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Diffstat (limited to 'doc/classes/PhysicsDirectBodyState2D.xml')
-rw-r--r-- | doc/classes/PhysicsDirectBodyState2D.xml | 217 |
1 files changed, 123 insertions, 94 deletions
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 46205fecd1..9921974c6e 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -4,186 +4,217 @@ 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 rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._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 dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody2D._integrate_forces]. </description> <tutorials> - <link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link> + <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> + <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> </tutorials> <methods> - <method name="add_central_force"> - <return type="void"> - </return> - <argument index="0" name="force" type="Vector2"> - </argument> + <method name="add_constant_central_force"> + <return type="void" /> + <argument index="0" name="force" type="Vector2" default="Vector2(0, 0)" /> <description> - Adds a constant directional force without affecting rotation. + 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. </description> </method> - <method name="add_force"> - <return type="void"> - </return> - <argument index="0" name="offset" type="Vector2"> - </argument> - <argument index="1" name="force" type="Vector2"> - </argument> + <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)" /> <description> - Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. + 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. </description> </method> - <method name="add_torque"> - <return type="void"> - </return> - <argument index="0" name="torque" type="float"> - </argument> + <method name="add_constant_torque"> + <return type="void" /> + <argument index="0" name="torque" type="float" /> <description> - Adds a constant rotational force. + 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)" /> + <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. </description> </method> <method name="apply_central_impulse"> - <return type="void"> - </return> - <argument index="0" name="impulse" type="Vector2"> - </argument> + <return type="void" /> + <argument 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). + This is equivalent to using [method apply_impulse] at the body's center of mass. + </description> + </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)" /> + <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. </description> </method> <method name="apply_impulse"> - <return type="void"> - </return> - <argument index="0" name="offset" type="Vector2"> - </argument> - <argument index="1" name="impulse" type="Vector2"> - </argument> + <return type="void" /> + <argument index="0" name="impulse" type="Vector2" /> + <argument 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). The offset uses the rotation of the global coordinate system, but is centered at the object's origin. + 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. + </description> + </method> + <method name="apply_torque"> + <return type="void" /> + <argument 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"> - </return> - <argument index="0" name="impulse" type="float"> - </argument> + <return type="void" /> + <argument 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). + </description> + </method> + <method name="get_constant_force" qualifiers="const"> + <return type="Vector2" /> + <description> + Returns the body's total constant positional forces applied during each physics update. + See [method add_constant_force] and [method add_constant_central_force]. + </description> + </method> + <method name="get_constant_torque" qualifiers="const"> + <return type="float" /> <description> - Applies a rotational impulse to the body. + Returns the body's total constant rotational forces applied during each physics update. + See [method add_constant_torque]. </description> </method> <method name="get_contact_collider" qualifiers="const"> - <return type="RID"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> + <return type="RID" /> + <argument 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"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> + <return type="int" /> + <argument 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"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> + <return type="Object" /> + <argument 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"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> + <return type="Vector2" /> + <argument 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"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> + <return type="int" /> + <argument index="0" name="contact_idx" type="int" /> <description> Returns the collider's shape index. </description> </method> - <method name="get_contact_collider_shape_metadata" qualifiers="const"> - <return type="Variant"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> - <description> - Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data]. - </description> - </method> <method name="get_contact_collider_velocity_at_position" qualifiers="const"> - <return type="Vector2"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> + <return type="Vector2" /> + <argument index="0" name="contact_idx" type="int" /> <description> Returns the linear velocity vector at the collider's contact point. </description> </method> <method name="get_contact_count" qualifiers="const"> - <return type="int"> - </return> + <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 RigidBody2D.contact_monitor]. + [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidDynamicBody2D.contact_monitor]. </description> </method> <method name="get_contact_local_normal" qualifiers="const"> - <return type="Vector2"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> + <return type="Vector2" /> + <argument 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"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> + <return type="Vector2" /> + <argument 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"> - </return> - <argument index="0" name="contact_idx" type="int"> - </argument> + <return type="int" /> + <argument index="0" name="contact_idx" type="int" /> <description> Returns the local shape index of the collision. </description> </method> <method name="get_space_state"> - <return type="PhysicsDirectSpaceState2D"> - </return> + <return type="PhysicsDirectSpaceState2D" /> <description> Returns the current state of the space, useful for queries. </description> </method> + <method name="get_velocity_at_local_position" qualifiers="const"> + <return type="Vector2" /> + <argument index="0" name="local_position" type="Vector2" /> + <description> + Returns the body's velocity at the given relative position, including both translation and rotation. + </description> + </method> <method name="integrate_forces"> - <return type="void"> - </return> + <return type="void" /> <description> Calls the built-in force integration code. </description> </method> + <method name="set_constant_force"> + <return type="void" /> + <argument 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]. + </description> + </method> + <method name="set_constant_torque"> + <return type="void" /> + <argument 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]. + </description> + </method> </methods> <members> <member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity"> - The body's rotational velocity. + The body's rotational velocity in [i]radians[/i] per second. + </member> + <member name="center_of_mass" type="Vector2" setter="" getter="get_center_of_mass"> + The body's center of mass position relative to the body's center in the global coordinate system. + </member> + <member name="center_of_mass_local" type="Vector2" setter="" getter="get_center_of_mass_local"> + The body's center of mass position in the body's local coordinate system. </member> <member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia"> The inverse of the inertia of the body. @@ -192,7 +223,7 @@ The inverse of the mass of the body. </member> <member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity"> - The body's linear velocity. + The body's linear velocity in pixels per second. </member> <member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping"> If [code]true[/code], this body is currently sleeping (not active). @@ -213,6 +244,4 @@ The body's transformation matrix. </member> </members> - <constants> - </constants> </class> |