diff options
Diffstat (limited to 'doc/classes/RigidBody2D.xml')
-rw-r--r-- | doc/classes/RigidBody2D.xml | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 079440ab8b..68e78ba5d4 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -20,7 +20,7 @@ <argument index="0" name="state" type="Physics2DDirectBodyState"> </argument> <description> - Allows you to read and safely modify the simulation state for the object. Use this instead of [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. + 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"> @@ -130,10 +130,10 @@ The body's bounciness. Default value: [code]0[/code]. </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep"> - If [code]true[/code] the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force]. Default value: [code]true[/code]. + If [code]true[/code], the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force]. Default value: [code]true[/code]. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled"> - If [code]true[/code] the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported]. Default value: [code]false[/code]. + If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported]. Default value: [code]false[/code]. </member> <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported"> The maximum number of contacts to report. Default value: [code]0[/code]. @@ -143,7 +143,7 @@ Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See [code]CCD_MODE_[/code] constants for details. </member> <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator"> - If [code]true[/code] internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the [method _integrate_forces] function. + If [code]true[/code], internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the [method _integrate_forces] function. </member> <member name="friction" type="float" setter="set_friction" getter="get_friction"> The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). Default value: [code]1[/code]. @@ -169,7 +169,7 @@ <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> </member> <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping"> - If [code]true[/code] the body is sleeping and will not calculate forces until woken up by a collision or by using [method apply_impulse] or [method add_force]. + If [code]true[/code], the body is sleeping and will not calculate forces until woken up by a collision or by using [method apply_impulse] or [method add_force]. </member> <member name="weight" type="float" setter="set_weight" getter="get_weight"> The body's weight based on its mass and the "Default Gravity" value in "Project > Project Settings > Physics > 2d". |