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-rw-r--r--doc/classes/PhysicsServer2D.xml117
1 files changed, 94 insertions, 23 deletions
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 868b58ea9f..624f5e7b17 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -208,28 +208,39 @@
Sets the transform matrix for an area.
</description>
</method>
- <method name="body_add_central_force">
+ <method name="body_add_collision_exception">
<return type="void" />
<argument index="0" name="body" type="RID" />
- <argument index="1" name="force" type="Vector2" />
+ <argument index="1" name="excepted_body" type="RID" />
<description>
+ Adds a body to the list of bodies exempt from collisions.
</description>
</method>
- <method name="body_add_collision_exception">
+ <method name="body_add_constant_central_force">
<return type="void" />
<argument index="0" name="body" type="RID" />
- <argument index="1" name="excepted_body" type="RID" />
+ <argument index="1" name="force" type="Vector2" />
<description>
- Adds a body to the list of bodies exempt from collisions.
+ Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]body_set_constant_force(body, Vector2(0, 0))[/code].
+ This is equivalent to using [method body_add_constant_force] at the body's center of mass.
</description>
</method>
- <method name="body_add_force">
+ <method name="body_add_constant_force">
<return type="void" />
<argument index="0" name="body" type="RID" />
<argument index="1" name="force" type="Vector2" />
<argument index="2" name="position" type="Vector2" default="Vector2(0, 0)" />
<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.
+ 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.
+ </description>
+ </method>
+ <method name="body_add_constant_torque">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="torque" type="float" />
+ <description>
+ Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]body_set_constant_torque(body, 0)[/code].
</description>
</method>
<method name="body_add_shape">
@@ -242,11 +253,13 @@
Adds a shape to the body, along with a transform matrix. Shapes are usually referenced by their index, so you should track which shape has a given index.
</description>
</method>
- <method name="body_add_torque">
+ <method name="body_apply_central_force">
<return type="void" />
<argument index="0" name="body" type="RID" />
- <argument index="1" name="torque" type="float" />
+ <argument index="1" name="force" type="Vector2" />
<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 body_apply_force] at the body's center of mass.
</description>
</method>
<method name="body_apply_central_impulse">
@@ -254,6 +267,19 @@
<argument index="0" name="body" type="RID" />
<argument index="1" 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 body_apply_impulse] at the body's center of mass.
+ </description>
+ </method>
+ <method name="body_apply_force">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="force" type="Vector2" />
+ <argument 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.
</description>
</method>
<method name="body_apply_impulse">
@@ -262,7 +288,17 @@
<argument index="1" name="impulse" type="Vector2" />
<argument index="2" name="position" type="Vector2" default="Vector2(0, 0)" />
<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.
+ 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="body_apply_torque">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" 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="body_apply_torque_impulse">
@@ -270,6 +306,8 @@
<argument index="0" name="body" type="RID" />
<argument index="1" 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="body_attach_canvas_instance_id">
@@ -320,6 +358,22 @@
Returns the physics layer or layers a body can collide with.
</description>
</method>
+ <method name="body_get_constant_force" qualifiers="const">
+ <return type="Vector2" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ Returns the body's total constant positional forces applied during each physics update.
+ See [method body_add_constant_force] and [method body_add_constant_central_force].
+ </description>
+ </method>
+ <method name="body_get_constant_torque" qualifiers="const">
+ <return type="float" />
+ <argument index="0" name="body" type="RID" />
+ <description>
+ Returns the body's total constant rotational forces applied during each physics update.
+ See [method body_add_constant_torque].
+ </description>
+ </method>
<method name="body_get_continuous_collision_detection_mode" qualifiers="const">
<return type="int" enum="PhysicsServer2D.CCDMode" />
<argument index="0" name="body" type="RID" />
@@ -455,6 +509,24 @@
Sets the physics layer or layers a body can collide with.
</description>
</method>
+ <method name="body_set_constant_force">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="force" type="Vector2" />
+ <description>
+ Sets the body's total constant positional forces applied during each physics update.
+ See [method body_add_constant_force] and [method body_add_constant_central_force].
+ </description>
+ </method>
+ <method name="body_set_constant_torque">
+ <return type="void" />
+ <argument index="0" name="body" type="RID" />
+ <argument index="1" name="torque" type="float" />
+ <description>
+ Sets the body's total constant rotational forces applied during each physics update.
+ See [method body_add_constant_torque].
+ </description>
+ </method>
<method name="body_set_continuous_collision_detection_mode">
<return type="void" />
<argument index="0" name="body" type="RID" />
@@ -711,13 +783,6 @@
Activates or deactivates the 2D physics engine.
</description>
</method>
- <method name="set_collision_iterations">
- <return type="void" />
- <argument index="0" name="iterations" type="int" />
- <description>
- Sets the amount of iterations for calculating velocities of colliding bodies. 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. The default value is [code]8[/code].
- </description>
- </method>
<method name="shape_get_data" qualifiers="const">
<return type="Variant" />
<argument index="0" name="shape" type="RID" />
@@ -796,23 +861,29 @@
Constant to set/get the maximum distance a pair of bodies has to move before their collision status has to be recalculated.
</constant>
<constant name="SPACE_PARAM_CONTACT_MAX_SEPARATION" value="1" enum="SpaceParameter">
- Constant to set/get the maximum distance a shape can be from another before they are considered separated.
+ Constant to set/get the maximum distance a shape can be from another before they are considered separated and the contact is discarded.
</constant>
- <constant name="SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION" value="2" enum="SpaceParameter">
Constant to set/get the maximum distance a shape can penetrate another shape before it is considered a collision.
</constant>
- <constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="3" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_CONTACT_DEFAULT_BIAS" value="3" enum="SpaceParameter">
+ Constant to set/get the default solver bias for all physics contacts. A solver bias is a factor controlling how much two objects "rebound", after overlapping, to avoid leaving them in that state because of numerical imprecision.
+ </constant>
+ <constant name="SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
Constant to set/get the threshold linear velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
</constant>
- <constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="4" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD" value="5" enum="SpaceParameter">
Constant to set/get the threshold angular velocity of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after the time given.
</constant>
- <constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="5" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_BODY_TIME_TO_SLEEP" value="6" enum="SpaceParameter">
Constant to set/get the maximum time of activity. A body marked as potentially inactive for both linear and angular velocity will be put to sleep after this time.
</constant>
- <constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="6" enum="SpaceParameter">
+ <constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="7" enum="SpaceParameter">
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>
<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.
</constant>