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-rw-r--r--doc/classes/RigidBody2D.xml14
1 files changed, 6 insertions, 8 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 35b5449c0a..75fbb48454 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -1,15 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="RigidBody2D" inherits="PhysicsBody2D" category="Core" version="3.0-rc1">
+<class name="RigidBody2D" inherits="PhysicsBody2D" category="Core" version="3.1">
<brief_description>
A body that is controlled by the 2D physics engine.
</brief_description>
<description>
This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
- A RigidBody2D has 4 behavior modes (see [member mode]):
- - [b]Rigid[/b]: The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
- - [b]Static[/b]: The body behaves like a [StaticBody2D] and does not move.
- - [b]Character[/b]: Similar to [code]Rigid[/code] mode, but the body can not rotate.
- - [b]Kinematic[/b]: The body behaves like a [KinematicBody2D], and must be moved by code.
+ A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
</description>
@@ -70,9 +66,11 @@
</return>
<argument index="0" name="motion" type="Vector2">
</argument>
- <argument index="1" name="margin" type="float" default="0.08">
+ <argument index="1" name="infinite_inertia" type="bool" default="true">
</argument>
- <argument index="2" name="result" type="Physics2DTestMotionResult" default="null">
+ <argument index="2" name="margin" type="float" default="0.08">
+ </argument>
+ <argument index="3" name="result" type="Physics2DTestMotionResult" default="null">
</argument>
<description>
Returns [code]true[/code] if a collision would result from moving in the given vector. [code]margin[/code] increases the size of the shapes involved in the collision detection, and [code]result[/code] is an object of type [Physics2DTestMotionResult], which contains additional information about the collision (should there be one).