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-rw-r--r--doc/classes/RigidBody2D.xml25
1 files changed, 14 insertions, 11 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index a3fd2e81fd..f3d43b193e 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -9,6 +9,7 @@
[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.
Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime.
If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See [member custom_integrator].
+ The center of mass is always located at the node's origin without taking into account the [CollisionShape2D] centroid offsets.
</description>
<tutorials>
</tutorials>
@@ -34,9 +35,9 @@
<method name="add_force">
<return type="void">
</return>
- <argument index="0" name="offset" type="Vector2">
+ <argument index="0" name="force" type="Vector2">
</argument>
- <argument index="1" name="force" type="Vector2">
+ <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
@@ -54,7 +55,7 @@
<method name="apply_central_impulse">
<return type="void">
</return>
- <argument index="0" name="impulse" type="Vector2">
+ <argument index="0" name="impulse" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
Applies a directional impulse without affecting rotation.
@@ -63,9 +64,9 @@
<method name="apply_impulse">
<return type="void">
</return>
- <argument index="0" name="offset" type="Vector2">
+ <argument index="0" name="impulse" type="Vector2">
</argument>
- <argument index="1" name="impulse" type="Vector2">
+ <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<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). The position uses the rotation of the global coordinate system, but is centered at the object's origin.
@@ -84,7 +85,7 @@
<return type="Node2D[]">
</return>
<description>
- Returns a list of the bodies colliding with this one. Use [member contacts_reported] to set the maximum number reported. You must also set [member contact_monitor] to [code]true[/code].
+ Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
[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>
@@ -128,12 +129,14 @@
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
+ [b]Note:[/b] A RigidBody2D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code].
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported].
</member>
<member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0">
- The maximum number of contacts to report.
+ The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code].
+ [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end), and collisions between parallel faces will result in four contacts (one at each corner).
</member>
<member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidBody2D.CCDMode" default="0">
Continuous collision detection mode.
@@ -176,14 +179,14 @@
<argument index="0" name="body" type="Node">
</argument>
<description>
- Emitted when a body enters into contact with this one. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code].
+ Emitted when a body enters into contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
</description>
</signal>
<signal name="body_exited">
<argument index="0" name="body" type="Node">
</argument>
<description>
- Emitted when a body exits contact with this one. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code].
+ Emitted when a body exits contact with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
</description>
</signal>
<signal name="body_shape_entered">
@@ -196,7 +199,7 @@
<argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when a body enters into contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code].
+ Emitted when a body enters into contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
</description>
</signal>
<signal name="body_shape_exited">
@@ -209,7 +212,7 @@
<argument index="3" name="local_shape" type="int">
</argument>
<description>
- Emitted when a body shape exits contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code].
+ Emitted when a body shape exits contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions.
</description>
</signal>
<signal name="sleeping_state_changed">