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authorPoommetee Ketson <poommetee@protonmail.com>2017-09-12 06:02:52 +0700
committerGitHub <noreply@github.com>2017-09-12 06:02:52 +0700
commit7947b7c1d618e74c66b6e5477149f4417f5eb2e8 (patch)
tree23f9482ec789ca1c04b203f717b32a241e37ed04
parentbdf7ab1b05b9256a44dcbff0c3c3774479edc285 (diff)
parent8f1cf87a82b1a6631b6f21f83429ca333c6cd748 (diff)
Merge pull request #11100 from NathanWarden/rigidbody_docs
Updated the 'members' documentation for Rigidbody.
-rw-r--r--doc/base/classes.xml17
1 files changed, 17 insertions, 0 deletions
diff --git a/doc/base/classes.xml b/doc/base/classes.xml
index 4b8ff98843..ccce04fa96 100644
--- a/doc/base/classes.xml
+++ b/doc/base/classes.xml
@@ -43284,38 +43284,55 @@
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" brief="">
+ Dampens rotational forces of the Rigid body by the 'angular_damp' rate.
</member>
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" brief="">
+ The current rotational velocity of the Rigid body
</member>
<member name="axis_lock" type="int" setter="set_axis_lock" getter="get_axis_lock" brief="" enum="RigidBody.AxisLock">
+ Locks the rotational forces to a particular axis, preventing rotations on other axes.
</member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce" brief="">
+ Bounciness of the Rigid body.
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" brief="">
+ If true, the Rigid body will no longer calculate forces when there is no movement and will act as a static body. It will wake up when other forces are applied through other collisions or when the 'apply_impulse' method is used.
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" brief="">
+ If true, the Rigid body will emit signals when it collides with another Rigid body.
</member>
<member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" brief="">
+ The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
</member>
<member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection" brief="">
+ Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fast-moving objects.
</member>
<member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" brief="">
+ If true, internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
</member>
<member name="friction" type="float" setter="set_friction" getter="get_friction" brief="">
+ The body friction, from 0 (frictionless) to 1 (max friction).
</member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" brief="">
+ The 'gravity_scale' for this Rigid body will be multiplied by the global 3d gravity setting found in "Project > Project Settings > Physics > 3d". A value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" brief="">
+ The linear damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
</member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" brief="">
+ The body linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" brief="">
+ The body mass.
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" brief="" enum="RigidBody.Mode">
+ The body mode from the MODE_* enum. Modes include: MODE_STATIC, MODE_KINEMATIC, MODE_RIGID, and MODE_CHARACTER.
</member>
<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" brief="">
+ The current 'sleeping' state of the Rigid body.
</member>
<member name="weight" type="float" setter="set_weight" getter="get_weight" brief="">
+ The body weight given standard earth-weight (gravity 9.8).
</member>
</members>
<signals>