diff --git a/doc/base/classes.xml b/doc/base/classes.xml index 6b5333d2c11..ea181bdb428 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -3762,6 +3762,12 @@ Return the angular damp rate. + + + + + + @@ -3843,6 +3849,24 @@ Return the processing order of this area. + + + + + + + + + + + + + + + + + + @@ -3871,6 +3895,18 @@ Return whether this area detects bodies/areas entering/exiting it. + + + + + + + + + + + + @@ -3897,6 +3933,18 @@ In practice, as the fraction of speed lost gets smaller with each frame, a value of 1.0 does not mean the object will stop in exactly one second. Only when the physics calculations are done at 1 frame per second, it does stop in a second. + + + + + + + + + + + + @@ -3991,6 +4039,24 @@ Areas with the same priority value get evaluated in an unpredictable order, and should be differentiated if evaluation order is to be important. + + + + + + + + + + + + + + + + + + @@ -4003,10 +4069,20 @@ AREA_SPACE_OVERRIDE_REPLACE_COMBINE: This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one. + + + + + + + + + + @@ -4027,6 +4103,14 @@ + + + + + + + + @@ -6856,6 +6940,328 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + @@ -7889,6 +8295,12 @@ + + + + + + @@ -8003,6 +8415,12 @@ + + + + + + @@ -8070,6 +8488,12 @@ + + + + + + @@ -9731,18 +10155,6 @@ - - - - - - - - - - - - @@ -9755,48 +10167,12 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - @@ -9809,30 +10185,6 @@ - - - - - - - - - - - - - - - - - - - - - - - - @@ -9942,24 +10294,6 @@ - - - - - - - - - - - - - - - - - - @@ -9972,9 +10306,9 @@ - - - + + + @@ -9984,6 +10318,12 @@ + + + + + + @@ -9992,13 +10332,11 @@ - - - + - + @@ -10085,19 +10423,13 @@ - - - - - - - + @@ -10113,26 +10445,24 @@ + + + + + + - - - - - - - + - - @@ -21843,124 +22173,130 @@ Kinematic Characters: KinematicBody also has an api for moving objects (the [method move] method) while performing collision tests. This makes them really useful to implement characters that collide against a world, but that don't require advanced physics. - - + + - - Return if this body can collide with character bodies. - - - - - - - Return if this body can collide with kinematic bodies. - - - - - - - Return if this body can collide with rigid bodies. - - - - - - - Return if this body can collide with static bodies. - - - - - - + - Returns whether the KinematicBody can be teleported to the destination given as an argument, checking all collision shapes of the body against potential colliders at the destination. - - + + + + - Return the body that collided with this one. - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + - Return the shape index from the body that collided with this one. If there is no collision, this method will return 0, so collisions must be checked first with [method is_colliding]. - - + + + + - Return the velocity of the body that collided with this one. - - - - - - - Return the collision margin for this object. + + - Return the normal of the surface the body collided with. This is useful to implement sliding along a surface. - + + + - Return the point in space where the body is touching another. If there is no collision, this method will return (0,0,0), so collisions must be checked first with [method is_colliding]. - - + + + + - + + + + + + + + + - - + + - Return whether the body is colliding with another. - + - + - + - + @@ -21975,78 +22311,34 @@ - + - + - - - - - + - - - - - - - Move the body to the given position. This is not a teleport, and the body will stop if there is an obstacle. The returned vector is how much movement was remaining before being stopped. - - - - - - - - - - - Set if this body should collide with character bodies. - - - - - - - Set if this body should collide with kinematic bodies. - - - - - - - Set if this body should collide with rigid bodies. - - - - - - - Set if this body should collide with static bodies. - - - + - Set the collision margin for this object. A collision margin is an amount that all shapes will grow when computing collisions, to account for numerical imprecision. + + + + + + + + + + - - - - - - - - - + @@ -41534,6 +41826,46 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +