From 45c7af98625a1751f2a97aaf2a4a17d808b61092 Mon Sep 17 00:00:00 2001 From: PouleyKetchoupp Date: Tue, 17 Aug 2021 10:15:11 -0700 Subject: Restore RayShape as a regular shape type Partial revert from previously removing ray shapes completely, added back as a shape type but without the specific character controller code. --- doc/classes/PhysicsServer2D.xml | 21 ++++++++++++++------- doc/classes/PhysicsServer3D.xml | 26 +++++++++++++++++--------- doc/classes/RayShape2D.xml | 23 +++++++++++++++++++++++ doc/classes/RayShape3D.xml | 23 +++++++++++++++++++++++ 4 files changed, 77 insertions(+), 16 deletions(-) create mode 100644 doc/classes/RayShape2D.xml create mode 100644 doc/classes/RayShape3D.xml (limited to 'doc') diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index 1df2fd0158..ae6b5fda51 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -716,6 +716,11 @@ Sets a joint parameter. See [enum JointParam] for a list of available parameters. + + + + + @@ -840,25 +845,27 @@ 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 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. - + 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. - + 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. - + 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. - + 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. - + 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. - + This constant is used internally by the engine. Any attempt to create this kind of shape results in an error. diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index 33eb0de698..a5234e90e7 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -849,6 +849,11 @@ + + + + + @@ -1171,31 +1176,34 @@ The [Shape3D] is a [WorldMarginShape3D]. - + + The [Shape3D] is a [RayShape3D]. + + The [Shape3D] is a [SphereShape3D]. - + The [Shape3D] is a [BoxShape3D]. - + The [Shape3D] is a [CapsuleShape3D]. - + The [Shape3D] is a [CylinderShape3D]. - + The [Shape3D] is a [ConvexPolygonShape3D]. - + The [Shape3D] is a [ConcavePolygonShape3D]. - + The [Shape3D] is a [HeightMapShape3D]. - + The [Shape3D] is a [SoftBody3D]. - + This constant is used internally by the engine. Any attempt to create this kind of shape results in an error. diff --git a/doc/classes/RayShape2D.xml b/doc/classes/RayShape2D.xml new file mode 100644 index 0000000000..432c650074 --- /dev/null +++ b/doc/classes/RayShape2D.xml @@ -0,0 +1,23 @@ + + + + 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]true[/code], allow the shape to return the correct normal. + + + + + diff --git a/doc/classes/RayShape3D.xml b/doc/classes/RayShape3D.xml new file mode 100644 index 0000000000..9839044c30 --- /dev/null +++ b/doc/classes/RayShape3D.xml @@ -0,0 +1,23 @@ + + + + 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]true[/code], allow the shape to return the correct normal. + + + + + -- cgit v1.2.3