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author | Rémi Verschelde <rverschelde@gmail.com> | 2024-05-29 22:13:18 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2024-05-29 22:13:18 +0200 |
commit | 9b1dbd2556993c451b4bad1d47560ea694436230 (patch) | |
tree | dc38651c1c117dc40d18548cb2015e7a0301b5b2 /doc/classes | |
parent | 8bf8f41fc017531b502fe77b36c3b14e180cec5c (diff) | |
parent | 0531f96d4cc22e2ea9f9558513411503c617e0b1 (diff) | |
download | redot-engine-9b1dbd2556993c451b4bad1d47560ea694436230.tar.gz |
Merge pull request #87446 from Mickeon/documentation-Joint-tweaks
Tweak Joint2D and Joint3D documentation for consistency
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/Joint2D.xml | 10 | ||||
-rw-r--r-- | doc/classes/Joint3D.xml | 12 |
2 files changed, 12 insertions, 10 deletions
diff --git a/doc/classes/Joint2D.xml b/doc/classes/Joint2D.xml index af0a54815f..0099c76d08 100644 --- a/doc/classes/Joint2D.xml +++ b/doc/classes/Joint2D.xml @@ -4,7 +4,7 @@ Abstract base class for all 2D physics joints. </brief_description> <description> - Abstract base class for all joints in 2D physics. 2D joints bind together two physics bodies and apply a constraint. + Abstract base class for all joints in 2D physics. 2D joints bind together two physics bodies ([member node_a] and [member node_b]) and apply a constraint. </description> <tutorials> </tutorials> @@ -12,7 +12,7 @@ <method name="get_rid" qualifiers="const"> <return type="RID" /> <description> - Returns the joint's [RID]. + Returns the joint's internal [RID] from the [PhysicsServer2D]. </description> </method> </methods> @@ -22,13 +22,13 @@ When set to [code]0[/code], the default value from [member ProjectSettings.physics/2d/solver/default_constraint_bias] is used. </member> <member name="disable_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true"> - If [code]true[/code], [member node_a] and [member node_b] can not collide. + If [code]true[/code], the two bodies bound together do not collide with each other. </member> <member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")"> - The first body attached to the joint. Must derive from [PhysicsBody2D]. + Path to the first body (A) attached to the joint. The node must inherit [PhysicsBody2D]. </member> <member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath("")"> - The second body attached to the joint. Must derive from [PhysicsBody2D]. + Path to the second body (B) attached to the joint. The node must inherit [PhysicsBody2D]. </member> </members> </class> diff --git a/doc/classes/Joint3D.xml b/doc/classes/Joint3D.xml index ea0dda881a..950129806a 100644 --- a/doc/classes/Joint3D.xml +++ b/doc/classes/Joint3D.xml @@ -4,7 +4,7 @@ Abstract base class for all 3D physics joints. </brief_description> <description> - Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies and apply a constraint. + Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies ([member node_a] and [member node_b]) and apply a constraint. If only one body is defined, it is attached to a fixed [StaticBody3D] without collision shapes. </description> <tutorials> <link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/2752</link> @@ -13,19 +13,21 @@ <method name="get_rid" qualifiers="const"> <return type="RID" /> <description> - Returns the joint's [RID]. + Returns the joint's internal [RID] from the [PhysicsServer3D]. </description> </method> </methods> <members> <member name="exclude_nodes_from_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true"> - If [code]true[/code], the two bodies of the nodes are not able to collide with each other. + If [code]true[/code], the two bodies bound together do not collide with each other. </member> <member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")"> - The node attached to the first side (A) of the joint. + Path to the first node (A) attached to the joint. The node must inherit [PhysicsBody3D]. + If left empty and [member node_b] is set, the body is attached to a fixed [StaticBody3D] without collision shapes. </member> <member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath("")"> - The node attached to the second side (B) of the joint. + Path to the second node (B) attached to the joint. The node must inherit [PhysicsBody3D]. + If left empty and [member node_a] is set, the body is attached to a fixed [StaticBody3D] without collision shapes. </member> <member name="solver_priority" type="int" setter="set_solver_priority" getter="get_solver_priority" default="1"> The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority. |