Clarify Area2D/Area3D overlaps_area()/overlaps_body() documentation
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@ -29,7 +29,7 @@
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<return type="bool" />
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<argument index="0" name="area" type="Node" />
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<description>
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If [code]true[/code], the given area overlaps the Area3D.
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Returns [code]true[/code] if the given [Area3D] intersects or overlaps this [Area3D], [code]false[/code] otherwise.
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[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
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</description>
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</method>
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@ -37,9 +37,9 @@
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<return type="bool" />
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<argument index="0" name="body" type="Node" />
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<description>
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If [code]true[/code], the given physics body overlaps the Area3D.
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Returns [code]true[/code] if the given physics body intersects or overlaps this [Area3D], [code]false[/code] otherwise.
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[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
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The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body).
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The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance. While GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body.
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</description>
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</method>
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</methods>
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