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-rw-r--r--doc/classes/Physics2DDirectBodyState.xml45
1 files changed, 26 insertions, 19 deletions
diff --git a/doc/classes/Physics2DDirectBodyState.xml b/doc/classes/Physics2DDirectBodyState.xml
index 52c89248ff..e2d5886d87 100644
--- a/doc/classes/Physics2DDirectBodyState.xml
+++ b/doc/classes/Physics2DDirectBodyState.xml
@@ -1,12 +1,13 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="Physics2DDirectBodyState" inherits="Object" category="Core" version="3.1">
+<class name="Physics2DDirectBodyState" inherits="Object" category="Core" version="3.2">
<brief_description>
Direct access object to a physics body in the [Physics2DServer].
</brief_description>
<description>
- Direct access object to a physics body in the [Physics2DServer]. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body.
+ Provides direct access to a physics body in the [Physics2DServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
</description>
<tutorials>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<demos>
</demos>
@@ -17,6 +18,7 @@
<argument index="0" name="force" type="Vector2">
</argument>
<description>
+ Adds a constant directional force without affecting rotation.
</description>
</method>
<method name="add_force">
@@ -27,6 +29,7 @@
<argument index="1" name="force" type="Vector2">
</argument>
<description>
+ Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
</description>
</method>
<method name="add_torque">
@@ -35,6 +38,7 @@
<argument index="0" name="torque" type="float">
</argument>
<description>
+ Adds a constant rotational force.
</description>
</method>
<method name="apply_central_impulse">
@@ -43,6 +47,7 @@
<argument index="0" name="impulse" type="Vector2">
</argument>
<description>
+ Applies a directional impulse without affecting rotation.
</description>
</method>
<method name="apply_impulse">
@@ -53,6 +58,7 @@
<argument index="1" name="impulse" type="Vector2">
</argument>
<description>
+ Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.
</description>
</method>
<method name="apply_torque_impulse">
@@ -61,6 +67,7 @@
<argument index="0" name="impulse" type="float">
</argument>
<description>
+ Applies a rotational impulse to the body.
</description>
</method>
<method name="get_contact_collider" qualifiers="const">
@@ -69,7 +76,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the [RID] of the collider.
+ Returns the collider's [RID].
</description>
</method>
<method name="get_contact_collider_id" qualifiers="const">
@@ -78,7 +85,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the object id of the collider.
+ Returns the collider's object id.
</description>
</method>
<method name="get_contact_collider_object" qualifiers="const">
@@ -87,7 +94,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the collider object, this depends on how it was created (will return a scene node if such was used to create it).
+ Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
</description>
</method>
<method name="get_contact_collider_position" qualifiers="const">
@@ -96,7 +103,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the contact position in the collider.
+ Returns the contact position in the collider.
</description>
</method>
<method name="get_contact_collider_shape" qualifiers="const">
@@ -105,7 +112,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the collider shape index.
+ Returns the collider's shape index.
</description>
</method>
<method name="get_contact_collider_shape_metadata" qualifiers="const">
@@ -114,7 +121,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the metadata of the collided shape. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
+ Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
</description>
</method>
<method name="get_contact_collider_velocity_at_position" qualifiers="const">
@@ -123,14 +130,14 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the linear velocity vector at contact point of the collider.
+ Returns the linear velocity vector at the collider's contact point.
</description>
</method>
<method name="get_contact_count" qualifiers="const">
<return type="int">
</return>
<description>
- Return the amount of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts.
+ Returns the number of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. See [member RigidBody2D.contact_monitor].
</description>
</method>
<method name="get_contact_local_normal" qualifiers="const">
@@ -139,7 +146,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the local normal (of this body) of the contact point.
+ Returns the local normal at the contact point.
</description>
</method>
<method name="get_contact_local_position" qualifiers="const">
@@ -148,7 +155,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the local position (of this body) of the contact point.
+ Returns the local position of the contact point.
</description>
</method>
<method name="get_contact_local_shape" qualifiers="const">
@@ -157,27 +164,27 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
- Return the local shape index of the collision.
+ Returns the local shape index of the collision.
</description>
</method>
<method name="get_space_state">
<return type="Physics2DDirectSpaceState">
</return>
<description>
- Return the current state of space, useful for queries.
+ Returns the current state of the space, useful for queries.
</description>
</method>
<method name="integrate_forces">
<return type="void">
</return>
<description>
- Call the built-in force integration code.
+ Calls the built-in force integration code.
</description>
</method>
</methods>
<members>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
- The angular velocity of the body.
+ The body's rotational velocity.
</member>
<member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
@@ -186,10 +193,10 @@
The inverse of the mass of the body.
</member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity">
- The linear velocity of the body.
+ The body's linear velocity.
</member>
<member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping">
- [code]true[/code] if this body is currently sleeping (not active).
+ If [code]true[/code], this body is currently sleeping (not active).
</member>
<member name="step" type="float" setter="" getter="get_step">
The timestep (delta) used for the simulation.
@@ -204,7 +211,7 @@
The rate at which the body stops moving, if there are not any other forces moving it.
</member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
- The transformation matrix of the body.
+ The body's transformation matrix.
</member>
</members>
<constants>