diff options
Diffstat (limited to 'doc')
24 files changed, 131 insertions, 88 deletions
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index f98c22a1e9..7637356f63 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -107,7 +107,7 @@ <method name="move_and_slide"> <return type="bool" /> <description> - Moves the body based on [member linear_velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. + Moves the body based on [member linear_velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidDynamicBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. 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. Modifies [member linear_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision]. When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions. diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 81ffbe01c1..f08a2cafea 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -93,7 +93,7 @@ <method name="move_and_slide"> <return type="bool" /> <description> - Moves the body based on [member linear_velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. + Moves the body based on [member linear_velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidDynamicBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes. 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. Modifies [member linear_velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision]. When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions. diff --git a/doc/classes/ClassDB.xml b/doc/classes/ClassDB.xml index 063233fe50..62165a5fce 100644 --- a/doc/classes/ClassDB.xml +++ b/doc/classes/ClassDB.xml @@ -30,6 +30,23 @@ Returns a category associated with the class for use in documentation and the Asset Library. Debug mode required. </description> </method> + <method name="class_get_enum_constants" qualifiers="const"> + <return type="PackedStringArray" /> + <argument index="0" name="class" type="StringName" /> + <argument index="1" name="enum" type="StringName" /> + <argument index="2" name="no_inheritance" type="bool" default="false" /> + <description> + Returns an array with all the keys in [code]enum[/code] of [code]class[/code] or its ancestry. + </description> + </method> + <method name="class_get_enum_list" qualifiers="const"> + <return type="PackedStringArray" /> + <argument index="0" name="class" type="StringName" /> + <argument index="1" name="no_inheritance" type="bool" default="false" /> + <description> + Returns an array with all the enums of [code]class[/code] or its ancestry. + </description> + </method> <method name="class_get_integer_constant" qualifiers="const"> <return type="int" /> <argument index="0" name="class" type="StringName" /> @@ -38,6 +55,15 @@ Returns the value of the integer constant [code]name[/code] of [code]class[/code] or its ancestry. Always returns 0 when the constant could not be found. </description> </method> + <method name="class_get_integer_constant_enum" qualifiers="const"> + <return type="StringName" /> + <argument index="0" name="class" type="StringName" /> + <argument index="1" name="name" type="StringName" /> + <argument index="2" name="no_inheritance" type="bool" default="false" /> + <description> + Returns which enum the integer constant [code]name[/code] of [code]class[/code] or its ancestry belongs to. + </description> + </method> <method name="class_get_integer_constant_list" qualifiers="const"> <return type="PackedStringArray" /> <argument index="0" name="class" type="StringName" /> @@ -87,6 +113,15 @@ Returns an array with all the signals of [code]class[/code] or its ancestry if [code]no_inheritance[/code] is [code]false[/code]. Every element of the array is a [Dictionary] as described in [method class_get_signal]. </description> </method> + <method name="class_has_enum" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="class" type="StringName" /> + <argument index="1" name="name" type="StringName" /> + <argument index="2" name="no_inheritance" type="bool" default="false" /> + <description> + Returns whether [code]class[/code] or its ancestry has an enum called [code]name[/code] or not. + </description> + </method> <method name="class_has_integer_constant" qualifiers="const"> <return type="bool" /> <argument index="0" name="class" type="StringName" /> diff --git a/doc/classes/ConcavePolygonShape2D.xml b/doc/classes/ConcavePolygonShape2D.xml index e6b2e1845d..50632cd2c8 100644 --- a/doc/classes/ConcavePolygonShape2D.xml +++ b/doc/classes/ConcavePolygonShape2D.xml @@ -4,7 +4,7 @@ Concave polygon 2D shape resource for physics. </brief_description> <description> - Concave polygon 2D shape resource for physics. