classref: Sync with latest 4.0-dev

This commit is contained in:
Rémi Verschelde
2021-11-15 12:28:38 +01:00
parent d6d97aaf5e
commit 30193215cf
829 changed files with 12891 additions and 7761 deletions
+4 -4
View File
@@ -1,6 +1,6 @@
:github_url: hide
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the PhysicsBody2D.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
@@ -72,7 +72,7 @@ Returns an array of nodes that were added as collision exceptions for this body.
Moves the body along the vector ``linear_velocity``. This method should be used in :ref:`Node._physics_process<class_Node_method__physics_process>` (or in a method called by :ref:`Node._physics_process<class_Node_method__physics_process>`), as it uses the physics step's ``delta`` value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
The body will stop if it collides. Returns a :ref:`KinematicCollision2D<class_KinematicCollision2D>`, which contains information about the collision.
The body will stop if it collides. Returns a :ref:`KinematicCollision2D<class_KinematicCollision2D>`, which contains information about the collision when stopped, or when touching another body along the motion.
If ``test_only`` is ``true``, the body does not move but the would-be collision information is given.
@@ -94,9 +94,9 @@ Removes a body from the list of bodies that this body can't collide with.
Checks for collisions without moving the body. This method should be used in :ref:`Node._physics_process<class_Node_method__physics_process>` (or in a method called by :ref:`Node._physics_process<class_Node_method__physics_process>`), as it uses the physics step's ``delta`` 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 :ref:`Transform2D<class_Transform2D>`, then tries to move the body along the vector ``linear_velocity``. Returns ``true`` if a collision would occur.
Virtually sets the node's position, scale and rotation to that of the given :ref:`Transform2D<class_Transform2D>`, then tries to move the body along the vector ``linear_velocity``. Returns ``true`` if a collision would stop the body from moving along the whole path.
``collision`` is an optional object of type :ref:`KinematicCollision2D<class_KinematicCollision2D>`, which contains additional information about the collision (should there be one).
``collision`` is an optional object of type :ref:`KinematicCollision2D<class_KinematicCollision2D>`, which contains additional information about the collision when stopped, or when touching another body along the motion.
``safe_margin`` is the extra margin used for collision recovery (see :ref:`CharacterBody2D.collision/safe_margin<class_CharacterBody2D_property_collision/safe_margin>` for more details).