Fix some mixups between 2D/3D in documentation
(cherry picked from commit 7512d88e22
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</brief_description>
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</brief_description>
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<description>
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<description>
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A node that provides a thickened polygon shape (a prism) to a [CollisionObject2D] parent and allows to edit it. The polygon can be concave or convex. This can give a detection shape to an [Area2D] or turn [PhysicsBody2D] into a solid object.
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A node that provides a thickened polygon shape (a prism) to a [CollisionObject2D] parent and allows to edit it. The polygon can be concave or convex. This can give a detection shape to an [Area2D] or turn [PhysicsBody2D] into a solid object.
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[b]Warning:[/b] A non-uniformly scaled [CollisionShape3D] will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its shape resource instead.
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[b]Warning:[/b] A non-uniformly scaled [CollisionShape2D] will likely not behave as expected. Make sure to keep its scale the same on all axes and adjust its shape resource instead.
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</description>
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</description>
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<tutorials>
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<tutorials>
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</tutorials>
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</tutorials>
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<description>
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<description>
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A 2D convex polygon shape, intended for use in physics. Used internally in [CollisionPolygon2D] when it's in [code]BUILD_SOLIDS[/code] mode.
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A 2D convex polygon shape, intended for use in physics. Used internally in [CollisionPolygon2D] when it's in [code]BUILD_SOLIDS[/code] mode.
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[ConvexPolygonShape2D] is [i]solid[/i], which means it detects collisions from objects that are fully inside it, unlike [ConcavePolygonShape2D] which is hollow. This makes it more suitable for both detection and physics.
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[ConvexPolygonShape2D] is [i]solid[/i], which means it detects collisions from objects that are fully inside it, unlike [ConcavePolygonShape2D] which is hollow. This makes it more suitable for both detection and physics.
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[b]Convex decomposition:[/b] A concave polygon can be split up into several convex polygons. This allows dynamic physics bodies to have complex concave collisions (at a performance cost) and can be achieved by using several [ConvexPolygonShape3D] nodes or by using the [CollisionPolygon2D] node in [code]BUILD_SOLIDS[/code] mode. To generate a collision polygon from a sprite, select the [Sprite2D] node, go to the [b]Sprite2D[/b] menu that appears above the viewport, and choose [b]Create Polygon2D Sibling[/b].
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[b]Convex decomposition:[/b] A concave polygon can be split up into several convex polygons. This allows dynamic physics bodies to have complex concave collisions (at a performance cost) and can be achieved by using several [ConvexPolygonShape2D] nodes or by using the [CollisionPolygon2D] node in [code]BUILD_SOLIDS[/code] mode. To generate a collision polygon from a sprite, select the [Sprite2D] node, go to the [b]Sprite2D[/b] menu that appears above the viewport, and choose [b]Create Polygon2D Sibling[/b].
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[b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions against compared to [ConcavePolygonShape2D], but it is slower than primitive collision shapes such as [CircleShape2D] and [RectangleShape2D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by primitive shapes.
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[b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions against compared to [ConcavePolygonShape2D], but it is slower than primitive collision shapes such as [CircleShape2D] and [RectangleShape2D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by primitive shapes.
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</description>
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</description>
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<tutorials>
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<tutorials>
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A 3D cylinder shape used for physics collision.
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A 3D cylinder shape used for physics collision.
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</brief_description>
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</brief_description>
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<description>
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<description>
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A 2D capsule shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D].
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A 3D cylinder shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D].
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[b]Note:[/b] There are several known bugs with cylinder collision shapes. Using [CapsuleShape3D] or [BoxShape3D] instead is recommended.
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[b]Note:[/b] There are several known bugs with cylinder collision shapes. Using [CapsuleShape3D] or [BoxShape3D] instead is recommended.
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[b]Performance:[/b] [CylinderShape3D] is fast to check collisions against, but it is slower than [CapsuleShape3D], [BoxShape3D], and [CylinderShape3D].
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[b]Performance:[/b] [CylinderShape3D] is fast to check collisions against, but it is slower than [CapsuleShape3D], [BoxShape3D], and [SphereShape3D].
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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<link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link>
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- [code]type[/code]: Always [constant NavigationPathQueryResult3D.PATH_SEGMENT_TYPE_LINK].
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- [code]type[/code]: Always [constant NavigationPathQueryResult3D.PATH_SEGMENT_TYPE_LINK].
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- [code]rid[/code]: The [RID] of the link.
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- [code]rid[/code]: The [RID] of the link.
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- [code]owner[/code]: The object which manages the link (usually [NavigationLink3D]).
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- [code]owner[/code]: The object which manages the link (usually [NavigationLink3D]).
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- [code]link_entry_position[/code]: If [code]owner[/code] is available and the owner is a [NavigationLink2D], it will contain the global position of the link's point the agent is entering.
