diff options
Diffstat (limited to 'doc/classes/RigidBody.xml')
-rw-r--r-- | doc/classes/RigidBody.xml | 68 |
1 files changed, 44 insertions, 24 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index fefa519cea..07eed6bb34 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -82,6 +82,14 @@ Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the [code]impulse[/code] vector passed. </description> </method> + <method name="get_axis_lock" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="axis" type="int" enum="PhysicsServer.BodyAxis"> + </argument> + <description> + </description> + </method> <method name="get_colliding_bodies" qualifiers="const"> <return type="Array"> </return> @@ -90,6 +98,16 @@ [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead. </description> </method> + <method name="set_axis_lock"> + <return type="void"> + </return> + <argument index="0" name="axis" type="int" enum="PhysicsServer.BodyAxis"> + </argument> + <argument index="1" name="lock" type="bool"> + </argument> + <description> + </description> + </method> <method name="set_axis_velocity"> <return type="void"> </return> @@ -101,73 +119,75 @@ </method> </methods> <members> - <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp"> + <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0"> Damps RigidBody's rotational forces. </member> - <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity"> + <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3( 0, 0, 0 )"> RigidBody's rotational velocity. </member> - <member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock"> + <member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's rotation in the X axis. </member> - <member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock"> + <member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's rotation in the Y axis. </member> - <member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock"> + <member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's rotation in the Z axis. </member> - <member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock"> + <member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's movement in the X axis. </member> - <member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock"> + <member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's movement in the Y axis. </member> - <member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock"> + <member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> Lock the body's movement in the Z axis. </member> <member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> - RigidBody's bounciness. + The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). + Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. </member> - <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep"> + <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used. </member> - <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled"> + <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> If [code]true[/code], the RigidBody will emit signals when it collides with another RigidBody. </member> - <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported"> + <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> 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. </member> - <member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection"> + <member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection" default="false"> If [code]true[/code], continuous collision detection is used. Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses fewer impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects. </member> - <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator"> + <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false"> If [code]true[/code], internal force integration will be disabled (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. </member> <member name="friction" type="float" setter="set_friction" getter="get_friction"> The body's friction, from 0 (frictionless) to 1 (max friction). + Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override]. </member> - <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale"> + <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. </member> - <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp"> - The body's linear damp. Default value: -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. + <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0"> + The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden. </member> - <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity"> + <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3( 0, 0, 0 )"> The body's linear velocity. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state. </member> - <member name="mass" type="float" setter="set_mass" getter="get_mass"> + <member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0"> The body's mass. </member> - <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody.Mode"> - The body mode. See [enum Mode] for possible values. Default value: [code]MODE_RIGID[/code]. + <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody.Mode" default="0"> + The body mode. See [enum Mode] for possible values. </member> - <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> + <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override" default="null"> </member> - <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping"> + <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false"> If [code]true[/code], the body is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method. </member> - <member name="weight" type="float" setter="set_weight" getter="get_weight"> + <member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8"> The body's weight based on its mass and the global 3D gravity. Global values are set in [b]Project > Project Settings > Physics > 3d[/b]. </member> </members> |