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-rw-r--r--doc/classes/PhysicsServer2D.xml29
1 files changed, 22 insertions, 7 deletions
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 4bb44223b3..7ba52c40c6 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -232,7 +232,7 @@
<param index="2" 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]body_set_constant_force(body, 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="body_add_constant_torque">
@@ -279,7 +279,7 @@
<param index="2" 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="body_apply_impulse">
@@ -290,7 +290,7 @@
<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="body_apply_torque">
@@ -358,6 +358,13 @@
Returns the physics layer or layers a body can collide with.
</description>
</method>
+ <method name="body_get_collision_priority" qualifiers="const">
+ <return type="float" />
+ <param index="0" name="body" type="RID" />
+ <description>
+ Returns the body's collision priority.
+ </description>
+ </method>
<method name="body_get_constant_force" qualifiers="const">
<return type="Vector2" />
<param index="0" name="body" type="RID" />
@@ -509,6 +516,14 @@
Sets the physics layer or layers a body can collide with.
</description>
</method>
+ <method name="body_set_collision_priority">
+ <return type="void" />
+ <param index="0" name="body" type="RID" />
+ <param index="1" name="priority" type="float" />
+ <description>
+ Sets the body's collision priority.
+ </description>
+ </method>
<method name="body_set_constant_force">
<return type="void" />
<param index="0" name="body" type="RID" />
@@ -553,7 +568,7 @@
<param index="0" name="body" type="RID" />
<param index="1" name="amount" type="int" />
<description>
- Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
+ Sets the maximum contacts to report. Bodies can keep a log of the contacts with other bodies. This is enabled by setting the maximum number of contacts reported to a number greater than 0.
</description>
</method>
<method name="body_set_mode">
@@ -597,7 +612,7 @@
<param index="2" name="enable" type="bool" />
<param index="3" name="margin" type="float" />
<description>
- Enables one way collision on body if [code]enable[/code] is [code]true[/code].
+ Enables one way collision on body if [param enable] is [code]true[/code].
</description>
</method>
<method name="body_set_shape_disabled">
@@ -606,7 +621,7 @@
<param index="1" name="shape_idx" type="int" />
<param index="2" name="disabled" type="bool" />
<description>
- Disables shape in body if [code]disable[/code] is [code]true[/code].
+ Disables shape in body if [param disabled] is [code]true[/code].
</description>
</method>
<method name="body_set_shape_transform">
@@ -882,7 +897,7 @@
Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision.
</constant>
<constant name="SPACE_PARAM_SOLVER_ITERATIONS" value="8" enum="SpaceParameter">
- Constant to set/get the number of solver iterations for all contacts and constraints. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance.
+ Constant to set/get the number of solver iterations for all contacts and constraints. The greater the number of iterations, the more accurate the collisions will be. However, a greater number of iterations requires more CPU power, which can decrease performance.
</constant>
<constant name="SHAPE_WORLD_BOUNDARY" value="0" enum="ShapeType">
This is the constant for creating world boundary shapes. A world boundary shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it can be used for front/behind checks.