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The definition of get_normal() method (KinematicCollision2D + 3D) makes no sense #8823

Open GiannisGG opened 9 months ago

GiannisGG commented 9 months ago

Your Godot version: 4.2

Issue description: The definition of the get_normal() method for Kinematic Collision2D+3D currently is:

Returns the colliding body's shape's normal at the point of collision.

  1. What's a "normal?" Is it a normalised vector? With what direction? It's not clear.
  2. Can you please rephrase "body's shape's" so the meaning is clear?

URL to the documentation page (if already existing): Method Descriptions for KinematicCollision3D and KinematicCollisions2D

AThousandShips commented 9 months ago

It's the normal vector, this is well defined, it's the surface normal of the shape, so instead it may be:

Returns the surface normal of the body's shape at the point of collision.

The shape is the same shape as mentioned in the other methods, the shape that was collided with

GiannisGG commented 9 months ago

Oh, sorry, I wasn't actually aware that "normal" is a geometrical expression in itself:

image

Since Godot's users are not necessarily native English speakers and they may know geometry in various languages, it would be friendlier to write a couple of extra words in the definitions, to fill the gaps in their knowledge.

Also, instead of the vague "shape," why not use the actual Godot node's name, as in CollisionShape3D?

AThousandShips commented 9 months ago

I'd say it's expected knowledge working with the mathematics, also it isn't just a shape like that, it's an object, see the relevant method

Again my suggestion above would make this clearer, will look at updating the documentation when I have the time