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-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml58
1 files changed, 29 insertions, 29 deletions
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index 783b0488d8..fdc3a44e9d 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -4,7 +4,7 @@
Direct access object to a physics body in the [PhysicsServer2D].
</brief_description>
<description>
- Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody2D._integrate_forces].
+ Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
</description>
<tutorials>
<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
@@ -13,7 +13,7 @@
<methods>
<method name="add_constant_central_force">
<return type="void" />
- <argument index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
+ <param index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
<description>
Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
This is equivalent to using [method add_constant_force] at the body's center of mass.
@@ -21,23 +21,23 @@
</method>
<method name="add_constant_force">
<return type="void" />
- <argument index="0" name="force" type="Vector2" />
- <argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
+ <param index="0" name="force" type="Vector2" />
+ <param index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
- [code]position[/code] is the offset from the body origin in global coordinates.
+ [param position] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="add_constant_torque">
<return type="void" />
- <argument index="0" name="torque" type="float" />
+ <param index="0" name="torque" type="float" />
<description>
Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = 0[/code].
</description>
</method>
<method name="apply_central_force">
<return type="void" />
- <argument index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
+ <param index="0" name="force" type="Vector2" default="Vector2(0, 0)" />
<description>
Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
This is equivalent to using [method apply_force] at the body's center of mass.
@@ -45,7 +45,7 @@
</method>
<method name="apply_central_impulse">
<return type="void" />
- <argument index="0" name="impulse" type="Vector2" />
+ <param index="0" name="impulse" type="Vector2" />
<description>
Applies a directional impulse without affecting rotation.
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).
@@ -54,33 +54,33 @@
</method>
<method name="apply_force">
<return type="void" />
- <argument index="0" name="force" type="Vector2" />
- <argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
+ <param index="0" name="force" type="Vector2" />
+ <param index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
<description>
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
- [code]position[/code] is the offset from the body origin in global coordinates.
+ [param position] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="apply_impulse">
<return type="void" />
- <argument index="0" name="impulse" type="Vector2" />
- <argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
+ <param index="0" name="impulse" type="Vector2" />
+ <param index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
<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).
- [code]position[/code] is the offset from the body origin in global coordinates.
+ [param position] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="apply_torque">
<return type="void" />
- <argument index="0" name="torque" type="float" />
+ <param index="0" name="torque" type="float" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<method name="apply_torque_impulse">
<return type="void" />
- <argument index="0" name="impulse" type="float" />
+ <param index="0" name="impulse" type="float" />
<description>
Applies a rotational impulse to the body without affecting the position.
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).
@@ -102,42 +102,42 @@
</method>
<method name="get_contact_collider" qualifiers="const">
<return type="RID" />
- <argument index="0" name="contact_idx" type="int" />
+ <param index="0" name="contact_idx" type="int" />
<description>
Returns the collider's [RID].
</description>
</method>
<method name="get_contact_collider_id" qualifiers="const">
<return type="int" />
- <argument index="0" name="contact_idx" type="int" />
+ <param index="0" name="contact_idx" type="int" />
<description>
Returns the collider's object id.
</description>
</method>
<method name="get_contact_collider_object" qualifiers="const">
<return type="Object" />
- <argument index="0" name="contact_idx" type="int" />
+ <param index="0" name="contact_idx" type="int" />
<description>
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">
<return type="Vector2" />
- <argument index="0" name="contact_idx" type="int" />
+ <param index="0" name="contact_idx" type="int" />
<description>
Returns the contact position in the collider.
</description>
</method>
<method name="get_contact_collider_shape" qualifiers="const">
<return type="int" />
- <argument index="0" name="contact_idx" type="int" />
+ <param index="0" name="contact_idx" type="int" />
<description>
Returns the collider's shape index.
</description>
</method>
<method name="get_contact_collider_velocity_at_position" qualifiers="const">
<return type="Vector2" />
- <argument index="0" name="contact_idx" type="int" />
+ <param index="0" name="contact_idx" type="int" />
<description>
Returns the linear velocity vector at the collider's contact point.
</description>
@@ -146,26 +146,26 @@
<return type="int" />
<description>
Returns the number of contacts this body has with other bodies.
- [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidDynamicBody2D.contact_monitor].
+ [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor].
</description>
</method>
<method name="get_contact_local_normal" qualifiers="const">
<return type="Vector2" />
- <argument index="0" name="contact_idx" type="int" />
+ <param index="0" name="contact_idx" type="int" />
<description>
Returns the local normal at the contact point.
</description>
</method>
<method name="get_contact_local_position" qualifiers="const">
<return type="Vector2" />
- <argument index="0" name="contact_idx" type="int" />
+ <param index="0" name="contact_idx" type="int" />
<description>
Returns the local position of the contact point.
</description>
</method>
<method name="get_contact_local_shape" qualifiers="const">
<return type="int" />
- <argument index="0" name="contact_idx" type="int" />
+ <param index="0" name="contact_idx" type="int" />
<description>
Returns the local shape index of the collision.
</description>
@@ -178,7 +178,7 @@
</method>
<method name="get_velocity_at_local_position" qualifiers="const">
<return type="Vector2" />
- <argument index="0" name="local_position" type="Vector2" />
+ <param index="0" name="local_position" type="Vector2" />
<description>
Returns the body's velocity at the given relative position, including both translation and rotation.
</description>
@@ -191,7 +191,7 @@
</method>
<method name="set_constant_force">
<return type="void" />
- <argument index="0" name="force" type="Vector2" />
+ <param index="0" name="force" type="Vector2" />
<description>
Sets the body's total constant positional forces applied during each physics update.
See [method add_constant_force] and [method add_constant_central_force].
@@ -199,7 +199,7 @@
</method>
<method name="set_constant_torque">
<return type="void" />
- <argument index="0" name="torque" type="float" />
+ <param index="0" name="torque" type="float" />
<description>
Sets the body's total constant rotational forces applied during each physics update.
See [method add_constant_torque].