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authorRĂ©mi Verschelde <rverschelde@gmail.com>2017-09-18 20:05:41 +0200
committerGitHub <noreply@github.com>2017-09-18 20:05:41 +0200
commit3d06957f12ba5c04702f3db980af9c07142e7886 (patch)
treeecbc3c9cf3daaf6681d9d2759733a19ef9116484 /doc
parent30ba4076cd59a916054c28f4a7590b3884c88576 (diff)
parentba568456c6bef386c8b0a7be4a5fda56661efcf4 (diff)
Merge pull request #11375 from FigyTuna/rigid_body_docs
[DOCS] Modified/Added documentation for RigidBody and RigidBody2D [ci skip]
Diffstat (limited to 'doc')
-rw-r--r--doc/classes/RigidBody.xml35
-rw-r--r--doc/classes/RigidBody2D.xml27
2 files changed, 43 insertions, 19 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index fc9d241e35..8347597daf 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -1,10 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RigidBody" inherits="PhysicsBody" category="Core" version="3.0.alpha.custom_build">
<brief_description>
- Rigid body node.
+ Physics Body whose position is determined through physics simulation in 3D space.
</brief_description>
<description>
- Rigid body node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift mode between regular Rigid body, Kinematic, Character or Static.
+ 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.
</description>
<tutorials>
</tutorials>
@@ -324,55 +328,56 @@
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp">
- Dampens rotational forces of the Rigid body by the 'angular_damp' rate.
+ Damps RigidBody's rotational forces.
</member>
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity">
- The current rotational velocity of the Rigid body
+ RigidBody's rotational velocity.
</member>
<member name="axis_lock" type="int" setter="set_axis_lock" getter="get_axis_lock" 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">
- Bounciness of the Rigid body.
+ RigidBody's bounciness.
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep">
- 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.
+ If [code]true[/code] the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used.
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled">
- If true, the Rigid body will emit signals when it collides with another Rigid body.
+ If true, the RigidBody will emit signals when it collides with another RigidBody.
</member>
<member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported">
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">
- 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.
+ If [code]true[/code] continuous collision detection is used.
+ Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses less impacts by small, fast-moving objects. Not using continuous collision detection 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">
- 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.
+ If [code]true[/code] 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">
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">
- The 'gravity_scale' for this Rigid body will be multiplied by the global 3d gravity setting found in "Project &gt; Project Settings &gt; Physics &gt; 3d". A value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
+ This is multiplied by the global 3D gravity setting found in "Project &gt; Project Settings &gt; Physics &gt; 3d" to produce RigidBody's gravity. E.g. 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">
- 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.
+ RigidBody's linear damp. Default value: -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">
- 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.
+ RigidBody's 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">
- The body mass.
+ RigidBody's mass.
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" 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">
- The current 'sleeping' state of the Rigid body.
+ If [code]true[/code] RigidBody is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method.
</member>
<member name="weight" type="float" setter="set_weight" getter="get_weight">
- The body weight given standard earth-weight (gravity 9.8).
+ RigidBody's weight based on its mass and the global 3D gravity. Global values are set in "Project &gt; Project Settings &gt; Physics &gt; 3d".
</member>
</members>
<signals>
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index e92c417323..a4faa697de 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -1,12 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RigidBody2D" inherits="PhysicsBody2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
- Rigid body 2D node.
+ Physics Body whose position is determined through physics simulation in 2D space.
</brief_description>
<description>
- Rigid body 2D node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift state between regular Rigid body, Kinematic, Character or Static.
- Character mode forbids the node from being rotated. This node can have a custom force integrator function, for writing complex physics motion behavior per node.
- As a warning, don't change this node 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.
+ This is the node that implements full 2D physics. This means that you do not control a RigidBody2D 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 RigidBody2D'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.
</description>
<tutorials>
</tutorials>
@@ -382,36 +384,53 @@
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp">
+ Damps RigidBody2D's rotational forces.
</member>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
+ RigidBody2D's rotational velocity.
</member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
+ RigidBody2D's bounciness.
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep">
+ If [code]true[/code] RigidBody2D will not calculate forces and will act as a static body while there is no movement. It will wake up when other forces are applied through other collisions or when the [code]apply_impulse[/code] method is used. Default value: [code]true[/code]
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled">
+ If [code]true[/code] RigidBody2D will emit signals when it collides with another RigidBody2D.
</member>
<member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported">
+ 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="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidBody2D.CCDMode">
+ If [code]true[/code] continuous collision detection is used. Default value: [code]false[/code]
+ Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses less impacts by small, fast-moving objects. Not using continuous collision detection 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">
+ If [code]true[/code] 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">
+ 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">
+ This is multiplied by the global 2D gravity setting found in "Project &gt; Project Settings &gt; Physics &gt; 2d" to produce RigidBody2D's gravity. E.g. 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">
+ RigidBody2D's linear damp. 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="Vector2" setter="set_linear_velocity" getter="get_linear_velocity">
+ RigidBody2D's 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">
+ RigidBody2D's mass.
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody2D.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">
+ If [code]true[/code] RigidBody2D is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method.
</member>
<member name="weight" type="float" setter="set_weight" getter="get_weight">
+ RigidBody2D's weight based on its mass and the global 2D gravity. Global values are set in "Project &gt; Project Settings &gt; Physics &gt; 2d".
</member>
</members>
<signals>