diff --git a/doc/classes/CapsuleShape.xml b/doc/classes/CapsuleShape.xml index 29072203ea0..db075a504c1 100644 --- a/doc/classes/CapsuleShape.xml +++ b/doc/classes/CapsuleShape.xml @@ -1,10 +1,10 @@ - Capsule shape resource. + Capsule shape for collisions. - Capsule shape resource, which can be set into a [PhysicsBody] or area. + Capsule shape for collisions. @@ -46,8 +46,10 @@ + The capsule's height. + The capsule's radius. diff --git a/doc/classes/CapsuleShape2D.xml b/doc/classes/CapsuleShape2D.xml index 9c2b1c4a3d7..df833e0582f 100644 --- a/doc/classes/CapsuleShape2D.xml +++ b/doc/classes/CapsuleShape2D.xml @@ -1,10 +1,10 @@ - Capsule 2D shape resource for physics. + Capsule shape for 2D collisions. - Capsule 2D shape resource for physics. A capsule (or sometimes called "pill") is like a line grown in all directions. It has a radius and a height, and is often useful for modeling biped characters. + Capsule shape for 2D collisions. @@ -46,8 +46,10 @@ + The capsule's height. + The capsules's radius. diff --git a/doc/classes/CircleShape2D.xml b/doc/classes/CircleShape2D.xml index c3d4bdae036..1ed54f07057 100644 --- a/doc/classes/CircleShape2D.xml +++ b/doc/classes/CircleShape2D.xml @@ -1,10 +1,10 @@ - Circular Shape for 2D Physics. + Circular shape for 2D collisions. - Circular Shape for 2D Physics. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast. + Circular shape for 2D collisions. This shape is useful for modeling balls or small characters and its collision detection with everything else is very fast. @@ -30,6 +30,7 @@ + The circle's radius. diff --git a/doc/classes/LineShape2D.xml b/doc/classes/LineShape2D.xml index 3346c46a190..5596c48162c 100644 --- a/doc/classes/LineShape2D.xml +++ b/doc/classes/LineShape2D.xml @@ -1,10 +1,10 @@ - Line shape for 2D collision objects. + Line shape for 2D collisions. - Line shape for 2D collision objects. It works like a 2D plane and will not allow any body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame. + Line shape for 2D collisions. It works like a 2D plane and will not allow any body to go to the negative side. Not recommended for rigid bodies, and usually not recommended for static bodies either because it forces checks against it on every frame. @@ -46,8 +46,10 @@ + The line's distance from the origin. + The line's normal. diff --git a/doc/classes/RayShape2D.xml b/doc/classes/RayShape2D.xml index 8414ee23486..4f6313a1d27 100644 --- a/doc/classes/RayShape2D.xml +++ b/doc/classes/RayShape2D.xml @@ -1,10 +1,10 @@ - Ray 2D shape resource for physics. + Ray shape for 2D collisions. - Ray 2D shape resource for physics. A ray is not really a collision body, instead it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. + Ray shape for 2D collisions. A ray is not really a collision body, instead it tries to separate itself from whatever is touching its far endpoint. It's often useful for characters. @@ -30,6 +30,7 @@ + The ray's length. diff --git a/doc/classes/RectangleShape2D.xml b/doc/classes/RectangleShape2D.xml index 9c18df970b6..7a1aec2021e 100644 --- a/doc/classes/RectangleShape2D.xml +++ b/doc/classes/RectangleShape2D.xml @@ -1,10 +1,10 @@ - Rectangle Shape for 2D Physics. + Rectangle shape for 2D collisions. - Rectangle Shape for 2D Physics. This shape is useful for modeling box-like 2D objects. + Rectangle shape for 2D collisions. This shape is useful for modeling box-like 2D objects. @@ -30,6 +30,7 @@ + The rectangle's half extents. The width and height of this shape is twice the half extents. diff --git a/doc/classes/SegmentShape2D.xml b/doc/classes/SegmentShape2D.xml index 0e2c5c86f31..3b7a747bcb8 100644 --- a/doc/classes/SegmentShape2D.xml +++ b/doc/classes/SegmentShape2D.xml @@ -1,10 +1,10 @@ - Segment Shape for 2D Collision Detection. + Segment shape for 2D collisions. - Segment Shape for 2D Collision Detection, consists of two points, 'a' and 'b'. + Segment shape for 2D collisions. Consists of two points, [code]a[/code] and [code]b[/code]. @@ -46,8 +46,10 @@ + The segment's first point position. + The segment's second point position.