diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/AnimatableBody2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/AnimatableBody3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/CharacterBody2D.xml | 4 | ||||
-rw-r--r-- | doc/classes/CharacterBody3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/ColorPicker.xml | 1 | ||||
-rw-r--r-- | doc/classes/ColorPickerButton.xml | 1 | ||||
-rw-r--r-- | doc/classes/MultiplayerPeer.xml | 4 | ||||
-rw-r--r-- | doc/classes/MultiplayerPeerExtension.xml | 99 | ||||
-rw-r--r-- | doc/classes/PacketPeerExtension.xml | 35 | ||||
-rw-r--r-- | doc/classes/PhysicsBody2D.xml | 10 | ||||
-rw-r--r-- | doc/classes/PhysicsBody3D.xml | 10 | ||||
-rw-r--r-- | doc/classes/PhysicsServer2D.xml | 6 | ||||
-rw-r--r-- | doc/classes/PhysicsServer3D.xml | 6 | ||||
-rw-r--r-- | doc/classes/RigidDynamicBody2D.xml | 33 | ||||
-rw-r--r-- | doc/classes/RigidDynamicBody3D.xml | 33 | ||||
-rw-r--r-- | doc/classes/StreamPeerExtension.xml | 48 | ||||
-rw-r--r-- | doc/classes/Thread.xml | 9 |
17 files changed, 245 insertions, 60 deletions
diff --git a/doc/classes/AnimatableBody2D.xml b/doc/classes/AnimatableBody2D.xml index e58f4bd692..bc169cf9c9 100644 --- a/doc/classes/AnimatableBody2D.xml +++ b/doc/classes/AnimatableBody2D.xml @@ -11,7 +11,7 @@ <tutorials> </tutorials> <members> - <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false"> + <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="true"> If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody2D.move_and_collide]. </member> </members> diff --git a/doc/classes/AnimatableBody3D.xml b/doc/classes/AnimatableBody3D.xml index 71a48a5aa6..86cff38c51 100644 --- a/doc/classes/AnimatableBody3D.xml +++ b/doc/classes/AnimatableBody3D.xml @@ -14,7 +14,7 @@ <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> </tutorials> <members> - <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false"> + <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="true"> If [code]true[/code], the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. Do [b]not[/b] use together with [method PhysicsBody3D.move_and_collide]. </member> </members> diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index 882aa8bd71..35702070be 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -133,11 +133,11 @@ <member name="floor_max_angle" type="float" setter="set_floor_max_angle" getter="get_floor_max_angle" default="0.785398"> Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling [method move_and_slide]. The default value equals 45 degrees. </member> - <member name="floor_snap_length" type="float" setter="set_floor_snap_length" getter="get_floor_snap_length" default="0.0"> + <member name="floor_snap_length" type="float" setter="set_floor_snap_length" getter="get_floor_snap_length" default="1.0"> Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction]. As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping. </member> - <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="false"> + <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true"> If [code]true[/code], the body will not slide on floor's slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still. </member> <member name="free_mode_min_slide_angle" type="float" setter="set_free_mode_min_slide_angle" getter="get_free_mode_min_slide_angle" default="0.261799"> diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index f13796bfe7..66d9940b60 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -146,7 +146,7 @@ Sets a snapping distance. When set to a value different from [code]0.0[/code], the body is kept attached to slopes when calling [method move_and_slide]. The snapping vector is determined by the given distance along the opposite direction of the [member up_direction]. As long as the snapping vector is in contact with the ground and the body moves against `up_direction`, the body will remain attached to the surface. Snapping is not applied if the body moves along `up_direction`, so it will be able to detach from the ground when jumping. </member> - <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="false"> + <member name="floor_stop_on_slope" type="bool" setter="set_floor_stop_on_slope_enabled" getter="is_floor_stop_on_slope_enabled" default="true"> If [code]true[/code], the body will not slide on slopes when you include gravity in [code]linear_velocity[/code] when calling [method move_and_slide] and the body is standing still. </member> <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)"> diff --git a/doc/classes/ColorPicker.xml b/doc/classes/ColorPicker.xml index 571ffd592a..f33016cc6c 100644 --- a/doc/classes/ColorPicker.xml +++ b/doc/classes/ColorPicker.xml @@ -5,6 +5,7 @@ </brief_description> <description> Displays a color picker widget. Useful for selecting a color from an RGB/RGBA colorspace. + [b]Note:[/b] This control is the color picker widget itself. You can use a [ColorPickerButton] instead if you need a button that brings up a [ColorPicker] in a pop-up. </description> <tutorials> <link title="Tween Demo">https://godotengine.org/asset-library/asset/146</link> diff --git a/doc/classes/ColorPickerButton.xml b/doc/classes/ColorPickerButton.xml index dcef1c55f7..1cdfbd760e 100644 --- a/doc/classes/ColorPickerButton.xml +++ b/doc/classes/ColorPickerButton.xml @@ -6,6 +6,7 @@ <description> Encapsulates a [ColorPicker] making it accessible by pressing a button. Pressing the button will toggle the [ColorPicker] visibility. See also [BaseButton] which contains common properties and methods associated with this node. + [b]Note:[/b] By default, the button may not be wide enough for the color preview swatch to be visible. Make sure to set [member Control.rect_min_size] to a big enough value to give the button enough space. </description> <tutorials> <link title="GUI Drag And Drop Demo">https://godotengine.org/asset-library/asset/133</link> diff --git a/doc/classes/MultiplayerPeer.xml b/doc/classes/MultiplayerPeer.xml index a9c2a941f8..15517f7c2f 100644 --- a/doc/classes/MultiplayerPeer.xml +++ b/doc/classes/MultiplayerPeer.xml @@ -53,14 +53,14 @@ </method> </methods> <members> - <member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="true"> + <member name="refuse_new_connections" type="bool" setter="set_refuse_new_connections" getter="is_refusing_new_connections" default="false"> If [code]true[/code], this [MultiplayerPeer] refuses new connections. </member> <member name="transfer_channel" type="int" setter="set_transfer_channel" getter="get_transfer_channel" default="0"> The channel to use to send packets. Many network APIs such as ENet and WebRTC allow the creation of multiple independent channels which behaves, in a way, like separate connections. This means that reliable data will only block delivery of other packets on that channel, and ordering will only be in respect to the channel the packet is being sent on. Using different channels to send [b]different and independent[/b] state updates is a common way to optimize network usage and decrease latency in fast-paced games. [b]Note:[/b] The default channel ([code]0[/code]) actually works as 3 separate channels (one for each [enum TransferMode]) so that [constant TRANSFER_MODE_RELIABLE] and [constant TRANSFER_MODE_ORDERED] does not interact with each other by default. Refer to the specific network API documentation (e.g. ENet or WebRTC) to learn how to set up channels correctly. </member> - <member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="TransferMode" default="0"> + <member name="transfer_mode" type="int" setter="set_transfer_mode" getter="get_transfer_mode" enum="TransferMode" default="2"> The manner in which to send packets to the [code]target_peer[/code]. See [enum TransferMode]. </member> </members> diff --git a/doc/classes/MultiplayerPeerExtension.xml b/doc/classes/MultiplayerPeerExtension.xml new file mode 100644 index 0000000000..d9c173a4a1 --- /dev/null +++ b/doc/classes/MultiplayerPeerExtension.xml @@ -0,0 +1,99 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="MultiplayerPeerExtension" inherits="MultiplayerPeer" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="_get_available_packet_count" qualifiers="virtual const"> + <return type="int" /> + <description> + </description> + </method> + <method name="_get_connection_status" qualifiers="virtual const"> + <return type="int" /> + <description> + </description> + </method> + <method name="_get_max_packet_size" qualifiers="virtual const"> + <return type="int" /> + <description> + </description> + </method> + <method name="_get_packet" qualifiers="virtual"> + <return type="int" /> + <argument index="0" name="r_buffer" type="const void*" /> + <argument index="1" name="r_buffer_size" type="int32_t*" /> + <description> + </description> + </method> + <method name="_get_packet_peer" qualifiers="virtual const"> + <return type="int" /> + <description> + </description> + </method> + <method name="_get_transfer_channel" qualifiers="virtual const"> + <return type="int" /> + <description> + </description> + </method> + <method name="_get_transfer_mode" qualifiers="virtual const"> + <return type="int" /> + <description> + </description> + </method> + <method name="_get_unique_id" qualifiers="virtual const"> + <return type="int" /> + <description> + </description> + </method> + <method name="_is_refusing_new_connections" qualifiers="virtual