diff --git a/doc/classes/ShapeCast2D.xml b/doc/classes/ShapeCast2D.xml
index 5fcb60dd09e..70da03dc6ea 100644
--- a/doc/classes/ShapeCast2D.xml
+++ b/doc/classes/ShapeCast2D.xml
@@ -6,7 +6,7 @@
Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
Immediate collision overlaps can be done with the [member target_position] set to [code]Vector2(0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area2D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area2D] nodes, and when using the signals creates unnecessary complexity.
- The node can detect multiple collision objects, but usually the first detected collision
+ The node can detect multiple collision objects, but it's usually used to detect the first collision.
[b]Note:[/b] shape casting is more computationally expensive compared to ray casting.
@@ -42,27 +42,27 @@
- The fraction of the motion (between 0 and 1) of how far the shape can move without triggering a collision. The motion is determined by [member target_position].
+ The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision.
- The fraction of the motion (between 0 and 1) when the shape triggers a collision. The motion is determined by [member target_position].
+ The fraction from the [ShapeCast2D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision.
- Returns the [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+ Returns the collided [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
- Returns the shape ID of one of the multiple collisions at [code]index[/code] that the shape intersects, or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+ Returns the shape ID of the colliding shape of one of the multiple collisions at [code]index[/code], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
@@ -82,14 +82,14 @@
- Returns the normal containing one of the multiple collisions at [code]index[/code] of the intersecting object.
+ Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object.
- Returns the collision point containing one of the multiple collisions at [code]index[/code] at which the shape intersects the object.
+ Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object.
[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
@@ -133,7 +133,7 @@
The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
- A complete collision information. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method.
+ Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState2D.get_rest_info] method.
If [code]true[/code], collisions will be reported.
@@ -148,7 +148,7 @@
The number of intersections can be limited with this parameter, to reduce the processing time.
- Any [Shape2D] derived shape used for collision queries.
+ The [Shape2D]-derived shape to be used for collision queries.
The shape's destination point, relative to this node's [code]position[/code].
diff --git a/doc/classes/ShapeCast3D.xml b/doc/classes/ShapeCast3D.xml
index 1f2ea96f42b..085bc9acd1d 100644
--- a/doc/classes/ShapeCast3D.xml
+++ b/doc/classes/ShapeCast3D.xml
@@ -6,7 +6,7 @@
Shape casting allows to detect collision objects by sweeping the [member shape] along the cast direction determined by [member target_position] (useful for things like beam weapons).
Immediate collision overlaps can be done with the [member target_position] set to [code]Vector3(0, 0, 0)[/code] and by calling [method force_shapecast_update] within the same [b]physics_frame[/b]. This also helps to overcome some limitations of [Area3D] when used as a continuous detection area, often requiring waiting a couple of frames before collision information is available to [Area3D] nodes, and when using the signals creates unnecessary complexity.
- The node can detect multiple collision objects, but usually the first detected collision.
+ The node can detect multiple collision objects, but it's usually used to detect the first collision.
[b]Note:[/b] Shape casting is more computationally expensive compared to ray casting.
@@ -29,7 +29,7 @@
- Removes all collision exceptions for this shape.
+ Removes all collision exceptions for this [ShapeCast3D].
@@ -42,27 +42,27 @@
- The fraction of the motion (between 0 and 1) of how far the shape can move without triggering a collision. The motion is determined by [member target_position].
+ The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape can move without triggering a collision.
- The fraction of the motion (between 0 and 1) when the shape triggers a collision. The motion is determined by [member target_position].
+ The fraction from the [ShapeCast3D]'s origin to its [member target_position] (between 0 and 1) of how far the shape must move to trigger a collision.
- Returns the [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+ Returns the collided [Object] of one of the multiple collisions at [code]index[/code], or [code]null[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
- Returns the shape ID of one of the multiple collisions at [code]index[/code] that the shape intersects, or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
+ Returns the shape ID of the colliding shape of one of the multiple collisions at [code]index[/code], or [code]0[/code] if no object is intersecting the shape (i.e. [method is_colliding] returns [code]false[/code]).
@@ -82,14 +82,14 @@
- Returns the normal containing one of the multiple collisions at [code]index[/code] of the intersecting object.
+ Returns the normal of one of the multiple collisions at [code]index[/code] of the intersecting object.
- Returns the collision point containing one of the multiple collisions at [code]index[/code] at which the shape intersects the object.
+ Returns the collision point of one of the multiple collisions at [code]index[/code] where the shape intersects the colliding object.
[b]Note:[/b] this point is in the [b]global[/b] coordinate system.
@@ -117,7 +117,7 @@
- Used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified.
+ This method is used internally to update the debug gizmo in the editor. Any code placed in this function will be called whenever the [member shape] resource is modified.
@@ -137,10 +137,10 @@
If [code]true[/code], collision with [PhysicsBody3D]s will be reported.
- The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
+ The shape's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- A complete collision information. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method.
+ Returns the complete collision information from the collision sweep. The data returned is the same as in the [method PhysicsDirectSpaceState3D.get_rest_info] method.
The custom color to use to draw the shape in the editor and at run-time if [b]Visible Collision Shapes[/b] is enabled in the [b]Debug[/b] menu. This color will be highlighted at run-time if the [ShapeCast3D] is colliding with something.
@@ -159,7 +159,7 @@
The number of intersections can be limited with this parameter, to reduce the processing time.
- Any [Shape3D] derived shape used for collision queries.
+ The [Shape3D]-derived shape to be used for collision queries.
The shape's destination point, relative to this node's [code]position[/code].