More Godot 4 renames and fixes (#6317)

* Move ImmediateGeometry -> ImmediateMesh

* More Godot 3 -> Godot 4 renames
This commit is contained in:
Max Hilbrunner
2022-10-15 23:12:48 +02:00
committed by GitHub
parent 198393eec7
commit 6c13f5ba58
20 changed files with 61 additions and 61 deletions

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@@ -32,8 +32,8 @@ Godot provides the following primitive collision shape types:
- :ref:`class_CircleShape2D`
- :ref:`class_CapsuleShape2D`
- :ref:`class_SegmentShape2D`
- :ref:`class_RayShape2D` (designed for characters)
- :ref:`class_LineShape2D` (infinite plane)
- :ref:`class_SeparationRayShape2D` (designed for characters)
- :ref:`class_WorldBoundaryShape2D` (infinite plane)
You can represent the collision of most smaller objects using one or more
primitive shapes. However, for more complex objects, such as a large ship or a

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@@ -12,9 +12,9 @@ This guide explains:
Godot provides many kinds of collision shapes, with different performance and
accuracy tradeoffs.
You can define the shape of a :ref:`class_PhysicsBody` by adding one or more
:ref:`CollisionShapes <class_CollisionShape>` as child nodes. Note that you must
add a :ref:`class_Shape` *resource* to collision shape nodes in the Inspector
You can define the shape of a :ref:`class_PhysicsBody3D` by adding one or more
:ref:`CollisionShape3Ds <class_CollisionShape3D>` as child nodes. Note that you must
add a :ref:`class_Shape3D` *resource* to collision shape nodes in the Inspector
dock.
.. note::
@@ -27,10 +27,10 @@ Primitive collision shapes
Godot provides the following primitive collision shape types:
- :ref:`class_BoxShape`
- :ref:`class_SphereShape`
- :ref:`class_CapsuleShape`
- :ref:`class_CylinderShape`
- :ref:`class_BoxShape3D`
- :ref:`class_SphereShape3D`
- :ref:`class_CapsuleShape3D`
- :ref:`class_CylinderShape3D`
You can represent the collision of most smaller objects using one or more
primitive shapes. However, for more complex objects, such as a large ship or a
@@ -43,7 +43,7 @@ better performance as well.
Convex collision shapes
-----------------------
:ref:`Convex collision shapes <class_ConvexPolygonShape>` are a compromise
:ref:`Convex collision shapes <class_ConvexPolygonShape3D>` are a compromise
between primitive collision shapes and concave collision shapes. They can
represent shapes of any complexity, but with an important caveat. As their name
implies, an individual shape can only represent a *convex* shape. For instance,
@@ -75,7 +75,7 @@ viewport. The editor exposes two generation modes:
Concave or trimesh collision shapes
-----------------------------------
:ref:`Concave collision shapes <class_ConcavePolygonShape>`, also called trimesh
:ref:`Concave collision shapes <class_ConcavePolygonShape3D>`, also called trimesh
collision shapes, can take any form, from a few triangles to thousands of
triangles. Concave shapes are the slowest option but are also the most accurate
in Godot. **You can only use concave shapes within StaticBodies.** They will not

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@@ -14,7 +14,7 @@ do this in 2D and 3D.
Godot stores all the low level game information in servers, while the
scene is only a frontend. As such, ray casting is generally a
lower-level task. For simple raycasts, nodes like
:ref:`RayCast <class_RayCast>` and :ref:`RayCast2D <class_RayCast2D>`
:ref:`RayCast3D <class_RayCast3D>` and :ref:`RayCast2D <class_RayCast2D>`
will work, as they return every frame what the result of a raycast
is.

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@@ -7,7 +7,7 @@ What is a rigid body?
---------------------
A rigid body is one that is directly controlled by the physics engine in order to simulate the behavior of physical objects.
In order to define the shape of the body, it must have one or more :ref:`Shape <class_Shape>` objects assigned. Note that setting the position of these shapes will affect the body's center of mass.
In order to define the shape of the body, it must have one or more :ref:`Shape3D <class_Shape3D>` objects assigned. Note that setting the position of these shapes will affect the body's center of mass.
How to control a rigid body
---------------------------

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@@ -42,9 +42,9 @@ Open the ``PlaneMesh`` properties and set the size(x: 0.5 y: 1) then set ``Subdi
.. tip:: Subdivision generates a more tessellated mesh for better simulations.
Add a :ref:`BoneAttachment <class_BoneAttachment>` node under the skeleton node and select the Neck bone to attach the cloak to the character skeleton.
Add a :ref:`BoneAttachment3D <class_BoneAttachment3D>` node under the skeleton node and select the Neck bone to attach the cloak to the character skeleton.
.. note:: ``BoneAttachment`` node is to attach objects to a bone of a armature. The attached object will follow the bone's movement, weapon of a character can be attached this way.
.. note:: ``BoneAttachment3D`` node is to attach objects to a bone of a armature. The attached object will follow the bone's movement, weapon of a character can be attached this way.
.. image:: img/softbody_cloak_bone_attach.png