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions. + Concave polygon 2D shape resource for physics. It is made out of segments and is optimal for complex polygonal concave collisions. However, it is not advised to use for [RigidDynamicBody2D] nodes. A CollisionPolygon2D in convex decomposition mode (solids) or several convex objects are advised for that instead. Otherwise, a concave polygon 2D shape is better for static collisions. The main difference between a [ConvexPolygonShape2D] and a [ConcavePolygonShape2D] is that a concave polygon assumes it is concave and uses a more complex method of collision detection, and a convex one forces itself to be convex in order to speed up collision detection. </description> <tutorials> diff --git a/doc/classes/ConcavePolygonShape3D.xml b/doc/classes/ConcavePolygonShape3D.xml index 34fb06a476..907afa6367 100644 --- a/doc/classes/ConcavePolygonShape3D.xml +++ b/doc/classes/ConcavePolygonShape3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> Concave polygon shape resource, which can be set into a [PhysicsBody3D] or area. This shape is created by feeding a list of triangles. - Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidBody3D] with a mode other than Static. + Note: when used for collision, [ConcavePolygonShape3D] is intended to work with static [PhysicsBody3D] nodes like [StaticBody3D] and will not work with [CharacterBody3D] or [RigidDynamicBody3D] with a mode other than Static. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml index 757730f6c8..305258c8c5 100644 --- a/doc/classes/OS.xml +++ b/doc/classes/OS.xml @@ -215,7 +215,7 @@ <method name="get_locale" qualifiers="const"> <return type="String" /> <description> - Returns the host OS locale as a string of the form [code]language_Script_COUNTRY_VARIANT@extra[/code]. + Returns the host OS locale as a string of the form [code]language_Script_COUNTRY_VARIANT@extra[/code]. If you want only the language code and not the fully specified locale from the OS, you can use [method get_locale_language]. [code]language[/code] - 2 or 3-letter [url=https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes]language code[/url], in lower case. [code]Script[/code] - optional, 4-letter [url=https://en.wikipedia.org/wiki/ISO_15924]script code[/url], in title case. [code]COUNTRY[/code] - optional, 2 or 3-letter [url=https://en.wikipedia.org/wiki/ISO_3166-1]country code[/url], in upper case. @@ -223,6 +223,13 @@ [code]extra[/code] - optional, semicolon separated list of additional key words. Currency, calendar, sort order and numbering system information. </description> </method> + <method name="get_locale_language" qualifiers="const"> + <return type="String" /> + <description> + Returns the host OS locale's 2 or 3-letter [url=https://en.wikipedia.org/wiki/List_of_ISO_639-1_codes]language code[/url] as a string which should be consistent on all platforms. This is equivalent to extracting the [code]language[/code] part of the [method get_locale] string. + This can be used to narrow down fully specified locale strings to only the "common" language code, when you don't need the additional information about country code or variants. For example, for a French Canadian user with [code]fr_CA[/code] locale, this would return [code]fr[/code]. + </description> + </method> <method name="get_model_name" qualifiers="const"> <return type="String" /> <description> diff --git a/doc/classes/PackedScene.xml b/doc/classes/PackedScene.xml index 1374496b52..618123855f 100644 --- a/doc/classes/PackedScene.xml +++ b/doc/classes/PackedScene.xml @@ -22,23 +22,23 @@ AddChild(scene); [/csharp] [/codeblocks] - [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidBody2D[/code] ([code]rigid[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]rigid[/code] which is a child of [code]node[/code]. Only [code]rigid[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code]. + [b]Example of saving a node with different owners:[/b] The following example creates 3 objects: [code]Node2D[/code] ([code]node[/code]), [code]RigidDynamicBody2D[/code] ([code]body[/code]) and [code]CollisionObject2D[/code] ([code]collision[/code]). [code]collision[/code] is a child of [code]body[/code] which is a child of [code]node[/code]. Only [code]body[/code] is owned by [code]node[/code] and [code]pack[/code] will therefore only save those two nodes, but not [code]collision[/code]. [codeblocks] [gdscript] # Create the objects. var node = Node2D.new() - var rigid = RigidBody2D.new() + var body = RigidDynamicBody2D.new() var collision = CollisionShape2D.new() # Create the object hierarchy. - rigid.add_child(collision) - node.add_child(rigid) + body.add_child(collision) + node.add_child(body) - # Change owner of `rigid`, but not of `collision`. - rigid.owner = node + # Change owner of `body`, but not of `collision`. + body.owner = node var scene = PackedScene.new() - # Only `node` and `rigid` are now packed. + # Only `node` and `body` are now packed. var result = scene.pack(node) if result == OK: var error = ResourceSaver.save("res://path/name.tscn", scene) # Or "user://..." @@ -48,18 +48,18 @@ [csharp] // Create the objects. var node = new Node2D(); - var rigid = new RigidBody2D(); + var body = new RigidDynamicBody2D(); var collision = new CollisionShape2D(); // Create the object hierarchy. - rigid.AddChild(collision); - node.AddChild(rigid); + body.AddChild(collision); + node.AddChild(body); - // Change owner of `rigid`, but not of `collision`. - rigid.Owner = node; + // Change owner of `body`, but not of `collision`. + body.Owner = node; var scene = new PackedScene(); - // Only `node` and `rigid` are now packed. + // Only `node` and `body` are now packed. Error result = scene.Pack(node); if (result == Error.Ok) { diff --git a/doc/classes/Performance.xml b/doc/classes/Performance.xml index 335c3d254b..6e905eace6 100644 --- a/doc/classes/Performance.xml +++ b/doc/classes/Performance.xml @@ -169,7 +169,7 @@ <constant name="RENDER_BUFFER_MEM_USED" value="15" enum="Monitor"> </constant> <constant name="PHYSICS_2D_ACTIVE_OBJECTS" value="16" enum="Monitor"> - Number of active [RigidBody2D] nodes in the game. + Number of active [RigidDynamicBody2D] nodes in the game. </constant> <constant name="PHYSICS_2D_COLLISION_PAIRS" value="17" enum="Monitor"> Number of collision pairs in the 2D physics engine. @@ -178,7 +178,7 @@ Number of islands in the 2D physics engine. </constant> <constant name="PHYSICS_3D_ACTIVE_OBJECTS" value="19" enum="Monitor"> - Number of active [RigidBody3D] and [VehicleBody3D] nodes in the game. + Number of active [RigidDynamicBody3D] and [VehicleBody3D] nodes in the game. </constant> <constant name="PHYSICS_3D_COLLISION_PAIRS" value="20" enum="Monitor"> Number of collision pairs in the 3D physics engine. diff --git a/doc/classes/PhysicalBone2D.xml b/doc/classes/PhysicalBone2D.xml index b4d92475a1..8fa42a9596 100644 --- a/doc/classes/PhysicalBone2D.xml +++ b/doc/classes/PhysicalBone2D.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="PhysicalBone2D" inherits="RigidBody2D" version="4.0"> +<class name="PhysicalBone2D" inherits="RigidDynamicBody2D" version="4.0"> <brief_description> A 2D node that can be used for physically aware bones in 2D. </brief_description> <description> - The [code]PhysicalBone2D[/code] node is a [RigidBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D. + The [code]PhysicalBone2D[/code] node is a [RigidDynamicBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D. [b]Note:[/b] To have the Bone2D nodes visually follow the [code]PhysicalBone2D[/code] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes. [b]Note:[/b] The PhysicalBone2D node does not automatically create a [Joint2D] node to keep [code]PhysicalBone2D[/code] nodes together. You will need to create these manually. For most cases, you want to use a [PinJoint2D] node. The [code]PhysicalBone2D[/code] node can automatically configure the [Joint2D] node once it's been created as a child node. </description> diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 01c8933b51..56c34615ce 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -4,7 +4,7 @@ Direct access object to a physics body in the [PhysicsServer2D]. </brief_description> <description> - Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces]. + Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody2D._integrate_forces]. </description> <tutorials> <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> @@ -108,7 +108,7 @@ <return type="int" /> <description> Returns the number of contacts this body has with other bodies. - [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody2D.contact_monitor]. + [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidDynamicBody2D.contact_monitor]. </description> </method> <method name="get_contact_local_normal" qualifiers="const"> diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 839a83cfc3..a7458ff495 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -4,7 +4,7 @@ Direct access object to a physics body in the [PhysicsServer3D]. </brief_description> <description> - Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidBody3D._integrate_forces]. + Provides direct access to a physics body in the [PhysicsServer3D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody3D._integrate_forces]. </description> <tutorials> <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> @@ -103,7 +103,7 @@ <return type="int" /> <description> Returns the number of contacts this body has with other bodies. - [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody3D.contact_monitor]. + [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidDynamicBody3D.contact_monitor]. </description> </method> <method name="get_contact_impulse" qualifiers="const"> diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index c7db312b9d..5497ae7412 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -1212,7 +1212,7 @@ The [Shape3D] is a [HeightMapShape3D]. </constant> <constant name="SHAPE_SOFT_BODY" value="9" enum="ShapeType"> - The [Shape3D] is a [SoftBody3D]. + The [Shape3D] is used internally for a soft body. Any attempt to create this kind of shape results in an error. </constant> <constant name="SHAPE_CUSTOM" value="10" enum="ShapeType"> This constant is used internally by the engine. Any attempt to create this kind of shape results in an error. diff --git a/doc/classes/Resource.xml b/doc/classes/Resource.xml index 65dedf5280..efb0339aa7 100644 --- a/doc/classes/Resource.xml +++ b/doc/classes/Resource.xml @@ -16,7 +16,8 @@ <return type="Resource" /> <argument index="0" name="subresources" type="bool" default="false" /> <description> - Duplicates the resource, returning a new resource. By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources. + Duplicates