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-rw-r--r--doc/classes/RigidBody.xml305
1 files changed, 16 insertions, 289 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index d40f7b4429..3c54f29c15 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RigidBody" inherits="PhysicsBody" category="Core" version="3.0-alpha">
+<class name="RigidBody" inherits="PhysicsBody" category="Core" version="3.0-beta">
<brief_description>
Physics Body whose position is determined through physics simulation in 3D space.
</brief_description>
@@ -35,34 +35,6 @@
Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the offset from the body origin are in global coordinates.
</description>
</method>
- <method name="get_angular_damp" qualifiers="const">
- <return type="float">
- </return>
- <description>
- Return the current body angular damp. Default is -1.
- </description>
- </method>
- <method name="get_angular_velocity" qualifiers="const">
- <return type="Vector3">
- </return>
- <description>
- Return the current body angular velocity.
- </description>
- </method>
- <method name="get_axis_lock" qualifiers="const">
- <return type="int" enum="RigidBody.AxisLock">
- </return>
- <description>
- Return the current axis lock of the body. One of AXIS_LOCK_* enum.
- </description>
- </method>
- <method name="get_bounce" qualifiers="const">
- <return type="float">
- </return>
- <description>
- Return the current body bounciness.
- </description>
- </method>
<method name="get_colliding_bodies" qualifiers="const">
<return type="Array">
</return>
@@ -70,124 +42,6 @@
Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it.
</description>
</method>
- <method name="get_friction" qualifiers="const">
- <return type="float">
- </return>
- <description>
- Return the current body friction, from 0 (frictionless) to 1 (max friction).
- </description>
- </method>
- <method name="get_gravity_scale" qualifiers="const">
- <return type="float">
- </return>
- <description>
- Return the current body gravity scale.
- </description>
- </method>
- <method name="get_linear_damp" qualifiers="const">
- <return type="float">
- </return>
- <description>
- Return the current body linear damp. Default is -1.
- </description>
- </method>
- <method name="get_linear_velocity" qualifiers="const">
- <return type="Vector3">
- </return>
- <description>
- Return the current body linear velocity.
- </description>
- </method>
- <method name="get_mass" qualifiers="const">
- <return type="float">
- </return>
- <description>
- Return the current body mass.
- </description>
- </method>
- <method name="get_max_contacts_reported" qualifiers="const">
- <return type="int">
- </return>
- <description>
- Return the maximum contacts that can be reported. See [method set_max_contacts_reported].
- </description>
- </method>
- <method name="get_mode" qualifiers="const">
- <return type="int" enum="RigidBody.Mode">
- </return>
- <description>
- Return the current body mode, see [method set_mode].
- </description>
- </method>
- <method name="get_weight" qualifiers="const">
- <return type="float">
- </return>
- <description>
- Return the current body weight, given standard earth-weight (gravity 9.8).
- </description>
- </method>
- <method name="is_able_to_sleep" qualifiers="const">
- <return type="bool">
- </return>
- <description>
- Return whether the body has the ability to fall asleep when not moving. See [method set_can_sleep].
- </description>
- </method>
- <method name="is_contact_monitor_enabled" qualifiers="const">
- <return type="bool">
- </return>
- <description>
- Return whether contact monitoring is enabled.
- </description>
- </method>
- <method name="is_sleeping" qualifiers="const">
- <return type="bool">
- </return>
- <description>
- Return whether the body is sleeping.
- </description>
- </method>
- <method name="is_using_continuous_collision_detection" qualifiers="const">
- <return type="bool">
- </return>
- <description>
- Return whether this body is using continuous collision detection.
- </description>
- </method>
- <method name="is_using_custom_integrator">
- <return type="bool">
- </return>
- <description>
- Return whether the body is using a custom integrator.
- </description>
- </method>
- <method name="set_angular_damp">
- <return type="void">
- </return>
- <argument index="0" name="angular_damp" type="float">
- </argument>
- <description>
- Set the angular damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any angular damp derived from the world or areas will be overridden.
- </description>
- </method>
- <method name="set_angular_velocity">
- <return type="void">
- </return>
- <argument index="0" name="angular_velocity" type="Vector3">
- </argument>
- <description>
- Set the body angular velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state.
- </description>
- </method>
- <method name="set_axis_lock">
- <return type="void">
- </return>
- <argument index="0" name="axis_lock" type="int" enum="RigidBody.AxisLock">
- </argument>
- <description>
- Set the axis lock of the body, from the AXIS_LOCK_* enum. Axis lock stops the body from moving along the specified axis(X/Y/Z) and rotating along the other two axes.
- </description>
- </method>
<method name="set_axis_velocity">
<return type="void">
</return>
@@ -197,134 +51,6 @@
Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
</description>
</method>
- <method name="set_bounce">
- <return type="void">
- </return>
- <argument index="0" name="bounce" type="float">
- </argument>
- <description>
- Set the body bounciness, from 0 (no bounciness) to 1 (max bounciness).
