diff options
Diffstat (limited to 'doc/classes/RigidBody2D.xml')
-rw-r--r-- | doc/classes/RigidBody2D.xml | 87 |
1 files changed, 29 insertions, 58 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 64573b7282..db16552db3 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -17,85 +17,66 @@ </tutorials> <methods> <method name="_integrate_forces" qualifiers="virtual"> - <return type="void"> - </return> - <argument index="0" name="state" type="PhysicsDirectBodyState2D"> - </argument> + <return type="void" /> + <argument index="0" name="state" type="PhysicsDirectBodyState2D" /> <description> Allows you to read and safely modify the simulation state for the object. Use this instead of [method Node._physics_process] if you need to directly change the body's [code]position[/code] or other physics properties. By default, it works in addition to the usual physics behavior, but [member custom_integrator] allows you to disable the default behavior and write custom force integration for a body. </description> </method> <method name="add_central_force"> - <return type="void"> - </return> - <argument index="0" name="force" type="Vector2"> - </argument> + <return type="void" /> + <argument index="0" name="force" type="Vector2" /> <description> Adds a constant directional force without affecting rotation. </description> </method> <method name="add_force"> - <return type="void"> - </return> - <argument index="0" name="force" type="Vector2"> - </argument> - <argument index="1" name="position" type="Vector2" default="Vector2(0, 0)"> - </argument> + <return type="void" /> + <argument index="0" name="force" type="Vector2" /> + <argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" /> <description> Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. </description> </method> <method name="add_torque"> - <return type="void"> - </return> - <argument index="0" name="torque" type="float"> - </argument> + <return type="void" /> + <argument index="0" name="torque" type="float" /> <description> Adds a constant rotational force. </description> </method> <method name="apply_central_impulse"> - <return type="void"> - </return> - <argument index="0" name="impulse" type="Vector2" default="Vector2(0, 0)"> - </argument> + <return type="void" /> + <argument index="0" name="impulse" type="Vector2" default="Vector2(0, 0)" /> <description> Applies a directional impulse without affecting rotation. </description> </method> <method name="apply_impulse"> - <return type="void"> - </return> - <argument index="0" name="impulse" type="Vector2"> - </argument> - <argument index="1" name="position" type="Vector2" default="Vector2(0, 0)"> - </argument> + <return type="void" /> + <argument index="0" name="impulse" type="Vector2" /> + <argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" /> <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. </description> </method> <method name="apply_torque_impulse"> - <return type="void"> - </return> - <argument index="0" name="torque" type="float"> - </argument> + <return type="void" /> + <argument index="0" name="torque" type="float" /> <description> Applies a rotational impulse to the body. </description> </method> <method name="get_colliding_bodies" qualifiers="const"> - <return type="Node2D[]"> - </return> + <return type="Node2D[]" /> <description> 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> <method name="set_axis_velocity"> - <return type="void"> - </return> - <argument index="0" name="axis_velocity" type="Vector2"> - </argument> + <return type="void" /> + <argument index="0" name="axis_velocity" type="Vector2" /> <description> Sets the body's velocity on the given axis. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior. </description> @@ -161,30 +142,24 @@ </members> <signals> <signal name="body_entered"> - <argument index="0" name="body" type="Node"> - </argument> + <argument index="0" name="body" type="Node" /> <description> Emitted when a collision with another [PhysicsBody2D] or [TileMap] occurs. 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. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. </description> </signal> <signal name="body_exited"> - <argument index="0" name="body" type="Node"> - </argument> + <argument index="0" name="body" type="Node" /> <description> Emitted when the collision with another [PhysicsBody2D] or [TileMap] ends. 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. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. </description> </signal> <signal name="body_shape_entered"> - <argument index="0" name="body_rid" type="RID"> - </argument> - <argument index="1" name="body" type="Node"> - </argument> - <argument index="2" name="body_shape" type="int"> - </argument> - <argument index="3" name="local_shape" type="int"> - </argument> + <argument index="0" name="body_rid" type="RID" /> + <argument index="1" name="body" type="Node" /> + <argument index="2" name="body_shape" type="int" /> + <argument index="3" name="local_shape" type="int" /> <description> Emitted when one of this RigidBody2D's [Shape2D]s collides with another [PhysicsBody2D] or [TileMap]'s [Shape2D]s. 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. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. [code]body_id[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D]. @@ -194,14 +169,10 @@ </description> </signal> <signal name="body_shape_exited"> - <argument index="0" name="body_rid" type="RID"> - </argument> - <argument index="1" name="body" type="Node"> - </argument> - <argument index="2" name="body_shape" type="int"> - </argument> - <argument index="3" name="local_shape" type="int"> - </argument> + <argument index="0" name="body_rid" type="RID" /> + <argument index="1" name="body" type="Node" /> + <argument index="2" name="body_shape" type="int" /> + <argument index="3" name="local_shape" type="int" /> <description> Emitted when the collision between one of this RigidBody2D's [Shape2D]s and another [PhysicsBody2D] or [TileMap]'s [Shape2D]s ends. 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. [TileMap]s are detected if the [TileSet] has Collision [Shape2D]s. [code]body_id[/code] the [RID] of the other [PhysicsBody2D] or [TileSet]'s [CollisionObject2D] used by the [PhysicsServer2D]. |