From 2ea08134c3e3f73e506442fc0ac3897f5943c909 Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Tue, 1 Feb 2022 22:19:58 +0100 Subject: [PATCH] Clarify Area2D/Area3D `overlaps_area()`/`overlaps_body()` documentation --- doc/classes/Area2D.xml | 6 +++--- doc/classes/Area3D.xml | 6 +++--- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 0f7e6799be2..5280b7445d6 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -31,7 +31,7 @@ - If [code]true[/code], the given area overlaps the Area2D. + Returns [code]true[/code] if the given [Area2D] intersects or overlaps this [Area2D], [code]false[/code] otherwise. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, the list of overlaps is updated once per frame and before the physics step. Consider using signals instead. @@ -39,9 +39,9 @@ - If [code]true[/code], the given physics body overlaps the Area2D. + Returns [code]true[/code] if the given physics body intersects or overlaps this [Area2D], [code]false[/code] otherwise. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. - The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance (while TileMaps are not physics bodies themselves, they register their tiles with collision shapes as a virtual physics body). + The [code]body[/code] argument can either be a [PhysicsBody2D] or a [TileMap] instance. While TileMaps are not physics bodies themselves, they register their tiles with collision shapes as a virtual physics body. diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml index 450ed443073..4f456cb56db 100644 --- a/doc/classes/Area3D.xml +++ b/doc/classes/Area3D.xml @@ -29,7 +29,7 @@ - If [code]true[/code], the given area overlaps the Area3D. + Returns [code]true[/code] if the given [Area3D] intersects or overlaps this [Area3D], [code]false[/code] otherwise. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. @@ -37,9 +37,9 @@ - If [code]true[/code], the given physics body overlaps the Area3D. + Returns [code]true[/code] if the given physics body intersects or overlaps this [Area3D], [code]false[/code] otherwise. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead. - The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance (while GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body). + The [code]body[/code] argument can either be a [PhysicsBody3D] or a [GridMap] instance. While GridMaps are not physics body themselves, they register their tiles with collision shapes as a virtual physics body.