diff options
Diffstat (limited to 'doc/classes/PhysicsServer3D.xml')
-rw-r--r-- | doc/classes/PhysicsServer3D.xml | 49 |
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> |