the resource, returning a new resource with the exported members copied. [b]Note:[/b] To duplicate the resource the constructor is called without arguments. This method will error when the constructor doesn't have default values. + By default, sub-resources are shared between resource copies for efficiency. This can be changed by passing [code]true[/code] to the [code]subresources[/code] argument which will copy the subresources. [b]Note:[/b] If [code]subresources[/code] is [code]true[/code], this method will only perform a shallow copy. Nested resources within subresources will not be duplicated and will still be shared. [b]Note:[/b] When duplicating a resource, only [code]export[/code]ed properties are copied. Other properties will be set to their default value in the new resource. </description> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidDynamicBody2D.xml index 0702955495..059379242b 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidDynamicBody2D.xml @@ -1,12 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="RigidBody2D" inherits="PhysicsBody2D" version="4.0"> +<class name="RigidDynamicBody2D" inherits="PhysicsBody2D" version="4.0"> <brief_description> 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: 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. + 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. + [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. @@ -103,17 +103,17 @@ 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"> + <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="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]. + If [code]true[/code], the body will emit signals when it collides with another RigidDynamicBody2D. See also [member contacts_reported]. </member> <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code]. [b]Note:[/b] The number of contacts is different from the number of collisions. Collisions between parallel edges will result in two contacts (one at each end). </member> - <member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidBody2D.CCDMode" default="0"> + <member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidDynamicBody2D.CCDMode" default="0"> Continuous collision detection mode. Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See [enum CCDMode] for details. </member> @@ -137,7 +137,7 @@ <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="RigidBody2D.Mode" default="0"> + <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> @@ -170,11 +170,11 @@ <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. + Emitted when one of this RigidDynamicBody2D'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]. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. [code]body_shape[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. - [code]local_shape[/code] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. + [code]local_shape[/code] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. </description> </signal> <signal name="body_shape_exited"> @@ -183,11 +183,11 @@ <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. + Emitted when the collision between one of this RigidDynamicBody2D'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]. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody2D] or [TileMap]. [code]body_shape[/code] the index of the [Shape2D] of the other [PhysicsBody2D] or [TileMap] used by the [PhysicsServer2D]. - [code]local_shape[/code] the index of the [Shape2D] of this RigidBody2D used by the [PhysicsServer2D]. + [code]local_shape[/code] the index of the [Shape2D] of this RigidDynamicBody2D used by the [PhysicsServer2D]. </description> </signal> <signal name="sleeping_state_changed"> diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidDynamicBody3D.xml index 1be35b0576..9b6bcd840b 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidDynamicBody3D.xml @@ -1,14 +1,14 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="RigidBody3D" inherits="PhysicsBody3D" version="4.0"> +<class name="RigidDynamicBody3D" inherits="PhysicsBody3D" version="4.0"> <brief_description> Physics Body which is moved by 3D physics simulation. Useful for objects that have gravity and can be pushed by other objects. </brief_description> <description> - This is the node that implements full 3D physics. This means that you do not control a RigidBody3D 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 RigidBody3D has 4 behavior [member mode]s: Dynamic, Static, DynamicLocked, and Kinematic. - [b]Note:[/b] Don't change a RigidBody3D'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. + 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. + [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 RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers. + 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> @@ -80,7 +80,7 @@ <method name="get_inverse_inertia_tensor" qualifiers="const"> <return type="Basis" /> <description> - Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D]. + Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidDynamicBody3D]. </description> </method> <method name="set_axis_velocity"> @@ -93,11 +93,11 @@ </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0"> - Damps RigidBody3D's rotational forces. + Damps RigidDynamicBody3D's rotational forces. See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping. </member> <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)"> - RigidBody3D's rotational velocity. + RigidDynamicBody3D's rotational velocity. </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]. @@ -106,11 +106,11 @@ 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="RigidBody3D.CenterOfMassMode" default="0"> + <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidDynamicBody3D.