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-rw-r--r--doc/classes/RigidDynamicBody2D.xml67
1 files changed, 50 insertions, 17 deletions
diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidDynamicBody2D.xml
index b8680b99b3..b3644711a0 100644
--- a/doc/classes/RigidDynamicBody2D.xml
+++ b/doc/classes/RigidDynamicBody2D.xml
@@ -22,26 +22,36 @@
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">
+ <method name="add_constant_central_force">
<return type="void" />
<argument index="0" name="force" type="Vector2" />
<description>
- Adds a constant directional force without affecting rotation.
+ Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
+ This is equivalent to using [method add_constant_force] at the body's center of mass.
</description>
</method>
- <method name="add_force">
+ <method name="add_constant_force">
<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.
+ Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
+ [code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
- <method name="add_torque">
+ <method name="add_constant_torque">
<return type="void" />
<argument index="0" name="torque" type="float" />
<description>
- Adds a constant rotational force.
+ Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = 0[/code].
+ </description>
+ </method>
+ <method name="apply_central_force">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector2" />
+ <description>
+ Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
+ This is equivalent to using [method apply_force] at the body's center of mass.
</description>
</method>
<method name="apply_central_impulse">
@@ -49,6 +59,17 @@
<argument index="0" name="impulse" type="Vector2" default="Vector2(0, 0)" />
<description>
Applies a directional impulse without affecting rotation.
+ 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).
+ This is equivalent to using [method apply_impulse] at the body's center of mass.
+ </description>
+ </method>
+ <method name="apply_force">
+ <return type="void" />
+ <argument index="0" name="force" type="Vector2" />
+ <argument index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
+ <description>
+ Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
+ [code]position[/code] is the offset from the body origin in global coordinates.
</description>
</method>
<method name="apply_impulse">
@@ -56,14 +77,24 @@
<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.
+ 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).
+ [code]position[/code] is the offset from the body origin in global coordinates.
+ </description>
+ </method>
+ <method name="apply_torque">
+ <return type="void" />
+ <argument index="0" name="torque" type="float" />
+ <description>
+ Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
</description>
</method>
<method name="apply_torque_impulse">
<return type="void" />
<argument index="0" name="torque" type="float" />
<description>
- Applies a rotational impulse to the body.
+ Applies a rotational impulse to the body without affecting the position.
+ 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).
</description>
</method>
<method name="get_colliding_bodies" qualifiers="const">
@@ -90,13 +121,7 @@
Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
</member>
<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)">
- The body's total applied force.
- </member>
- <member name="applied_torque" type="float" setter="set_applied_torque" getter="get_applied_torque" default="0.0">
- The body's total applied torque.
+ The body's rotational velocity in [i]radians[/i] per second.
</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].
@@ -108,6 +133,14 @@
<member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody2D.CenterOfMassMode" default="0">
Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values.
</member>
+ <member name="constant_force" type="Vector2" setter="set_constant_force" getter="get_constant_force" default="Vector2(0, 0)">
+ The body's total constant positional forces applied during each physics update.
+ See [method add_constant_force] and [method add_constant_central_force].
+ </member>
+ <member name="constant_torque" type="float" setter="set_constant_torque" getter="get_constant_torque" default="0.0">
+ The body's total constant rotational forces applied during each physics update.
+ See [method add_constant_torque].
+ </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 RigidDynamicBody2D. See also [member contacts_reported].
</member>
@@ -146,7 +179,7 @@
Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
</member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)">
- The body's linear velocity.
+ The body's linear velocity in pixels per second. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
</member>
<member name="lock_rotation" type="bool" setter="set_lock_rotation_enabled" getter="is_lock_rotation_enabled" default="false">
If [code]true[/code], the body cannot rotate. Gravity and forces only apply linear movement.
@@ -159,7 +192,7 @@
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
</member>
<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false">
- If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods.
+ If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method apply_force] methods.
</member>
</members>
<signals>