const"> + <return type="bool" /> + <description> + </description> + </method> + <method name="_is_server" qualifiers="virtual const"> + <return type="bool" /> + <description> + </description> + </method> + <method name="_poll" qualifiers="virtual"> + <return type="int" /> + <description> + </description> + </method> + <method name="_put_packet" qualifiers="virtual"> + <return type="int" /> + <argument index="0" name="p_buffer" type="const void*" /> + <argument index="1" name="p_buffer_size" type="int" /> + <description> + </description> + </method> + <method name="_set_refuse_new_connections" qualifiers="virtual"> + <return type="void" /> + <argument index="0" name="p_enable" type="bool" /> + <description> + </description> + </method> + <method name="_set_target_peer" qualifiers="virtual"> + <return type="void" /> + <argument index="0" name="p_peer" type="int" /> + <description> + </description> + </method> + <method name="_set_transfer_channel" qualifiers="virtual"> + <return type="void" /> + <argument index="0" name="p_channel" type="int" /> + <description> + </description> + </method> + <method name="_set_transfer_mode" qualifiers="virtual"> + <return type="void" /> + <argument index="0" name="p_mode" type="int" /> + <description> + </description> + </method> + </methods> +</class> diff --git a/doc/classes/PacketPeerExtension.xml b/doc/classes/PacketPeerExtension.xml new file mode 100644 index 0000000000..6804053484 --- /dev/null +++ b/doc/classes/PacketPeerExtension.xml @@ -0,0 +1,35 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PacketPeerExtension" inherits="PacketPeer" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="_get_available_packet_count" qualifiers="virtual const"> + <return type="int" /> + <description> + </description> + </method> + <method name="_get_max_packet_size" qualifiers="virtual const"> + <return type="int" /> + <description> + </description> + </method> + <method name="_get_packet" qualifiers="virtual"> + <return type="int" /> + <argument index="0" name="r_buffer" type="const void*" /> + <argument index="1" name="r_buffer_size" type="int32_t*" /> + <description> + </description> + </method> + <method name="_put_packet" qualifiers="virtual"> + <return type="int" /> + <argument index="0" name="p_buffer" type="const void*" /> + <argument index="1" name="p_buffer_size" type="int" /> + <description> + </description> + </method> + </methods> +</class> diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml index ee28500838..e108ab6298 100644 --- a/doc/classes/PhysicsBody2D.xml +++ b/doc/classes/PhysicsBody2D.xml @@ -25,11 +25,12 @@ </method> <method name="move_and_collide"> <return type="KinematicCollision2D" /> - <argument index="0" name="rel_vec" type="Vector2" /> + <argument index="0" name="linear_velocity" type="Vector2" /> <argument index="1" name="test_only" type="bool" default="false" /> <argument index="2" name="safe_margin" type="float" default="0.08" /> <description> - Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision. + Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. + The body will stop if it collides. Returns a [KinematicCollision2D], which contains information about the collision. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). </description> @@ -44,11 +45,12 @@ <method name="test_move"> <return type="bool" /> <argument index="0" name="from" type="Transform2D" /> - <argument index="1" name="rel_vec" type="Vector2" /> + <argument index="1" name="linear_velocity" type="Vector2" /> <argument index="2" name="collision" type="KinematicCollision2D" default="null" /> <argument index="3" name="safe_margin" type="float" default="0.08" /> <description> - Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur. + Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. + Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur. [code]collision[/code] is an optional object of type [KinematicCollision2D], which contains additional information about the collision (should there be one). [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody2D.collision/safe_margin] for more details). </description> diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml index 174e49ea2d..8718c0caa2 100644 --- a/doc/classes/PhysicsBody3D.xml +++ b/doc/classes/PhysicsBody3D.xml @@ -32,12 +32,13 @@ </method> <method name="move_and_collide"> <return type="KinematicCollision3D" /> - <argument index="0" name="rel_vec" type="Vector3" /> + <argument index="0" name="linear_velocity" type="Vector3" /> <argument index="1" name="test_only" type="bool" default="false" /> <argument index="2" name="safe_margin" type="float" default="0.001" /> <argument