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-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml83
1 files changed, 72 insertions, 11 deletions
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index c33bd930be..9921974c6e 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -11,26 +11,36 @@
<link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
- <method name="add_central_force">
+ <method name="add_constant_central_force">
<return type="void" />
- <argument index="0" name="force" type="Vector2" />
+ <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">
+ <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">
+ <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">
@@ -38,6 +48,17 @@
<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">
@@ -45,14 +66,38 @@
<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" />
<argument index="0" name="impulse" type="float" />
<description>
- Applies a rotational impulse to the body.
+ 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>
+ 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">
@@ -144,10 +189,26 @@
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.
@@ -162,7 +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).