- </description>
- </method>
- <method name="set_can_sleep">
- <return type="void">
- </return>
- <argument index="0" name="able_to_sleep" type="bool">
- </argument>
- <description>
- Set the body ability to fall asleep when not moving. This saves an enormous amount of processor time when there are plenty of rigid bodies (non static) in a scene.
- Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] / [method set_applied_force] wakes them up. Until then, they behave like a static body.
- </description>
- </method>
- <method name="set_contact_monitor">
- <return type="void">
- </return>
- <argument index="0" name="enabled" type="bool">
- </argument>
- <description>
- Enable contact monitoring. This allows the body to emit signals when it collides with another.
- </description>
- </method>
- <method name="set_friction">
- <return type="void">
- </return>
- <argument index="0" name="friction" type="float">
- </argument>
- <description>
- Set the body friction, from 0 (frictionless) to 1 (max friction).
- </description>
- </method>
- <method name="set_gravity_scale">
- <return type="void">
- </return>
- <argument index="0" name="gravity_scale" type="float">
- </argument>
- <description>
- Set the gravity factor. This factor multiplies gravity intensity just for this body.
- </description>
- </method>
- <method name="set_linear_damp">
- <return type="void">
- </return>
- <argument index="0" name="linear_damp" type="float">
- </argument>
- <description>
- Set the linear damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
- </description>
- </method>
- <method name="set_linear_velocity">
- <return type="void">
- </return>
- <argument index="0" name="linear_velocity" type="Vector3">
- </argument>
- <description>
- Set the body linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state.
- </description>
- </method>
- <method name="set_mass">
- <return type="void">
- </return>
- <argument index="0" name="mass" type="float">
- </argument>
- <description>
- Set the body mass.
- </description>
- </method>
- <method name="set_max_contacts_reported">
- <return type="void">
- </return>
- <argument index="0" name="amount" type="int">
- </argument>
- <description>
- Set 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.
- </description>
- </method>
- <method name="set_mode">
- <return type="void">
- </return>
- <argument index="0" name="mode" type="int" enum="RigidBody.Mode">
- </argument>
- <description>
- Set the body mode, from the MODE_* enum. This allows to change to a static body or a character body.
- </description>
- </method>
- <method name="set_sleeping">
- <return type="void">
- </return>
- <argument index="0" name="sleeping" type="bool">
- </argument>
- <description>
- Set whether a body is sleeping or not. Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] wakes them up. Until then, they behave like a static body.
- </description>
- </method>
- <method name="set_use_continuous_collision_detection">
- <return type="void">
- </return>
- <argument index="0" name="enable" type="bool">
- </argument>
- <description>
- Set the continuous collision detection mode from the enum CCD_MODE_*.
- Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fast-moving objects.
- </description>
- </method>
- <method name="set_use_custom_integrator">
- <return type="void">
- </return>
- <argument index="0" name="enable" type="bool">
- </argument>
- <description>
- Pass true to disable the internal force integration (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
- </description>
- </method>
- <method name="set_weight">
- <return type="void">
- </return>
- <argument index="0" name="weight" type="float">
- </argument>
- <description>
- Set the body weight given standard earth-weight (gravity 9.8).
- </description>
- </method>
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp">
@@ -333,8 +59,17 @@
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity">
RigidBody's rotational velocity.
</member>
- <member name="axis_lock" type="int" setter="set_axis_lock" getter="get_axis_lock" enum="RigidBody.AxisLock">
- Locks the rotational forces to a particular axis, preventing rotations on other axes.
+ <member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ </member>
+ <member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ </member>
+ <member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ </member>
+ <member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ </member>
+ <member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ </member>
+ <member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock">
</member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
RigidBody's bounciness.
@@ -430,25 +165,17 @@
</signal>
</signals>
<constants>
- <constant name="MODE_RIGID" value="0">
+ <constant name="MODE_RIGID" value="0" enum="Mode">
Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
</constant>
- <constant name="MODE_STATIC" value="1">
+ <constant name="MODE_STATIC" value="1" enum="Mode">
Static mode. The body behaves like a [StaticBody], and can only move by user code.
</constant>
- <constant name="MODE_CHARACTER" value="2">
+ <constant name="MODE_CHARACTER" value="2" enum="Mode">
Character body. This behaves like a rigid body, but can not rotate.
</constant>
- <constant name="MODE_KINEMATIC" value="3">
+ <constant name="MODE_KINEMATIC" value="3" enum="Mode">
Kinematic body. The body behaves like a [KinematicBody], and can only move by user code.
</constant>
- <constant name="AXIS_LOCK_DISABLED" value="0">
- </constant>
- <constant name="AXIS_LOCK_X" value="1">
- </constant>
- <constant name="AXIS_LOCK_Y" value="2">
- </constant>
- <constant name="AXIS_LOCK_Z" value="3">
- </constant>
</constants>
</class>