index="3" name="max_collisions" type="int" default="1" /> <description> - Moves the body along the vector [code]rel_vec[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision. + Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. + The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details). [code]max_collisions[/code] allows to retrieve more than one collision result. @@ -61,12 +62,13 @@ <method name="test_move"> <return type="bool" /> <argument index="0" name="from" type="Transform3D" /> - <argument index="1" name="rel_vec" type="Vector3" /> + <argument index="1" name="linear_velocity" type="Vector3" /> <argument index="2" name="collision" type="KinematicCollision3D" default="null" /> <argument index="3" name="safe_margin" type="float" default="0.001" /> <argument index="4" name="max_collisions" type="int" default="1" /> <description> - Checks for collisions without moving the body. Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]rel_vec[/code]. Returns [code]true[/code] if a collision would occur. + Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. + Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur. [code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision (should there be one). [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details). [code]max_collisions[/code] allows to retrieve more than one collision result. diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index 7e5d7ca704..791a04e4c2 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -851,8 +851,6 @@ <constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="6" enum="SpaceParameter"> Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision. </constant> - <constant name="SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH" value="7" enum="SpaceParameter"> - </constant> <constant name="SHAPE_WORLD_BOUNDARY" value="0" enum="ShapeType"> This is the constant for creating world boundary shapes. A world boundary shape is an [i]infinite[/i] line with an origin point, and a normal. Thus, it can be used for front/behind checks. </constant> @@ -928,8 +926,8 @@ <constant name="BODY_MODE_DYNAMIC" value="2" enum="BodyMode"> Constant for dynamic bodies. In this mode, a body can be pushed by other bodies and has forces applied. </constant> - <constant name="BODY_MODE_DYNAMIC_LOCKED" value="3" enum="BodyMode"> - Constant for locked dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces. + <constant name="BODY_MODE_DYNAMIC_LINEAR" value="3" enum="BodyMode"> + Constant for linear dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces. </constant> <constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter"> Constant to set/get a body's bounce factor. diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index 9f48c36b62..1d1ca54dbb 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -1278,8 +1278,8 @@ <constant name="BODY_MODE_DYNAMIC" value="2" enum="BodyMode"> Constant for dynamic bodies. In this mode, a body can be pushed by other bodies and has forces applied. </constant> - <constant name="BODY_MODE_DYNAMIC_LOCKED" value="3" enum="BodyMode"> - Constant for locked dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces. + <constant name="BODY_MODE_DYNAMIC_LINEAR" value="3" enum="BodyMode"> + Constant for linear dynamic bodies. In this mode, a body is dynamic but can not rotate, and only its linear velocity is affected by external forces. </constant> <constant name="BODY_PARAM_BOUNCE" value="0" enum="BodyParameter"> Constant to set/get a body's bounce factor. @@ -1361,8 +1361,6 @@ <constant name="SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS" value="7" enum="SpaceParameter"> Constant to set/get the default solver bias for all physics constraints. A solver bias is a factor controlling how much two objects "rebound", after violating a constraint, to avoid leaving them in that state because of numerical imprecision. </constant> - <constant name="SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH" value="8" enum="SpaceParameter"> - </constant> <constant name="BODY_AXIS_LINEAR_X" value="1" enum="BodyAxis"> </constant> <constant name="BODY_AXIS_LINEAR_Y" value="2" enum="BodyAxis"> diff --git a/doc/classes/RigidDynamicBody2D.xml b/doc/classes/RigidDynamicBody2D.xml index 059379242b..9baed392eb 100644 --- a/doc/classes/RigidDynamicBody2D.xml +++ b/doc/classes/RigidDynamicBody2D.xml @@ -5,11 +5,10 @@ </brief_description> <description> This node implements simulated 2D physics. You do not control a RigidDynamicBody2D 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 RigidDynamicBody2D has 4 behavior [member mode]s: Dynamic, Static, DynamicLocked, and Kinematic. + You