classref: Sync with latest 4.0-alpha

This commit is contained in:
Rémi Verschelde
2022-03-11 13:46:38 +01:00
parent 664f6a1cbd
commit c80ee83362
98 changed files with 2514 additions and 1298 deletions

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@@ -55,8 +55,6 @@ Properties
+----------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` | :ref:`motion_mode<class_CharacterBody3D_property_motion_mode>` | ``0`` |
+----------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`motion_velocity<class_CharacterBody3D_property_motion_velocity>` | ``Vector3(0, 0, 0)`` |
+----------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`MovingPlatformApplyVelocityOnLeave<enum_CharacterBody3D_MovingPlatformApplyVelocityOnLeave>` | :ref:`moving_platform_apply_velocity_on_leave<class_CharacterBody3D_property_moving_platform_apply_velocity_on_leave>` | ``0`` |
+----------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`int<class_int>` | :ref:`moving_platform_floor_layers<class_CharacterBody3D_property_moving_platform_floor_layers>` | ``4294967295`` |
@@ -67,6 +65,8 @@ Properties
+----------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`up_direction<class_CharacterBody3D_property_up_direction>` | ``Vector3(0, 1, 0)`` |
+----------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`velocity<class_CharacterBody3D_property_velocity>` | ``Vector3(0, 0, 0)`` |
+----------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------+----------------------+
| :ref:`float<class_float>` | :ref:`wall_min_slide_angle<class_CharacterBody3D_property_wall_min_slide_angle>` | ``0.261799`` |
+----------------------------------------------------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------+----------------------+
@@ -136,9 +136,9 @@ enum **MotionMode**:
enum **MovingPlatformApplyVelocityOnLeave**:
- **PLATFORM_VEL_ON_LEAVE_ALWAYS** = **0** --- Add the last platform velocity to the :ref:`motion_velocity<class_CharacterBody3D_property_motion_velocity>` when you leave a moving platform.
- **PLATFORM_VEL_ON_LEAVE_ALWAYS** = **0** --- Add the last platform velocity to the :ref:`velocity<class_CharacterBody3D_property_velocity>` when you leave a moving platform.
- **PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY** = **1** --- Add the last platform velocity to the :ref:`motion_velocity<class_CharacterBody3D_property_motion_velocity>` when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
- **PLATFORM_VEL_ON_LEAVE_UPWARD_ONLY** = **1** --- Add the last platform velocity to the :ref:`velocity<class_CharacterBody3D_property_velocity>` when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
- **PLATFORM_VEL_ON_LEAVE_NEVER** = **2** --- Do nothing when leaving a platform.
@@ -249,7 +249,7 @@ As long as the snapping vector is in contact with the ground and the body moves
If ``true``, the body will not slide on slopes when calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>` when the body is standing still.
If ``false``, the body will slide on floor's slopes when :ref:`motion_velocity<class_CharacterBody3D_property_motion_velocity>` applies a downward force.
If ``false``, the body will slide on floor's slopes when :ref:`velocity<class_CharacterBody3D_property_velocity>` applies a downward force.
----
@@ -285,22 +285,6 @@ Sets the motion mode which defines the behavior of :ref:`move_and_slide<class_Ch
----
.. _class_CharacterBody3D_property_motion_velocity:
- :ref:`Vector3<class_Vector3>` **motion_velocity**
+-----------+----------------------------+
| *Default* | ``Vector3(0, 0, 0)`` |
+-----------+----------------------------+
| *Setter* | set_motion_velocity(value) |
+-----------+----------------------------+
| *Getter* | get_motion_velocity() |
+-----------+----------------------------+
Current velocity vector (typically meters per second), used and modified during calls to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
----
.. _class_CharacterBody3D_property_moving_platform_apply_velocity_on_leave:
- :ref:`MovingPlatformApplyVelocityOnLeave<enum_CharacterBody3D_MovingPlatformApplyVelocityOnLeave>` **moving_platform_apply_velocity_on_leave**
@@ -381,6 +365,22 @@ Direction vector used to determine what is a wall and what is a floor (or a ceil
----
.. _class_CharacterBody3D_property_velocity:
- :ref:`Vector3<class_Vector3>` **velocity**
+-----------+----------------------+
| *Default* | ``Vector3(0, 0, 0)`` |
+-----------+----------------------+
| *Setter* | set_velocity(value) |
+-----------+----------------------+
| *Getter* | get_velocity() |
+-----------+----------------------+
Current velocity vector (typically meters per second), used and modified during calls to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
----
.. _class_CharacterBody3D_property_wall_min_slide_angle:
- :ref:`float<class_float>` **wall_min_slide_angle**
@@ -450,7 +450,7 @@ Returns the travel (position delta) that occurred during the last call to :ref:`
- :ref:`Vector3<class_Vector3>` **get_real_velocity** **(** **)** |const|
Returns the current real velocity since the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to :ref:`motion_velocity<class_CharacterBody3D_property_motion_velocity>` which returns the requested velocity.
Returns the current real velocity since the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to :ref:`velocity<class_CharacterBody3D_property_velocity>` which returns the requested velocity.
----
@@ -530,9 +530,9 @@ Returns ``true`` if the body collided only with a wall on the last call of :ref:
- :ref:`bool<class_bool>` **move_and_slide** **(** **)**
Moves the body based on :ref:`motion_velocity<class_CharacterBody3D_property_motion_velocity>`. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a ``CharacterBody3D`` or :ref:`RigidDynamicBody3D<class_RigidDynamicBody3D>`, it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
Moves the body based on :ref:`velocity<class_CharacterBody3D_property_velocity>`. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a ``CharacterBody3D`` or :ref:`RigidDynamicBody3D<class_RigidDynamicBody3D>`, it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
Modifies :ref:`motion_velocity<class_CharacterBody3D_property_motion_velocity>` if a slide collision occurred. To get the latest collision call :ref:`get_last_slide_collision<class_CharacterBody3D_method_get_last_slide_collision>`, for more detailed information about collisions that occurred, use :ref:`get_slide_collision<class_CharacterBody3D_method_get_slide_collision>`.
Modifies :ref:`velocity<class_CharacterBody3D_property_velocity>` if a slide collision occurred. To get the latest collision call :ref:`get_last_slide_collision<class_CharacterBody3D_method_get_last_slide_collision>`, for more detailed information about collisions that occurred, use :ref:`get_slide_collision<class_CharacterBody3D_method_get_slide_collision>`.
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.