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-rw-r--r--doc/classes/PhysicsServer2D.xml20
1 files changed, 10 insertions, 10 deletions
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index cfa4215fd4..33cd61eb9c 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -16,7 +16,7 @@
</argument>
<argument index="1" name="shape" type="RID">
</argument>
- <argument index="2" name="transform" type="Transform2D" default="Transform2D( 1, 0, 0, 1, 0, 0 )">
+ <argument index="2" name="transform" type="Transform2D" default="Transform2D(1, 0, 0, 1, 0, 0)">
</argument>
<argument index="3" name="disabled" type="bool" default="false">
</argument>
@@ -333,7 +333,7 @@
</argument>
<argument index="1" name="force" type="Vector2">
</argument>
- <argument index="2" name="position" type="Vector2" default="Vector2( 0, 0 )">
+ <argument index="2" name="position" type="Vector2" default="Vector2(0, 0)">
</argument>
<description>
Adds a positioned force to the applied force and torque. As with [method body_apply_impulse], both the force and the offset from the body origin are in global coordinates. A force differs from an impulse in that, while the two are forces, the impulse clears itself after being applied.
@@ -346,7 +346,7 @@
</argument>
<argument index="1" name="shape" type="RID">
</argument>
- <argument index="2" name="transform" type="Transform2D" default="Transform2D( 1, 0, 0, 1, 0, 0 )">
+ <argument index="2" name="transform" type="Transform2D" default="Transform2D(1, 0, 0, 1, 0, 0)">
</argument>
<argument index="3" name="disabled" type="bool" default="false">
</argument>
@@ -381,7 +381,7 @@
</argument>
<argument index="1" name="impulse" type="Vector2">
</argument>
- <argument index="2" name="position" type="Vector2" default="Vector2( 0, 0 )">
+ <argument index="2" name="position" type="Vector2" default="Vector2(0, 0)">
</argument>
<description>
Adds a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates.
@@ -1207,16 +1207,16 @@
This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one.
</constant>
<constant name="BODY_MODE_STATIC" value="0" enum="BodyMode">
- Constant for static bodies.
+ Constant for static bodies. In this mode, a body can be only moved by user code.
</constant>
<constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode">
- Constant for kinematic bodies.
+ Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path.
</constant>
- <constant name="BODY_MODE_RIGID" value="2" enum="BodyMode">
- Constant for rigid bodies.
+ <constant name="BODY_MODE_DYNAMIC" value="2" enum="BodyMode">
+ Constant for dynamic bodies. In this mode, a body can be pushed by other bodies and has forces applied.
</constant>
- <constant name="BODY_MODE_CHARACTER" value="3" enum="BodyMode">
- Constant for rigid bodies in character mode. In this mode, a body can not rotate, and only its linear velocity is affected by physics.
+ <constant name="BODY_MODE_DYNAMIC_LOCKED" value="3" enum="BodyMode">
+ Constant for locked dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces.
</constant>
<constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter">
Constant to set/get a body's bounce factor.