Tweak Joint2D and Joint3D documentation for consistency
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2 changed files with 12 additions and 10 deletions
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Abstract base class for all 2D physics joints.
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</brief_description>
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<description>
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Abstract base class for all joints in 2D physics. 2D joints bind together two physics bodies and apply a constraint.
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Abstract base class for all joints in 2D physics. 2D joints bind together two physics bodies ([member node_a] and [member node_b]) and apply a constraint.
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</description>
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<tutorials>
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</tutorials>
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<method name="get_rid" qualifiers="const">
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<return type="RID" />
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<description>
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Returns the joint's [RID].
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Returns the joint's internal [RID] from the [PhysicsServer2D].
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</description>
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</method>
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</methods>
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When set to [code]0[/code], the default value from [member ProjectSettings.physics/2d/solver/default_constraint_bias] is used.
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</member>
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<member name="disable_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true">
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If [code]true[/code], [member node_a] and [member node_b] can not collide.
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If [code]true[/code], the two bodies bound together do not collide with each other.
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</member>
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<member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")">
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The first body attached to the joint. Must derive from [PhysicsBody2D].
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Path to the first body (A) attached to the joint. The node must inherit [PhysicsBody2D].
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</member>
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<member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath("")">
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The second body attached to the joint. Must derive from [PhysicsBody2D].
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Path to the second body (B) attached to the joint. The node must inherit [PhysicsBody2D].
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</member>
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</members>
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</class>
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Abstract base class for all 3D physics joints.
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</brief_description>
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<description>
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Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies and apply a constraint.
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Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies ([member node_a] and [member node_b]) and apply a constraint. If only one body is defined, it is attached to a fixed [StaticBody3D] without collision shapes.
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</description>
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<tutorials>
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<link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link>
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<method name="get_rid" qualifiers="const">
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<return type="RID" />
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<description>
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Returns the joint's [RID].
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Returns the joint's internal [RID] from the [PhysicsServer3D].
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</description>
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</method>
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</methods>
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<members>
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<member name="exclude_nodes_from_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true">
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If [code]true[/code], the two bodies of the nodes are not able to collide with each other.
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If [code]true[/code], the two bodies bound together do not collide with each other.
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</member>
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<member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")">
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The node attached to the first side (A) of the joint.
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Path to the first node (A) attached to the joint. The node must inherit [PhysicsBody3D].
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If left empty and [member node_b] is set, the body is attached to a fixed [StaticBody3D] without collision shapes.
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</member>
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<member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath("")">
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The node attached to the second side (B) of the joint.
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Path to the second node (B) attached to the joint. The node must inherit [PhysicsBody3D].
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If left empty and [member node_a] is set, the body is attached to a fixed [StaticBody3D] without collision shapes.
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</member>
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<member name="solver_priority" type="int" setter="set_solver_priority" getter="get_solver_priority" default="1">
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The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.
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