From cc3c4d6323112abc65cf034a3be3289bad19e22e Mon Sep 17 00:00:00 2001 From: fabriceci Date: Wed, 26 Jan 2022 22:21:16 +0100 Subject: Revert #53174 (applying the delta in move and collide), rename rec_vel to distance and improve the doc description --- doc/classes/PhysicsBody2D.xml | 12 ++++++------ doc/classes/PhysicsBody3D.xml | 10 +++++----- 2 files changed, 11 insertions(+), 11 deletions(-) (limited to 'doc') diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index 43e27ea437..68f7b94551 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -25,12 +25,12 @@ - + - Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. - The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion. + Moves the body along the vector [code]distance[/code]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code]. + Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). @@ -45,12 +45,12 @@ - + - Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. - 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]linear_velocity[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. + Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code]. + 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]distance[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 3c52850eec..4ea93d9f54 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -32,12 +32,12 @@ - + - Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. + Moves the body along the vector [code]distance[/code]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details). @@ -62,13 +62,13 @@ - + - Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. - 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]linear_velocity[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. + Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code]. + 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]distance[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details). [code]max_collisions[/code] allows to retrieve more than one collision result. -- cgit v1.2.3