diff options
Diffstat (limited to 'doc/classes/PhysicsDirectBodyState2D.xml')
-rw-r--r-- | doc/classes/PhysicsDirectBodyState2D.xml | 83 |
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). |