doc: Sync classref with current source
And typo fix from https://github.com/godotengine/godot-docs/pull/4882.
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8 changed files with 32 additions and 25 deletions
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@ -99,15 +99,6 @@
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Removes the given shape owner.
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Removes the given shape owner.
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</description>
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</description>
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</method>
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</method>
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<method name="shape_find_owner" qualifiers="const">
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<return type="int">
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</return>
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<argument index="0" name="shape_index" type="int">
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</argument>
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<description>
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Returns the [code]owner_id[/code] of the given shape.
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</description>
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</method>
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<method name="set_collision_layer_bit">
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<method name="set_collision_layer_bit">
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<return type="void">
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<return type="void">
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</return>
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</return>
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@ -132,6 +123,15 @@
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If [code]value[/value] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_mask].
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If [code]value[/value] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_mask].
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</description>
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</description>
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</method>
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</method>
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<method name="shape_find_owner" qualifiers="const">
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<return type="int">
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</return>
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<argument index="0" name="shape_index" type="int">
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</argument>
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<description>
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Returns the [code]owner_id[/code] of the given shape.
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</description>
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</method>
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<method name="shape_owner_add_shape">
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<method name="shape_owner_add_shape">
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<return type="void">
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<return type="void">
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</return>
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</return>
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@ -230,9 +230,6 @@
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The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
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The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
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[b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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[b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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</member>
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<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" default="true">
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If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [code]collision_layer[/code] bit to be set.
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</member>
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<member name="input_capture_on_drag" type="bool" setter="set_capture_input_on_drag" getter="get_capture_input_on_drag" default="false">
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<member name="input_capture_on_drag" type="bool" setter="set_capture_input_on_drag" getter="get_capture_input_on_drag" default="false">
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If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes.
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If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes.
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</member>
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</member>
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@ -20,13 +20,6 @@
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This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
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This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
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</description>
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</description>
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</method>
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</method>
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<method name="create_multiple_convex_collisions">
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<return type="void">
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</return>
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<description>
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This helper creates a [StaticBody3D] child node with multiple [ConvexPolygonShape3D] collision shapes calculated from the mesh geometry via convex decomposition. It's mainly used for testing.
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</description>
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</method>
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<method name="create_debug_tangents">
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<method name="create_debug_tangents">
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<return type="void">
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<return type="void">
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</return>
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</return>
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@ -34,6 +27,13 @@
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This helper creates a [MeshInstance3D] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.
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This helper creates a [MeshInstance3D] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.
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</description>
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</description>
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</method>
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</method>
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<method name="create_multiple_convex_collisions">
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<return type="void">
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</return>
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<description>
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This helper creates a [StaticBody3D] child node with multiple [ConvexPolygonShape3D] collision shapes calculated from the mesh geometry via convex decomposition. It's mainly used for testing.
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</description>
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</method>
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<method name="create_trimesh_collision">
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<method name="create_trimesh_collision">
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<return type="void">
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<return type="void">
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</return>
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</return>
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@ -44,6 +44,12 @@
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Returns a [Vector2] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent.
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Returns a [Vector2] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the position of the agent's parent.
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</description>
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</description>
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</method>
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</method>
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<method name="get_rid" qualifiers="const">
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<return type="RID">
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</return>
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<description>
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</description>
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</method>
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<method name="get_target_location" qualifiers="const">
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<method name="get_target_location" qualifiers="const">
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<return type="Vector2">
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<return type="Vector2">
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</return>
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</return>
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Returns a [Vector3] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the origin of the agent's parent.
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Returns a [Vector3] in global coordinates, that can be moved to, making sure that there are no static objects in the way. If the agent does not have a navigation path, it will return the origin of the agent's parent.
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</description>
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</description>
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</method>
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</method>
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<method name="get_rid" qualifiers="const">
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<return type="RID">
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</return>
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<description>
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</description>
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</method>
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<method name="get_target_location" qualifiers="const">
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<method name="get_target_location" qualifiers="const">
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<return type="Vector3">
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<return type="Vector3">
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</return>
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</return>
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@ -36,8 +36,6 @@
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</description>
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</description>
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</method>
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</method>
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</methods>
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</methods>
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<members>
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</members>
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<constants>
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<constants>
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</constants>
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</constants>
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</class>
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</class>
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@ -747,14 +747,14 @@
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<member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
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<member name="input_devices/pointing/ios/touch_delay" type="float" setter="" getter="" default="0.15">
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Default delay for touch events. This only affects iOS devices.
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Default delay for touch events. This only affects iOS devices.
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</member>
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</member>
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<member name="internationalization/locale/fallback" type="String" setter="" getter="" default=""en"">
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The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
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</member>
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<member name="internationalization/locale/include_text_server_data" type="bool" setter="" getter="" default="false">
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<member name="internationalization/locale/include_text_server_data" type="bool" setter="" getter="" default="false">
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If [code]true[/code], text server break iteration rule sets, dictionaries and other optional data are included in the exported project.
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If [code]true[/code], text server break iteration rule sets, dictionaries and other optional data are included in the exported project.
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[b]Note:[/b] "ICU / HarfBuzz / Graphite" text server data includes dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line breaking rules. Data is about 4 MB large.
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[b]Note:[/b] "ICU / HarfBuzz / Graphite" text server data includes dictionaries for Burmese, Chinese, Japanese, Khmer, Lao and Thai as well as Unicode Standard Annex #29 and Unicode Standard Annex #14 word and line breaking rules. Data is about 4 MB large.
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[b]Note:[/b] "Fallback" text server does not use additional data.
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[b]Note:[/b] "Fallback" text server does not use additional data.
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</member>
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</member>
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<member name="internationalization/locale/fallback" type="String" setter="" getter="" default=""en"">
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The locale to fall back to if a translation isn't available in a given language. If left empty, [code]en[/code] (English) will be used.
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</member>
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<member name="internationalization/locale/test" type="String" setter="" getter="" default="""">
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<member name="internationalization/locale/test" type="String" setter="" getter="" default="""">
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If non-empty, this locale will be used when running the project from the editor.
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If non-empty, this locale will be used when running the project from the editor.
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</member>
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</member>
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@ -4,7 +4,7 @@
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A CSG Mesh shape that uses a mesh resource.
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A CSG Mesh shape that uses a mesh resource.
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</brief_description>
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</brief_description>
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<description>
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<description>
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This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more then two faces.
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This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more than two faces.
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</description>
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</description>
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<tutorials>
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<tutorials>
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</tutorials>
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</tutorials>
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