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Update references to private class methods across the docs
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@@ -83,17 +83,17 @@ These nodes allow you to draw the shape directly in the editor workspace.
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Physics process callback
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~~~~~~~~~~~~~~~~~~~~~~~~
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The physics engine runs at a fixed rate (a default of 60 iterations per second). This rate
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The physics engine runs at a fixed rate (a default of 60 iterations per second). This rate
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is typically different from the frame rate which fluctuates based on what is rendered and
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available resources.
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It is important that all physics related code runs at this fixed rate. Therefore Godot
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It is important that all physics related code runs at this fixed rate. Therefore Godot
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differentiates :ref:`between physics and idle processing <doc_idle_and_physics_processing>`.
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Code that runs each frame is called idle processing and code that runs on each physics
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tick is called physics processing. Godot provides two different callbacks, one for each
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Code that runs each frame is called idle processing and code that runs on each physics
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tick is called physics processing. Godot provides two different callbacks, one for each
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of those processing rates.
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The physics callback, :ref:`Node._physics_process() <class_Node_method__physics_process>`,
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The physics callback, :ref:`Node._physics_process() <class_Node_private_method__physics_process>`,
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is called before each physics step. Any code that needs to access a body's properties should
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be run in here. This method will be passed a ``delta``
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parameter, which is a floating-point number equal to the time passed in
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@@ -249,7 +249,7 @@ automatically be calculated by the physics engine.
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However, if you do wish to have some control over the body, you should take
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care - altering the ``position``, ``linear_velocity``, or other physics properties
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of a rigid body can result in unexpected behavior. If you need to alter any
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of the physics-related properties, you should use the :ref:`_integrate_forces() <class_RigidBody2D_method__integrate_forces>`
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of the physics-related properties, you should use the :ref:`_integrate_forces() <class_RigidBody2D_private_method__integrate_forces>`
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callback instead of ``_physics_process()``. In this callback, you have access
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to the body's :ref:`PhysicsDirectBodyState2D <class_PhysicsDirectBodyState2D>`,
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which allows for safely changing properties and synchronizing them with
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@@ -40,7 +40,7 @@ Accessing space
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Godot physics runs by default in the same thread as game logic, but may
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be set to run on a separate thread to work more efficiently. Due to
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this, the only time accessing space is safe is during the
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:ref:`Node._physics_process() <class_Node_method__physics_process>`
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:ref:`Node._physics_process() <class_Node_private_method__physics_process>`
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callback. Accessing it from outside this function may result in an error
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due to space being *locked*.
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@@ -158,17 +158,17 @@ with Area3D, the boolean parameter ``collide_with_areas`` must be set to ``true`
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.. code-tab:: gdscript GDScript
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const RAY_LENGTH = 1000
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func _physics_process(delta):
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var space_state = get_world_3d().direct_space_state
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var cam = $Camera3D
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var mousepos = get_viewport().get_mouse_position()
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var origin = cam.project_ray_origin(mousepos)
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var end = origin + cam.project_ray_normal(mousepos) * RAY_LENGTH
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var query = PhysicsRayQueryParameters3D.create(origin, end)
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query.collide_with_areas = true
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var result = space_state.intersect_ray(query)
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Collision exceptions
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@@ -182,7 +182,7 @@ as shown in the following image:
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.. image:: img/raycast_falsepositive.webp
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To avoid self-intersection, the ``intersect_ray()`` parameters object can take an
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array of exceptions via its ``exclude`` property. This is an example of how to use it
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array of exceptions via its ``exclude`` property. This is an example of how to use it
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from a CharacterBody2D or any other collision object node:
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.. tabs::
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@@ -231,8 +231,8 @@ member variable. The array of exceptions can be supplied as the last argument as
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func _physics_process(delta):
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var space_state = get_world_2d().direct_space_state
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var query = PhysicsRayQueryParameters2D.create(global_position, target_position,
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collision_mask, [self])
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var query = PhysicsRayQueryParameters2D.create(global_position, target_position,
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collision_mask, [self])
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var result = space_state.intersect_ray(query)
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.. code-tab:: csharp
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