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- [code]link_entry_position[/code]: If [code]owner[/code] is available and the owner is a [NavigationLink3D], it will contain the global position of the link's point the agent is entering.
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- [code]link_exit_position[/code]: If [code]owner[/code] is available and the owner is a [NavigationLink2D], it will contain the global position of the link's point which the agent is exiting.
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- [code]link_exit_position[/code]: If [code]owner[/code] is available and the owner is a [NavigationLink3D], it will contain the global position of the link's point which the agent is exiting.
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</description>
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</description>
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</signal>
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</signal>
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<signal name="navigation_finished">
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<signal name="navigation_finished">
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A server interface for low-level 3D navigation access.
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A server interface for low-level 3D navigation access.
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</brief_description>
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</brief_description>
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<description>
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<description>
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NavigationServer2D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from [AStar3D].
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NavigationServer3D is the server that handles navigation maps, regions and agents. It does not handle A* navigation from [AStar3D].
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Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world.
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Maps are made up of regions, which are made of navigation meshes. Together, they define the navigable areas in the 3D world.
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[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation-related nodes in the scene tree or made through scripts.
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[b]Note:[/b] Most [NavigationServer3D] changes take effect after the next physics frame and not immediately. This includes all changes made to maps, regions or agents by navigation-related nodes in the scene tree or made through scripts.
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For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
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For two regions to be connected to each other, they must share a similar edge. An edge is considered connected to another if both of its two vertices are at a distance less than [code]edge_connection_margin[/code] to the respective other edge's vertex.
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A server interface for low-level 3D physics access.
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A server interface for low-level 3D physics access.
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</brief_description>
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</brief_description>
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<description>
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<description>
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PhysicsServer2D is the server responsible for all 2D physics. It can directly create and manipulate all physics objects:
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PhysicsServer3D is the server responsible for all 3D physics. It can directly create and manipulate all physics objects:
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- A [i]space[/i] is a self-contained world for a physics simulation. It contains bodies, areas, and joints. Its state can be queried for collision and intersection information, and several parameters of the simulation can be modified.
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- A [i]space[/i] is a self-contained world for a physics simulation. It contains bodies, areas, and joints. Its state can be queried for collision and intersection information, and several parameters of the simulation can be modified.
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- A [i]shape[/i] is a geometric shape such as a sphere, a box, a cylinder, or a polygon. It can be used for collision detection by adding it to a body/area, possibly with an extra transformation relative to the body/area's origin. Bodies/areas can have multiple (transformed) shapes added to them, and a single shape can be added to bodies/areas multiple times with different local transformations.
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- A [i]shape[/i] is a geometric shape such as a sphere, a box, a cylinder, or a polygon. It can be used for collision detection by adding it to a body/area, possibly with an extra transformation relative to the body/area's origin. Bodies/areas can have multiple (transformed) shapes added to them, and a single shape can be added to bodies/areas multiple times with different local transformations.
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- A [i]body[/i] is a physical object which can be in static, kinematic, or rigid mode. Its state (such as position and velocity) can be queried and updated. A force integration callback can be set to customize the body's physics.
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- A [i]body[/i] is a physical object which can be in static, kinematic, or rigid mode. Its state (such as position and velocity) can be queried and updated. A force integration callback can be set to customize the body's physics.
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A physics joint that attaches two 3D physics bodies at a single point, allowing them to freely rotate.
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A physics joint that attaches two 3D physics bodies at a single point, allowing them to freely rotate.
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</brief_description>
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<description>
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<description>
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A physics joint that attaches two 2D physics bodies at a single point, allowing them to freely rotate. For example, a [RigidBody3D] can be attached to a [StaticBody3D] to create a pendulum or a seesaw.
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A physics joint that attaches two 3D physics bodies at a single point, allowing them to freely rotate. For example, a [RigidBody3D] can be attached to a [StaticBody3D] to create a pendulum or a seesaw.
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</description>
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</description>
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<tutorials>
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<tutorials>
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</tutorials>
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</tutorials>
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A 3D ray shape used for physics collision that tries to separate itself from any collider.
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A 3D ray shape used for physics collision that tries to separate itself from any collider.
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</brief_description>
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</brief_description>
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<description>
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<description>
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A 3D ray shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape2D]. When a [SeparationRayShape3D] collides with an object, it tries to separate itself from it by moving its endpoint to the collision point. It can for example be used for spears falling from the sky.
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A 3D ray shape, intended for use in physics. Usually used to provide a shape for a [CollisionShape3D]. When a [SeparationRayShape3D] collides with an object, it tries to separate itself from it by moving its endpoint to the collision point. It can for example be used for spears falling from the sky.
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</description>
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</description>
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<tutorials>
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<tutorials>
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</tutorials>
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</tutorials>
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