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-rw-r--r--doc/classes/PhysicsServer3D.xml49
1 files changed, 39 insertions, 10 deletions
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index b76e9dfdf4..95f7fb69a2 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -40,6 +40,20 @@
Creates an [Area3D].
</description>
</method>
+ <method name="area_get_collision_layer" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="area" type="RID" />
+ <description>
+ Returns the physics layer or layers an area belongs to.
+ </description>
+ </method>
+ <method name="area_get_collision_mask" qualifiers="const">
+ <return type="int" />
+ <param index="0" name="area" type="RID" />
+ <description>
+ Returns the physics layer or layers an area can contact with.
+ </description>
+ </method>
<method name="area_get_object_instance_id" qualifiers="const">
<return type="int" />
<param index="0" name="area" type="RID" />
@@ -226,7 +240,7 @@
<param index="2" name="position" type="Vector3" default="Vector3(0, 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, Vector3(0, 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">
@@ -273,7 +287,7 @@
<param index="2" name="position" type="Vector3" default="Vector3(0, 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">
@@ -284,7 +298,7 @@
<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">
@@ -338,6 +352,13 @@
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="Vector3" />
<param index="0" name="body" type="RID" />
@@ -505,6 +526,14 @@
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" />
@@ -549,7 +578,7 @@
<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">
@@ -582,7 +611,7 @@
<param index="0" name="body" type="RID" />
<param index="1" name="enable" type="bool" />
<description>
- Sets the body pickable with rays if [code]enabled[/code] is set.
+ Sets the body pickable with rays if [param enable] is set.
</description>
</method>
<method name="body_set_shape">
@@ -1325,11 +1354,11 @@
<constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode">
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_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 name="BODY_MODE_RIGID" value="2" enum="BodyMode">
+ Constant for rigid bodies. In this mode, a body can be pushed by other bodies and has forces applied.
</constant>
- <constant name="BODY_MODE_DYNAMIC_LINEAR" value="3" enum="BodyMode">
- Constant for linear dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces.
+ <constant name="BODY_MODE_RIGID_LINEAR" value="3" enum="BodyMode">
+ Constant for linear rigid bodies. In this mode, a body 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.
@@ -1422,7 +1451,7 @@
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_SOLVER_ITERATIONS" value="7" enum="SpaceParameter">
- Constant to set/get the number of solver iterations for contacts and constraints. The greater the amount of iterations, the more accurate the collisions and constraints 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 contacts and constraints. The greater the number of iterations, the more accurate the collisions and constraints will be. However, a greater number of iterations requires more CPU power, which can decrease performance.
</constant>
<constant name="BODY_AXIS_LINEAR_X" value="1" enum="BodyAxis">
</constant>