Merge pull request #105051 from Mickeon/documentation-no-differences-PhysicsDirectSpaceState

Fix differences between PhysicsDirectSpaceState2D/3D docs
This commit is contained in:
Thaddeus Crews
2025-04-10 10:18:19 -05:00
2 changed files with 3 additions and 3 deletions

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@ -33,14 +33,14 @@
<return type="Dictionary" /> <return type="Dictionary" />
<param index="0" name="parameters" type="PhysicsShapeQueryParameters2D" /> <param index="0" name="parameters" type="PhysicsShapeQueryParameters2D" />
<description> <description>
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. If it collides with more than one shape, the nearest one is selected. If the shape did not intersect anything, then an empty dictionary is returned instead. Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters2D] object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields:
[b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The returned object is a dictionary containing the following fields:
[code]collider_id[/code]: The colliding object's ID. [code]collider_id[/code]: The colliding object's ID.
[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If the object is an [Area2D], the result is [code](0, 0)[/code]. [code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If the object is an [Area2D], the result is [code](0, 0)[/code].
[code]normal[/code]: The collision normal of the query shape at the intersection point, pointing away from the intersecting object. [code]normal[/code]: The collision normal of the query shape at the intersection point, pointing away from the intersecting object.
[code]point[/code]: The intersection point. [code]point[/code]: The intersection point.
[code]rid[/code]: The intersecting object's [RID]. [code]rid[/code]: The intersecting object's [RID].
[code]shape[/code]: The shape index of the colliding shape. [code]shape[/code]: The shape index of the colliding shape.
If the shape did not intersect anything, then an empty dictionary is returned instead.
</description> </description>
</method> </method>
<method name="intersect_point"> <method name="intersect_point">

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@ -15,7 +15,7 @@
<return type="PackedFloat32Array" /> <return type="PackedFloat32Array" />
<param index="0" name="parameters" type="PhysicsShapeQueryParameters3D" /> <param index="0" name="parameters" type="PhysicsShapeQueryParameters3D" />
<description> <description>
Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape, are supplied through a [PhysicsShapeQueryParameters3D] object. Checks how far a [Shape3D] can move without colliding. All the parameters for the query, including the shape and the motion, are supplied through a [PhysicsShapeQueryParameters3D] object.
Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned. Returns an array with the safe and unsafe proportions (between 0 and 1) of the motion. The safe proportion is the maximum fraction of the motion that can be made without a collision. The unsafe proportion is the minimum fraction of the distance that must be moved for a collision. If no collision is detected a result of [code][1.0, 1.0][/code] will be returned.
[b]Note:[/b] Any [Shape3D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape3D]s that the shape is already colliding with. [b]Note:[/b] Any [Shape3D]s that the shape is already colliding with e.g. inside of, will be ignored. Use [method collide_shape] to determine the [Shape3D]s that the shape is already colliding with.
</description> </description>