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 RigidBody3D will emit signals when it collides with another RigidBody3D. See also [member contacts_reported]. + If [code]true[/code], the RigidDynamicBody3D will emit signals when it collides with another RigidDynamicBody3D. See also [member contacts_reported]. </member> <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> The maximum number of contacts that will be recorded. Requires [member contact_monitor] to be set to [code]true[/code]. @@ -124,7 +124,7 @@ 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="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 RigidBody3D'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. + 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> <member name="inertia" type="Vector3" setter="set_inertia" getter="get_inertia" default="Vector3(0, 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 on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value. @@ -140,7 +140,7 @@ <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="RigidBody3D.Mode" default="0"> + <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> @@ -173,11 +173,11 @@ <argument index="2" name="body_shape" type="int" /> <argument index="3" name="local_shape" type="int" /> <description> - Emitted when one of this RigidBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]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. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + Emitted when one of this RigidDynamicBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]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. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [code]body_id[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. [code]body_shape[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. - [code]local_shape[/code] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. + [code]local_shape[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices. </description> </signal> @@ -187,11 +187,11 @@ <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 RigidBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]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. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. + Emitted when the collision between one of this RigidDynamicBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]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. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [code]body_id[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if the Meshes have [Shape3D]s. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. [code]body_shape[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. - [code]local_shape[/code] the index of the [Shape3D] of this RigidBody3D used by the [PhysicsServer3D]. + [code]local_shape[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices. </description> </signal> diff --git a/doc/classes/Skeleton3D.xml b/doc/classes/Skeleton3D.xml index 2f340adb9f..c2b514f232 100644 --- a/doc/classes/Skeleton3D.xml +++ b/doc/classes/Skeleton3D.xml @@ -216,7 +216,7 @@ <argument index="0" name="exception" type="RID" /> <description> Adds a collision exception to the physical bone. - Works just like the [RigidBody3D] node. + Works just like the [RigidDynamicBody3D] node. </description> </method> <method name="physical_bones_remove_collision_exception"> @@ -224,7 +224,7 @@ <argument index="0" name="exception" type="RID" /> <description> Removes a collision exception to the physical bone. - Works just like the [RigidBody3D] node. + Works just like the [RigidDynamicBody3D] node. </description> </method> <method name="physical_bones_start_simulation"> diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftDynamicBody3D.xml index d5f0e3c95c..f999f77e78 100644 --- a/doc/classes/SoftBody3D.xml +++ b/doc/classes/SoftDynamicBody3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="SoftBody3D" inherits="MeshInstance3D" version="4.0"> +<class name="SoftDynamicBody3D" inherits="MeshInstance3D" version="4.0"> <brief_description> A soft mesh physics body. </brief_description> @@ -91,16 +91,16 @@ </methods> <members> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> - The physics layers this SoftBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. + The physics layers this SoftDynamicBody3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> - The physics layers this SoftBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. + The physics layers this