Documentation update for KinematicBody.move()
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@ -245,7 +245,7 @@
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<description>
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Returns the floating-point remainder of x/y (rounded towards zero):
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[codeblock]
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fmod = x - tquot * y
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fmod = x - tquot * y
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[/codeblock]
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Where tquot is the truncated (i.e., rounded towards zero) result of: x/y.
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</description>
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@ -22390,7 +22390,16 @@
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<argument index="0" name="rel_vec" type="Vector3">
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</argument>
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<description>
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Move the body in the given direction, stopping if there is an obstacle. The returned vector is how much movement was remaining before being stopped.
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Move the body in the given direction, stopping if there is an obstacle. If as a result of a movement there will be any collision then informations about this collision will be in returned dictionary. Dictionary will contains those keys:
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- "position" - collision position
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- "normal" - collision normal
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- "local_shape" - id of this kinematic body shape that took part in a collision
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- "travel" - traveled movement before being stopped
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- "remainder" - remaining movement before being stopped
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- "collider_id" - id of the collider, it can be used when dealing with [PhysicsServer]
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- "collider" - colliding body
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- "collider_shape_index" - index of the colliding shape, inside collider body "collider_metadata"
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If the body did not intersect anything, then an empty dictionary (dir.empty()==true) is returned instead. Please note that this method is less user friendly than [method move_and_slide]. If you don't want to program each edge case manually, then it's recommended to use [method move_and_slide] instead.
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</description>
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</method>
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<method name="move_and_slide">
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@ -22572,7 +22581,16 @@
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<argument index="0" name="rel_vec" type="Vector2">
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</argument>
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<description>
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Move the body in the given direction, stopping if there is an obstacle. The returned vector is how much movement was remaining before being stopped.
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Move the body in the given direction, stopping if there is an obstacle. If as a result of a movement there will be any collision then informations about this collision will be in returned dictionary. Dictionary will contains those keys:
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- "position" - collision position
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- "normal" - collision normal
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- "local_shape" - id of this kinematic body shape that took part in a collision
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- "travel" - traveled movement before being stopped
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- "remainder" - remaining movement before being stopped
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- "collider_id" - id of the collider, it can be used when dealing with [Physics2DServer]
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- "collider" - colliding body
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- "collider_shape_index" - index of the colliding shape, inside collider body "collider_metadata"
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If the body did not intersect anything, then an empty dictionary (dir.empty()==true) is returned instead. Please note that this method is less user friendly than [method move_and_slide]. If you don't want to program each edge case manually, then it's recommended to use [method move_and_slide] instead.
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</description>
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</method>
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<method name="move_and_slide">
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