forked from sascha/godot
Merge pull request #52679 from nekomatata/world-boundary-shape
Rename WorldMarginShape to WorldBoundaryShape4.0
commit
1852afb6b0
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WorldMarginShape2D" inherits="Shape2D" version="4.0">
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<class name="WorldBoundaryShape2D" inherits="Shape2D" version="4.0">
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<brief_description>
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Line shape for 2D collisions.
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World boundary shape for 2D collisions.
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</brief_description>
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<description>
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Line shape for 2D collisions. It works like a 2D plane and will not allow any physics body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame.
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World boundary shape for 2D collisions. It works like a 2D plane and will not allow any physics body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame.
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</description>
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<tutorials>
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</tutorials>
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@ -0,0 +1,20 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WorldBoundaryShape3D" inherits="Shape3D" version="4.0">
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<brief_description>
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World boundary shape for 3D collisions.
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</brief_description>
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<description>
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World boundary shape for 3D collisions. It works like an infinite plane and will not allow any physics body to go to the negative side. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldBoundaryShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="plane" type="Plane" setter="set_plane" getter="get_plane" default="Plane(0, 1, 0, 0)">
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The [Plane] used by the [WorldBoundaryShape3D] for collision.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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@ -1,20 +0,0 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="WorldMarginShape3D" inherits="Shape3D" version="4.0">
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<brief_description>
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Infinite plane shape for 3D collisions.
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</brief_description>
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<description>
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An infinite plane shape for 3D collisions. Note that the [Plane]'s normal matters; anything "below" the plane will collide with it. If the [WorldMarginShape3D] is used in a [PhysicsBody3D], it will cause colliding objects placed "below" it to teleport "above" the plane.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="plane" type="Plane" setter="set_plane" getter="get_plane" default="Plane(0, 1, 0, 0)">
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The [Plane] used by the [WorldMarginShape3D] for collision.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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Before Width: | Height: | Size: 392 B After Width: | Height: | Size: 392 B |
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Before Width: | Height: | Size: 192 B After Width: | Height: | Size: 192 B |
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