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authorMichael Alexsander Silva Dias <michaelalexsander@protonmail.com>2018-02-16 01:18:38 -0200
committerMichael Alexsander Silva Dias <michaelalexsander@protonmail.com>2018-02-19 14:40:00 -0300
commit50e6b3c0050c3f73efa2070291ee1720d7750c7f (patch)
treed27229e5c83c86e29d754681f0f8f8dcc97a9869
parent133942cfeb0279ca03ab9943459c5140ab1f1725 (diff)
Made modifications to the RigidBody(2D) descriptions.
-rw-r--r--doc/classes/RigidBody.xml7
-rw-r--r--doc/classes/RigidBody2D.xml6
2 files changed, 4 insertions, 9 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index ad5da50dd6..31254dd0ae 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -5,10 +5,9 @@
</brief_description>
<description>
This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
- This node can use custom force integration, for writing complex physics motion behavior per node.
- This node can shift state between regular Rigid body, Kinematic, Character or Static.
- Character mode forbids this node from being rotated.
- As a warning, don't change RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior.
+ A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
+ [b]Note:[/b] Don't change a RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
+ If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
</description>
<tutorials>
http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 67ae92c664..915a711bb7 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -5,11 +5,7 @@
</brief_description>
<description>
This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
- A RigidBody2D has 4 behavior modes (see [member mode]):
- - [b]Rigid[/b]: The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
- - [b]Static[/b]: The body behaves like a [StaticBody2D] and does not move.
- - [b]Character[/b]: Similar to [code]Rigid[/code] mode, but the body can not rotate.
- - [b]Kinematic[/b]: The body behaves like a [KinematicBody2D], and must be moved by code.
+ A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
</description>