can switch the body's behavior using [member lock_rotation], [member freeze], and [member freeze_mode]. [b]Note:[/b] You should not change a RigidDynamicBody2D'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]. - The center of mass is always located at the node's origin without taking into account the [CollisionShape2D] centroid offsets. </description> <tutorials> <link title="2D Physics Platformer Demo">https://godotengine.org/asset-library/asset/119</link> @@ -120,6 +119,15 @@ <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false"> 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="freeze" type="bool" setter="set_freeze_enabled" getter="is_freeze_enabled" default="false"> + If [code]true[/code], the body is frozen. Gravity and forces are not applied anymore. + See [member freeze_mode] to set the body's behavior when frozen. + For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead. + </member> + <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidDynamicBody2D.FreezeMode" default="0"> + The body's freeze mode. Can be used to set the body's behavior when [member freeze] is enabled. See [enum FreezeMode] for possible values. + For a body that is always frozen, use [StaticBody2D] or [AnimatableBody2D] instead. + </member> <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 > Project Settings > Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s. </member> @@ -134,13 +142,12 @@ <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="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. + </member> <member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0"> The body's mass. </member> - <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidDynamicBody2D.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. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. @@ -198,17 +205,11 @@ </signal> </signals> <constants> - <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 body mode. The body behaves like a [StaticBody2D], and must be moved by code. - </constant> - <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 name="FREEZE_MODE_STATIC" value="0" enum="FreezeMode"> + Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path. </constant> - <constant name="MODE_KINEMATIC" value="3" enum="Mode"> - Kinematic body mode. The body behaves like a [AnimatableBody2D], and must be moved by code. + <constant name="FREEZE_MODE_KINEMATIC" value="1" enum="FreezeMode"> + Kinematic body freeze mode. Similar to [constant FREEZE_MODE_STATIC], but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated. </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. diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml index 9b6bcd840b..7d1c7fecfa 100644 --- a/doc/classes/RigidDynamicBody3D.xml +++ b/doc/classes/RigidDynamicBody3D.xml @@ -5,10 +5,9 @@ </brief_description> <description> This is the node that implements full 3D physics. This means that you do not control a RigidDynamicBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. - A RigidDynamicBody3D has 4 behavior [member mode]s: Dynamic, Static, DynamicLocked, and Kinematic. + You can switch the body's behavior using [member lock_rotation], [member freeze], and [member freeze_mode]. [b]Note:[/b] Don't change a RigidDynamicBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. - With Bullet physics (the default), the center of mass is the RigidDynamicBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers. </description> <tutorials> <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> @@ -123,6 +122,15 @@ <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false"> If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. </member> + <member name="freeze" type="bool" setter="set_freeze_enabled" getter="is_freeze_enabled" default="false"> + If [code]true[/code], the body is frozen. Gravity and forces are not applied anymore. + See [member freeze_mode] to set the body's behavior when frozen. + For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead. + </member> + <member name="freeze_mode" type="int" setter="set_freeze_mode" getter="get_freeze_mode" enum="RigidDynamicBody3D.FreezeMode" default="0"> + The body's freeze mode. Can be used to set the body's behavior when [member freeze] is enabled. See [enum FreezeMode] for possible values. + For a body that is always frozen, use [StaticBody3D] or [AnimatableBody3D] instead. + </member> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidDynamicBody3D's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. </member> @@ -137,13 +145,12 @@ <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)"> The body's linear velocity. 