mirror of
https://github.com/godotengine/godot.git
synced 2025-01-22 10:32:54 -05:00
Fix collision normal being referred to as surface
This commit is contained in:
parent
7b1ed520bd
commit
386b1e04c8
2 changed files with 2 additions and 2 deletions
|
@ -37,7 +37,7 @@
|
|||
[b]Note:[/b] This method does not take into account the [code]motion[/code] property of the object. The returned object is a dictionary containing the following fields:
|
||||
[code]collider_id[/code]: The colliding object's ID.
|
||||
[code]linear_velocity[/code]: The colliding object's velocity [Vector2]. If the object is an [Area2D], the result is [code](0, 0)[/code].
|
||||
[code]normal[/code]: The object's surface normal at the intersection point.
|
||||
[code]normal[/code]: The collision normal of the query shape at the intersection point, pointing away from the intersecting object.
|
||||
[code]point[/code]: The intersection point.
|
||||
[code]rid[/code]: The intersecting object's [RID].
|
||||
[code]shape[/code]: The shape index of the colliding shape.
|
||||
|
|
|
@ -37,7 +37,7 @@
|
|||
Checks the intersections of a shape, given through a [PhysicsShapeQueryParameters3D] object, against the space. If it collides with more than one shape, the nearest one is selected. The returned object is a dictionary containing the following fields:
|
||||
[code]collider_id[/code]: The colliding object's ID.
|
||||
[code]linear_velocity[/code]: The colliding object's velocity [Vector3]. If the object is an [Area3D], the result is [code](0, 0, 0)[/code].
|
||||
[code]normal[/code]: The object's surface normal at the intersection point.
|
||||
[code]normal[/code]: The collision normal of the query shape at the intersection point, pointing away from the intersecting object.
|
||||
[code]point[/code]: The intersection point.
|
||||
[code]rid[/code]: The intersecting object's [RID].
|
||||
[code]shape[/code]: The shape index of the colliding shape.
|
||||
|
|
Loading…
Reference in a new issue