode 100644 index 50b89a0922..0000000000 --- a/doc/classes/RayShape2D.xml +++ /dev/null @@ -1,24 +0,0 @@ - - - - Ray shape for 2D collisions. - - - 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. - - - - - - - - The ray's length. - - - If [code]false[/code] (default), the shape always separates and returns a normal along its own direction. - If [code]true[/code], the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes. - - - - - diff --git a/doc/classes/RayShape3D.xml b/doc/classes/RayShape3D.xml deleted file mode 100644 index e0b19e1a44..0000000000 --- a/doc/classes/RayShape3D.xml +++ /dev/null @@ -1,24 +0,0 @@ - - - - Ray shape for 3D collisions. - - - 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. - - - - - - - - The ray's length. - - - If [code]false[/code] (default), the shape always separates and returns a normal along its own direction. - If [code]true[/code], the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes. - - - - - diff --git a/doc/classes/SeparationRayShape2D.xml b/doc/classes/SeparationRayShape2D.xml new file mode 100644 index 0000000000..fb90606577 --- /dev/null +++ b/doc/classes/SeparationRayShape2D.xml @@ -0,0 +1,24 @@ + + + + Separation ray shape for 2D collisions. + + + 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. + + + + + + + + The ray's length. + + + If [code]false[/code] (default), the shape always separates and returns a normal along its own direction. + If [code]true[/code], the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes. + + + + + diff --git a/doc/classes/SeparationRayShape3D.xml b/doc/classes/SeparationRayShape3D.xml new file mode 100644 index 0000000000..ea57e4eb59 --- /dev/null +++ b/doc/classes/SeparationRayShape3D.xml @@ -0,0 +1,24 @@ + + + + Separation ray shape for 3D collisions. + + + 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. + + + + + + + + The ray's length. + + + If [code]false[/code] (default), the shape always separates and returns a normal along its own direction. + If [code]true[/code], the shape can return the correct normal and separate in any direction, allowing sliding motion on slopes. + + + + + -- cgit v1.2.3