Revert move vector parameter name to motion
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@ -32,13 +32,13 @@
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</method>
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<method name="move_and_collide">
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<return type="KinematicCollision3D" />
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<param index="0" name="distance" type="Vector3" />
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<param index="0" name="motion" type="Vector3" />
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<param index="1" name="test_only" type="bool" default="false" />
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<param index="2" name="safe_margin" type="float" default="0.001" />
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<param index="3" name="recovery_as_collision" type="bool" default="false" />
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<param index="4" name="max_collisions" type="int" default="1" />
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<description>
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Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
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Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
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The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion.
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If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
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@ -64,14 +64,14 @@
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<method name="test_move">
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<return type="bool" />
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<param index="0" name="from" type="Transform3D" />
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<param index="1" name="distance" type="Vector3" />
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<param index="1" name="motion" type="Vector3" />
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<param index="2" name="collision" type="KinematicCollision3D" default="null" />
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<param index="3" name="safe_margin" type="float" default="0.001" />
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<param index="4" name="recovery_as_collision" type="bool" default="false" />
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<param index="5" name="max_collisions" type="int" default="1" />
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<description>
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Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code].
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Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
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Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
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Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
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[param collision] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion.
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
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If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
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