Adapt tutorial hyperlinks after godotengine/godot#24640

This commit is contained in:
Rémi Verschelde
2019-01-07 10:43:36 +01:00
parent f70354d01c
commit a1af0dfc13
29 changed files with 170 additions and 160 deletions

View File

@@ -27,8 +27,8 @@ Space
In the physics world, Godot stores all the low level collision and
physics information in a *space*. The current 2d space (for 2D Physics)
can be obtained by accessing
:ref:`CanvasItem.get_world_2d().space <class_CanvasItem_get_world_2d>`.
For 3D, it's :ref:`Spatial.get_world().space <class_Spatial_get_world>`.
:ref:`CanvasItem.get_world_2d().space <class_CanvasItem_method_get_world_2d>`.
For 3D, it's :ref:`Spatial.get_world().space <class_Spatial_method_get_world>`.
The resulting space :ref:`RID <class_RID>` can be used in
:ref:`PhysicsServer <class_PhysicsServer>` and
@@ -40,7 +40,7 @@ Accessing space
Godot physics runs by default in the same thread as game logic, but may
be set to run on a separate thread to work more efficiently. Due to
this, the only time accessing space is safe is during the
:ref:`Node._physics_process() <class_Node__physics_process>`
:ref:`Node._physics_process() <class_Node_method__physics_process>`
callback. Accessing it from outside this function may result in an error
due to space being *locked*.
@@ -100,7 +100,7 @@ Raycast query
-------------
For performing a 2D raycast query, the method
:ref:`Physics2DDirectSpaceState.intersect_ray() <class_Physics2DDirectSpaceState_intersect_ray>`
:ref:`Physics2DDirectSpaceState.intersect_ray() <class_Physics2DDirectSpaceState_method_intersect_ray>`
may be used. For example:
.. tabs::