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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

doc: Use self-closing tags for return and argument

For the time being we don't support writing a description for those, preferring
having all details in the method's description.

Using self-closing tags saves half the lines, and prevents contributors from
thinking that they should write the argument or return documentation there.
This commit is contained in:
Rémi Verschelde
2021-07-30 15:28:05 +02:00
parent a1c19b9a1e
commit 7adf4cc9b5
408 changed files with 14025 additions and 28050 deletions

View File

@@ -14,12 +14,9 @@
</tutorials>
<methods>
<method name="create_convex_collision">
<return type="void">
</return>
<argument index="0" name="clean" type="bool" default="true">
</argument>
<argument index="1" name="simplify" type="bool" default="false">
</argument>
<return type="void" />
<argument index="0" name="clean" type="bool" default="true" />
<argument index="1" name="simplify" type="bool" default="false" />
<description>
This helper creates a [StaticBody3D] child node with a [ConvexPolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
If [code]clean[/code] is [code]true[/code] (default), duplicate and interior vertices are removed automatically. You can set it to [code]false[/code] to make the process faster if not needed.
@@ -27,58 +24,47 @@
</description>
</method>
<method name="create_debug_tangents">
<return type="void">
</return>
<return type="void" />
<description>
This helper creates a [MeshInstance3D] child node with gizmos at every vertex calculated from the mesh geometry. It's mainly used for testing.
</description>
</method>
<method name="create_multiple_convex_collisions">
<return type="void">
</return>
<return type="void" />
<description>
This helper creates a [StaticBody3D] child node with multiple [ConvexPolygonShape3D] collision shapes calculated from the mesh geometry via convex decomposition. It's mainly used for testing.
</description>
</method>
<method name="create_trimesh_collision">
<return type="void">
</return>
<return type="void" />
<description>
This helper creates a [StaticBody3D] child node with a [ConcavePolygonShape3D] collision shape calculated from the mesh geometry. It's mainly used for testing.
</description>
</method>
<method name="get_active_material" qualifiers="const">
<return type="Material">
</return>
<argument index="0" name="surface" type="int">
</argument>
<return type="Material" />
<argument index="0" name="surface" type="int" />
<description>
Returns the [Material] that will be used by the [Mesh] when drawing. This can return the [member GeometryInstance3D.material_override], the surface override [Material] defined in this [MeshInstance3D], or the surface [Material] defined in the [Mesh]. For example, if [member GeometryInstance3D.material_override] is used, all surfaces will return the override material.
</description>
</method>
<method name="get_surface_override_material" qualifiers="const">
<return type="Material">
</return>
<argument index="0" name="surface" type="int">
</argument>
<return type="Material" />
<argument index="0" name="surface" type="int" />
<description>
Returns the override [Material] for the specified surface of the [Mesh] resource.
</description>
</method>
<method name="get_surface_override_material_count" qualifiers="const">
<return type="int">
</return>
<return type="int" />
<description>
Returns the number of surface override materials. This is equivalent to [method Mesh.get_surface_count].
</description>
</method>
<method name="set_surface_override_material">
<return type="void">
</return>
<argument index="0" name="surface" type="int">
</argument>
<argument index="1" name="material" type="Material">
</argument>
<return type="void" />
<argument index="0" name="surface" type="int" />
<argument index="1" name="material" type="Material" />
<description>
Sets the override [Material] for the specified surface of the [Mesh] resource. This material is associated with this [MeshInstance3D] rather than with the [Mesh] resource.
</description>