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. + </member> <member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0"> The body's mass. </member> - <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidDynamicBody3D.Mode" default="0"> - The body's mode. See [enum Mode] for possible values. - For a body that uses only Static or Kinematic mode, use [StaticBody3D] or [AnimatableBody3D] 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. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. @@ -203,17 +210,11 @@ </signal> </signals> <constants> - <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 body mode. The body behaves like a [StaticBody3D], and can only move by user code. - </constant> - <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 name="FREEZE_MODE_STATIC" value="0" enum="FreezeMode"> + Static body freeze mode (default). The body is not affected by gravity and forces. It can be only moved by user code and doesn't collide with other bodies along its path. </constant> - <constant name="MODE_KINEMATIC" value="3" enum="Mode"> - Kinematic body mode. The body behaves like a [AnimatableBody3D], and can only move by user code. + <constant name="FREEZE_MODE_KINEMATIC" value="1" enum="FreezeMode"> + Kinematic body freeze mode. Similar to [constant FREEZE_MODE_STATIC], but collides with other bodies along its path when moved. Useful for a frozen body that needs to be animated. </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. diff --git a/doc/classes/StreamPeerExtension.xml b/doc/classes/StreamPeerExtension.xml new file mode 100644 index 0000000000..93fda8cf5d --- /dev/null +++ b/doc/classes/StreamPeerExtension.xml @@ -0,0 +1,48 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="StreamPeerExtension" inherits="StreamPeer" version="4.0"> + <brief_description> + </brief_description> + <description> + </description> + <tutorials> + </tutorials> + <methods> + <method name="_get_available_bytes" qualifiers="virtual const"> + <return type="int" /> + <description> + </description> + </method> + <method name="_get_data" qualifiers="virtual"> + <return type="int" /> + <argument index="0" name="r_buffer" type="uint8_t*" /> + <argument index="1" name="r_bytes" type="int" /> + <argument index="2" name="r_received" type="int32_t*" /> + <description> + </description> + </method> + <method name="_get_partial_data" qualifiers="virtual"> + <return type="int" /> + <argument index="0" name="r_buffer" type="uint8_t*" /> + <argument index="1" name="r_bytes" type="int" /> + <argument index="2" name="r_received" type="int32_t*" /> + <description> + </description> + </method> + <method name="_put_data" qualifiers="virtual"> + <return type="int" /> + <argument index="0" name="p_data" type="const void*" /> + <argument index="1" name="p_bytes" type="int" /> + <argument index="2" name="r_sent" type="int32_t*" /> + <description> + </description> + </method> + <method name="_put_partial_data" qualifiers="virtual"> + <return type="int" /> + <argument index="0" name="p_data" type="const void*" /> + <argument index="1" name="p_bytes" type="int" /> + <argument index="2" name="r_sent" type="int32_t*" /> + <description> + </description> + </method> + </methods> +</class> diff --git a/doc/classes/Thread.xml b/doc/classes/Thread.xml index 9c9119c664..ae5c0761b1 100644 --- a/doc/classes/Thread.xml +++ b/doc/classes/Thread.xml @@ -27,12 +27,11 @@ </method> <method name="start"> <return type="int" enum="Error" /> - <argument index="0" name="instance" type="Object" /> - <argument index="1" name="method" type="StringName" /> - <argument index="2" name="userdata" type="Variant" default="null" /> - <argument index="3" name="priority" type="int" enum="Thread.Priority" default="1" /> + <argument index="0" name="callable" type="Callable" /> + <argument index="1" name="userdata" type="Variant" default="null" /> + <argument index="2" name="priority" type="int" enum="Thread.Priority" default="1" /> <description> - Starts a new [Thread] that runs [code]method[/code] on object [code]instance[/code] with [code]userdata[/code] passed as an argument. Even if no userdata is passed, [code]method[/code] must accept one argument and it will be null. The [code]priority[/code] of the [Thread] can be changed by passing a value from the [enum Priority] enum. + Starts a new [Thread] that calls [code]callable[/code] with [code]userdata[/code] passed as an argument. Even if no userdata is passed, [code]method[/code] must accept one argument and it will be null. The [code]priority[/code] of the [Thread] can be changed by passing a value from the [enum Priority] enum. Returns [constant OK] on success, or [constant ERR_CANT_CREATE] on failure. </description> </method> |