SoftDynamicBody3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="damping_coefficient" type="float" setter="set_damping_coefficient" getter="get_damping_coefficient" default="0.01"> </member> - <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="SoftBody3D.DisableMode" default="0"> + <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="SoftDynamicBody3D.DisableMode" default="0"> Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. </member> <member name="drag_coefficient" type="float" setter="set_drag_coefficient" getter="get_drag_coefficient" default="0.0"> @@ -108,23 +108,23 @@ <member name="linear_stiffness" type="float" setter="set_linear_stiffness" getter="get_linear_stiffness" default="0.5"> </member> <member name="parent_collision_ignore" type="NodePath" setter="set_parent_collision_ignore" getter="get_parent_collision_ignore" default="NodePath("")"> - [NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping. + [NodePath] to a [CollisionObject3D] this SoftDynamicBody3D should avoid clipping. </member> <member name="pressure_coefficient" type="float" setter="set_pressure_coefficient" getter="get_pressure_coefficient" default="0.0"> </member> <member name="ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true"> - If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s. + If [code]true[/code], the [SoftDynamicBody3D] will respond to [RayCast3D]s. </member> <member name="simulation_precision" type="int" setter="set_simulation_precision" getter="get_simulation_precision" default="5"> Increasing this value will improve the resulting simulation, but can affect performance. Use with care. </member> <member name="total_mass" type="float" setter="set_total_mass" getter="get_total_mass" default="1.0"> - The SoftBody3D's mass. + The SoftDynamicBody3D's mass. </member> </members> <constants> <constant name="DISABLE_MODE_REMOVE" value="0" enum="DisableMode"> - When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftBody3D]. + When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [SoftDynamicBody3D]. Automatically re-added to the physics simulation when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_KEEP_ACTIVE" value="1" enum="DisableMode"> diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml index 0344c3e0d1..9cbe0bdb40 100644 --- a/doc/classes/StaticBody2D.xml +++ b/doc/classes/StaticBody2D.xml @@ -5,7 +5,7 @@ </brief_description> <description> 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. + 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 [RigidDynamicBody2D], 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. diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml index 4cb51b60ec..6e2377def0 100644 --- a/doc/classes/StaticBody3D.xml +++ b/doc/classes/StaticBody3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> Static body for 3D 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 [RigidBody3D], it doesn't consume any CPU resources as long as they don't move. + 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 [RigidDynamicBody3D], 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. diff --git a/doc/classes/TranslationServer.xml b/doc/classes/TranslationServer.xml index 029848be33..a002166664 100644 --- a/doc/classes/TranslationServer.xml +++ b/doc/classes/TranslationServer.xml @@ -27,13 +27,14 @@ <method name="get_loaded_locales" qualifiers="const"> <return type="Array" /> <description> - Returns an Array of all loaded locales of the game. + Returns an array of all loaded locales of the project. </description> </method> <method name="get_locale" qualifiers="const"> <return type="String" /> <description> - Returns the current locale of the game. + Returns the current locale of the project. + See also [method OS.get_locale] and [method OS.get_locale_language] to query the locale of the user system. </description> </method> <method name="get_locale_name" qualifiers="const"> @@ -75,7 +76,8 @@ <return type="void" /> <argument index="0" name="locale" type="String" /> <description> - Sets the locale of the game. + Sets the locale of the project. The [code]locale[/code] string will be standardized to match known locales (e.g. [code]en-US[/code] would be matched to [code]en_US[/code]). + If translations have been loaded beforehand for the new locale, they will be applied. </description> </method> <method name="translate" qualifiers="const"> diff --git a/doc/classes/Tween.xml b/doc/classes/Tween.xml index 372a6e7ebf..ede6e2fdd5 100644 --- a/doc/classes/Tween.xml +++ b/doc/classes/Tween.xml @@ -58,8 +58,8 @@ [codeblock] var tween = create_tween().set_parallel(true) tween.tween_property(...) - tween.tween_property(...) #will run parallelly with above - tween.chain().tween_property(...) #will run after two above are finished + tween.tween_property(...) # Will run parallelly with above. + tween.chain().tween_property(...) # Will run after two above are finished. [/codeblock] </description> </method> @@ -215,11 +215,9 @@ Creates and appends an [IntervalTweener]. This method can be used to create delays in the tween animation, as an alternative for using the delay in other [Tweener]s or when there's no