From bb75aec8bcd52b37ec206e16c6b6b0237c7ba3fe Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Tue, 14 Sep 2021 10:52:35 -0700 Subject: Rename WorldMarginShape to WorldBoundaryShape --- doc/classes/PhysicsServer2D.xml | 6 +++--- doc/classes/PhysicsServer3D.xml | 14 +++++++------- doc/classes/WorldBoundaryShape2D.xml | 23 +++++++++++++++++++++++ doc/classes/WorldBoundaryShape3D.xml | 20 ++++++++++++++++++++ doc/classes/WorldMarginShape2D.xml | 23 ----------------------- doc/classes/WorldMarginShape3D.xml | 20 -------------------- 6 files changed, 53 insertions(+), 53 deletions(-) create mode 100644 doc/classes/WorldBoundaryShape2D.xml create mode 100644 doc/classes/WorldBoundaryShape3D.xml delete mode 100644 doc/classes/WorldMarginShape2D.xml delete mode 100644 doc/classes/WorldMarginShape3D.xml (limited to 'doc/classes') diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index b3b7fcd956..7e5d7ca704 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -823,7 +823,7 @@ Sets the value for a space parameter. See [enum SpaceParameter] for a list of available parameters. - + @@ -853,8 +853,8 @@ - - 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 world boundary shapes. A world boundary 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. diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index 2fbe84b8b1..c7db312b9d 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -855,11 +855,6 @@ Sets a pin_joint parameter (see [enum PinJointParam] constants). - - - - - @@ -975,6 +970,11 @@ + + + + + @@ -1184,8 +1184,8 @@ If [code]set[/code] there is a linear motor on this axis that targets a specific velocity. - - The [Shape3D] is a [WorldMarginShape3D]. + + The [Shape3D] is a [WorldBoundaryShape3D]. The [Shape3D] is a [SeparationRayShape3D]. diff --git a/doc/classes/WorldBoundaryShape2D.xml b/doc/classes/WorldBoundaryShape2D.xml new file mode 100644 index 0000000000..190f289601 --- /dev/null +++ b/doc/classes/WorldBoundaryShape2D.xml @@ -0,0 +1,23 @@ + + + + World boundary shape for 2D collisions. + + + World boundary shape for 2D collisions. It works like a 2D plane and will not allow any physics body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame. + + + + + + + + The line's distance from the origin. + + + The line's normal. Defaults to [code]Vector2.UP[/code]. + + + + + diff --git a/doc/classes/WorldBoundaryShape3D.xml b/doc/classes/WorldBoundaryShape3D.xml new file mode 100644 index 0000000000..837b023a58 --- /dev/null +++ b/doc/classes/WorldBoundaryShape3D.xml @@ -0,0 +1,20 @@ + + + + World boundary shape for 3D collisions. + + + World boundary shape for 3D collisions. It works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane. + + + + + + + + The [Plane] used by the [WorldBoundaryShape3D] for collision. + + + + + diff --git a/doc/classes/WorldMarginShape2D.xml b/doc/classes/WorldMarginShape2D.xml deleted file mode 100644 index 1839ab16ad..0000000000 --- a/doc/classes/WorldMarginShape2D.xml +++ /dev/null @@ -1,23 +0,0 @@ - - - - Line shape for 2D collisions. - - - Line shape for 2D collisions. It works like a 2D plane and will not allow any physics body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame. - - - - - - - - The line's distance from the origin. - - - The line's normal. Defaults to [code]Vector2.UP[/code]. - - - - - diff --git a/doc/classes/WorldMarginShape3D.xml b/doc/classes/WorldMarginShape3D.xml deleted file mode 100644 index 9a26f254f1..0000000000 --- a/doc/classes/WorldMarginShape3D.xml +++ /dev/null @@ -1,20 +0,0 @@ - - - - Infinite plane shape for 3D collisions. - - - An infinite plane shape for 3D collisions. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldMarginShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane. - - - - - - - - The [Plane] used by the [WorldMarginShape3D] for collision. - - - - - -- cgit v1.2.3