doc: Use self-closing tags for return and argument

For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
This commit is contained in:
Rémi Verschelde
2021-07-30 15:28:05 +02:00
parent a1c19b9a1e
commit 7adf4cc9b5
408 changed files with 14025 additions and 28050 deletions

View File

@@ -11,171 +11,134 @@
</tutorials>
<methods>
<method name="add_central_force">
<return type="void">
</return>
<argument index="0" name="force" type="Vector2">
</argument>
<return type="void" />
<argument index="0" name="force" type="Vector2" />
<description>
Adds a constant directional force without affecting rotation.
</description>
</method>
<method name="add_force">
<return type="void">
</return>
<argument index="0" name="force" type="Vector2">
</argument>
<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)">
</argument>
<return type="void" />
<argument index="0" name="force" type="Vector2" />
<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
</description>
</method>
<method name="add_torque">
<return type="void">
</return>
<argument index="0" name="torque" type="float">
</argument>
<return type="void" />
<argument index="0" name="torque" type="float" />
<description>
Adds a constant rotational force.
</description>
</method>
<method name="apply_central_impulse">
<return type="void">
</return>
<argument index="0" name="impulse" type="Vector2">
</argument>
<return type="void" />
<argument index="0" name="impulse" type="Vector2" />
<description>
Applies a directional impulse without affecting rotation.
</description>
</method>
<method name="apply_impulse">
<return type="void">
</return>
<argument index="0" name="impulse" type="Vector2">
</argument>
<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)">
</argument>
<return type="void" />
<argument index="0" name="impulse" type="Vector2" />
<argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.
</description>
</method>
<method name="apply_torque_impulse">
<return type="void">
</return>
<argument index="0" name="impulse" type="float">
</argument>
<return type="void" />
<argument index="0" name="impulse" type="float" />
<description>
Applies a rotational impulse to the body.
</description>
</method>
<method name="get_contact_collider" qualifiers="const">
<return type="RID">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<return type="RID" />
<argument index="0" name="contact_idx" type="int" />
<description>
Returns the collider's [RID].
</description>
</method>
<method name="get_contact_collider_id" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<return type="int" />
<argument index="0" name="contact_idx" type="int" />
<description>
Returns the collider's object id.
</description>
</method>
<method name="get_contact_collider_object" qualifiers="const">
<return type="Object">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<return type="Object" />
<argument index="0" name="contact_idx" type="int" />
<description>
Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
</description>
</method>
<method name="get_contact_collider_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<return type="Vector2" />
<argument index="0" name="contact_idx" type="int" />
<description>
Returns the contact position in the collider.
</description>
</method>
<method name="get_contact_collider_shape" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<return type="int" />
<argument index="0" name="contact_idx" type="int" />
<description>
Returns the collider's shape index.
</description>
</method>
<method name="get_contact_collider_shape_metadata" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<return type="Variant" />
<argument index="0" name="contact_idx" type="int" />
<description>
Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data].
</description>
</method>
<method name="get_contact_collider_velocity_at_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<return type="Vector2" />
<argument index="0" name="contact_idx" type="int" />
<description>
Returns the linear velocity vector at the collider's contact point.
</description>
</method>
<method name="get_contact_count" qualifiers="const">
<return type="int">
</return>
<return type="int" />
<description>
Returns the number of contacts this body has with other bodies.
[b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor].
</description>
</method>
<method name="get_contact_local_normal" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<return type="Vector2" />
<argument index="0" name="contact_idx" type="int" />
<description>
Returns the local normal at the contact point.
</description>
</method>
<method name="get_contact_local_position" qualifiers="const">
<return type="Vector2">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<return type="Vector2" />
<argument index="0" name="contact_idx" type="int" />
<description>
Returns the local position of the contact point.
</description>
</method>
<method name="get_contact_local_shape" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="contact_idx" type="int">
</argument>
<return type="int" />
<argument index="0" name="contact_idx" type="int" />
<description>
Returns the local shape index of the collision.
</description>
</method>
<method name="get_space_state">
<return type="PhysicsDirectSpaceState2D">
</return>
<return type="PhysicsDirectSpaceState2D" />
<description>
Returns the current state of the space, useful for queries.
</description>
</method>
<method name="integrate_forces">
<return type="void">
</return>
<return type="void" />
<description>
Calls the built-in force integration code.
</description>