diff options
Diffstat (limited to 'doc/classes/RigidBody2D.xml')
-rw-r--r-- | doc/classes/RigidBody2D.xml | 34 |
1 files changed, 9 insertions, 25 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index ed375a8b1e..237317daf1 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -5,7 +5,7 @@ </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 [member mode]s: Rigid, Static, Character, and Kinematic. + A RigidBody2D has 4 behavior [member mode]s: Dynamic, Static, DynamicLocked, 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. 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]. @@ -100,21 +100,6 @@ 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> </method> - <method name="test_motion"> - <return type="bool"> - </return> - <argument index="0" name="motion" type="Vector2"> - </argument> - <argument index="1" name="infinite_inertia" type="bool" default="true"> - </argument> - <argument index="2" name="margin" type="float" default="0.08"> - </argument> - <argument index="3" name="result" type="PhysicsTestMotionResult2D" 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 [PhysicsTestMotionResult2D], which contains additional information about the collision (should there be one). - </description> - </method> </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0"> @@ -132,7 +117,6 @@ </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]. @@ -193,7 +177,7 @@ </description> </signal> <signal name="body_shape_entered"> - <argument index="0" name="body_id" type="int"> + <argument index="0" name="body_rid" type="RID"> </argument> <argument index="1" name="body" type="Node"> </argument> @@ -210,7 +194,7 @@ </description> </signal> <signal name="body_shape_exited"> - <argument index="0" name="body_id" type="int"> + <argument index="0" name="body_rid" type="RID"> </argument> <argument index="1" name="body" type="Node"> </argument> @@ -234,17 +218,17 @@ </signal> </signals> <constants> - <constant name="MODE_RIGID" value="0" enum="Mode"> - Rigid mode. The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode. + <constant name="MODE_DYNAMIC" value="0" enum="Mode"> + Dynamic body mode. This is the default mode of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code. </constant> <constant name="MODE_STATIC" value="1" enum="Mode"> - Static mode. The body behaves like a [StaticBody2D] and does not move. + Static body mode. The body behaves like a [StaticBody2D], and must be moved by code. </constant> - <constant name="MODE_CHARACTER" value="2" enum="Mode"> - Character mode. Similar to [constant MODE_RIGID], but the body can not rotate. + <constant name="MODE_DYNAMIC_LOCKED" value="2" enum="Mode"> + Locked dynamic body mode. Similar to [constant MODE_DYNAMIC], but the body can not rotate. </constant> <constant name="MODE_KINEMATIC" value="3" enum="Mode"> - Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved by code. + Kinematic body mode. The body behaves like a [StaticBody2D] with [member StaticBody2D.kinematic_motion] enabled, and must be moved by user code. </constant> <constant name="CCD_MODE_DISABLED" value="0" enum="CCDMode"> Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects. |