From 0531f96d4cc22e2ea9f9558513411503c617e0b1 Mon Sep 17 00:00:00 2001 From: Micky Date: Sun, 21 Jan 2024 18:25:56 +0100 Subject: [PATCH] Tweak Joint2D and Joint3D documentation for consistency --- doc/classes/Joint2D.xml | 10 +++++----- doc/classes/Joint3D.xml | 12 +++++++----- 2 files changed, 12 insertions(+), 10 deletions(-) diff --git a/doc/classes/Joint2D.xml b/doc/classes/Joint2D.xml index af0a54815fbe..0099c76d08d7 100644 --- a/doc/classes/Joint2D.xml +++ b/doc/classes/Joint2D.xml @@ -4,7 +4,7 @@ Abstract base class for all 2D physics joints. - Abstract base class for all joints in 2D physics. 2D joints bind together two physics bodies and apply a constraint. + Abstract base class for all joints in 2D physics. 2D joints bind together two physics bodies ([member node_a] and [member node_b]) and apply a constraint. @@ -12,7 +12,7 @@ - Returns the joint's [RID]. + Returns the joint's internal [RID] from the [PhysicsServer2D]. @@ -22,13 +22,13 @@ When set to [code]0[/code], the default value from [member ProjectSettings.physics/2d/solver/default_constraint_bias] is used. - If [code]true[/code], [member node_a] and [member node_b] can not collide. + If [code]true[/code], the two bodies bound together do not collide with each other. - The first body attached to the joint. Must derive from [PhysicsBody2D]. + Path to the first body (A) attached to the joint. The node must inherit [PhysicsBody2D]. - The second body attached to the joint. Must derive from [PhysicsBody2D]. + Path to the second body (B) attached to the joint. The node must inherit [PhysicsBody2D]. diff --git a/doc/classes/Joint3D.xml b/doc/classes/Joint3D.xml index 9e0b7537012c..8f2750918275 100644 --- a/doc/classes/Joint3D.xml +++ b/doc/classes/Joint3D.xml @@ -4,7 +4,7 @@ Abstract base class for all 3D physics joints. - Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies and apply a constraint. + Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies ([member node_a] and [member node_b]) and apply a constraint. If only one body is defined, it is attached to a fixed [StaticBody3D] without collision shapes. https://godotengine.org/asset-library/asset/524 @@ -13,19 +13,21 @@ - Returns the joint's [RID]. + Returns the joint's internal [RID] from the [PhysicsServer3D]. - If [code]true[/code], the two bodies of the nodes are not able to collide with each other. + If [code]true[/code], the two bodies bound together do not collide with each other. - The node attached to the first side (A) of the joint. + Path to the first node (A) attached to the joint. The node must inherit [PhysicsBody3D]. + If left empty and [member node_b] is set, the body is attached to a fixed [StaticBody3D] without collision shapes. - The node attached to the second side (B) of the joint. + Path to the second node (B) attached to the joint. The node must inherit [PhysicsBody3D]. + If left empty and [member node_a] is set, the body is attached to a fixed [StaticBody3D] without collision shapes. The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.