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-rw-r--r--doc/classes/StaticBody2D.xml15
1 files changed, 9 insertions, 6 deletions
diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml
index 2a5c1ea6f4..0344c3e0d1 100644
--- a/doc/classes/StaticBody2D.xml
+++ b/doc/classes/StaticBody2D.xml
@@ -1,11 +1,14 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="StaticBody2D" inherits="PhysicsBody2D" version="4.0">
<brief_description>
- Static body for 2D physics.
+ Physics body for 2D physics which is static or moves only by script. Useful for floor and walls.
</brief_description>
<description>
- Static body for 2D physics. A StaticBody2D is a body that is not intended to move. It is ideal for implementing objects in the environment, such as walls or platforms.
- Additionally, a constant linear or angular velocity can be set for the static body, which will affect colliding bodies as if it were moving (for example, a conveyor belt).
+ Static body for 2D physics.
+ A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody2D], it doesn't consume any CPU resources as long as they don't move.
+ They have extra functionalities to move and affect other bodies:
+ [b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path.
+ [b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels.
</description>
<tutorials>
</tutorials>
@@ -13,10 +16,10 @@
</methods>
<members>
<member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="0.0">
- The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating.
+ The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating.
</member>
- <member name="constant_linear_velocity" type="Vector2" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity" default="Vector2( 0, 0 )">
- The body's constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving.
+ <member name="constant_linear_velocity" type="Vector2" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity" default="Vector2(0, 0)">
+ The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving.
</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.