summaryrefslogtreecommitdiff
path: root/doc/classes/RigidBody2D.xml
diff options
context:
space:
mode:
Diffstat (limited to 'doc/classes/RigidBody2D.xml')
-rw-r--r--doc/classes/RigidBody2D.xml144
1 files changed, 57 insertions, 87 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 6b27c77f26..0702955495 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -1,11 +1,11 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="RigidBody2D" inherits="PhysicsBody2D" version="4.0">
<brief_description>
- A body that is controlled by the 2D physics engine.
+ Physics Body which is moved by 2D physics simulation. Useful for objects that have gravity and can be pushed by other objects.
</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.
+ 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: 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].
@@ -17,104 +17,70 @@
</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>
</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">
@@ -124,7 +90,7 @@
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
The body's rotational velocity.
</member>
- <member name="applied_force" type="Vector2" setter="set_applied_force" getter="get_applied_force" default="Vector2( 0, 0 )">
+ <member name="applied_force" type="Vector2" setter="set_applied_force" getter="get_applied_force" default="Vector2(0, 0)">
The body's total applied force.
</member>
<member name="applied_torque" type="float" setter="set_applied_torque" getter="get_applied_torque" default="0.0">
@@ -132,7 +98,13 @@
</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="center_of_mass" type="Vector2" setter="set_center_of_mass" getter="get_center_of_mass" default="Vector2(0, 0)">
+ The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration.
+ When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed.
+ </member>
+ <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidBody2D.CenterOfMassMode" default="0">
+ Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values.
</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].
@@ -151,14 +123,15 @@
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] and/or any additional gravity vector applied by [Area2D]s.
</member>
- <member name="inertia" type="float" setter="set_inertia" getter="get_inertia">
- The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 inertia to return to automatically computing it.
+ <member name="inertia" type="float" setter="set_inertia" getter="get_inertia" default="0.0">
+ The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
+ If set to [code]0[/code], inertia is automatically computed (default value).
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b].
See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
</member>
- <member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2( 0, 0 )">
+ <member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)">
The body's linear velocity.
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
@@ -166,6 +139,7 @@
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody2D.Mode" default="0">
The body's mode. See [enum Mode] for possible values.
+ For a body that uses only Static or Kinematic mode, use [StaticBody2D] or [AnimatableBody2D] instead.
</member>
<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override">
The physics material override for the body.
@@ -177,30 +151,24 @@
</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_id" type="int">
- </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].
@@ -210,14 +178,10 @@
</description>
</signal>
<signal name="body_shape_exited">
- <argument index="0" name="body_id" type="int">
- </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].
@@ -234,17 +198,23 @@
</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 [AnimatableBody2D], and must be moved by code.
+ </constant>
+ <constant name="CENTER_OF_MASS_MODE_AUTO" value="0" enum="CenterOfMassMode">
+ In this mode, the body's center of mass is calculated automatically based on its shapes.
+ </constant>
+ <constant name="CENTER_OF_MASS_MODE_CUSTOM" value="1" enum="CenterOfMassMode">
+ In this mode, the body's center of mass is set through [member center_of_mass]. Defaults to the body's origin position.
</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.