animation (in which case the [Tween] acts as a timer). [code]time[/code] is the length of the interval, in seconds. Example: creating an interval in code execution. [codeblock] - #... some code - var tween = create_tween() - tween.tween_interval(2) - await tween.finished - #... more code + # ... some code + await create_tween().tween_interval(2).finished + # ... more code [/codeblock] Example: creating an object that moves back and forth and jumps every few seconds. [codeblock] @@ -236,15 +234,15 @@ <method name="tween_method"> <return type="MethodTweener" /> <argument index="0" name="method" type="Callable" /> - <argument index="1" name="from" type="float" /> - <argument index="2" name="to" type="float" /> + <argument index="1" name="from" type="Variant" /> + <argument index="2" name="to" type="Variant" /> <argument index="3" name="duration" type="float" /> <description> Creates and appends a [MethodTweener]. This method is similar to a combination of [method tween_callback] and [method tween_property]. It calls a method over time with a tweened value provided as an argument. The value is tweened between [code]from[/code] and [code]to[/code] over the time specified by [code]duration[/code], in seconds. Use [method Callable.bind] to bind additional arguments for the call. You can use [method MethodTweener.set_ease] and [method MethodTweener.set_trans] to tweak the easing and transition of the value or [method MethodTweener.set_delay] to delay the tweening. Example: making a 3D object look from one point to another point. [codeblock] var tween = create_tween() - tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, 0, -1), 1) #the look_at() method takes up vector as second argument + tween.tween_method(look_at.bind(Vector3.UP), Vector3(-1, 0, -1), Vector3(1, 0, -1), 1) # The look_at() method takes up vector as second argument. [/codeblock] Example: setting a text of a [Label], using an intermediate method and after a delay. [codeblock] diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml index 90d0591949..21a37f7b53 100644 --- a/doc/classes/VehicleBody3D.xml +++ b/doc/classes/VehicleBody3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VehicleBody3D" inherits="RigidBody3D" version="4.0"> +<class name="VehicleBody3D" inherits="RigidDynamicBody3D" version="4.0"> <brief_description> Physics body that simulates the behavior of a car. </brief_description> @@ -15,10 +15,10 @@ </methods> <members> <member name="brake" type="float" setter="set_brake" getter="get_brake" default="0.0"> - Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. + Slows down the vehicle by applying a braking force. The vehicle is only slowed down if the wheels are in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidDynamicBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. </member> <member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0"> - Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. + Accelerates the vehicle by applying an engine force. The vehicle is only speed up if the wheels that have [member VehicleWheel3D.use_as_traction] set to [code]true[/code] and are in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. [b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears. A negative value will result in the vehicle reversing. </member> diff --git a/doc/classes/VehicleWheel3D.xml b/doc/classes/VehicleWheel3D.xml index 35f1189a06..5b4511beab 100644 --- a/doc/classes/VehicleWheel3D.xml +++ b/doc/classes/VehicleWheel3D.xml @@ -32,7 +32,7 @@ </methods> <members> <member name="brake" type="float" setter="set_brake" getter="get_brake" default="0.0"> - Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. + Slows down the wheel by applying a braking force. The wheel is only slowed down if it is in contact with a surface. The force you need to apply to adequately slow down your vehicle depends on the [member RigidDynamicBody3D.mass] of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 30 range for hard braking. </member> <member name="damping_compression" type="float" setter="set_damping_compression" getter="get_damping_compression" default="0.83"> The damping applied to the spring when the spring is being compressed. This value should be between 0.0 (no damping) and 1.0. A value of 0.0 means the car will keep bouncing as the spring keeps its energy. A good value for this is around 0.3 for a normal car, 0.5 for a race car. @@ -41,7 +41,7 @@ The damping applied to the spring when relaxing. This value should be between 0.0 (no damping) and 1.0. This value should always be slightly higher than the [member damping_compression] property. For a [member damping_compression] value of 0.3, try a relaxation value of 0.5. </member> <member name="engine_force" type="float" setter="set_engine_force" getter="get_engine_force" default="0.0"> - Accelerates the wheel by applying an engine force. The wheel is only speed up if it is in contact with a surface. The [member RigidBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. + Accelerates the wheel by applying an engine force. The wheel is only speed up if it is in contact with a surface. The [member RigidDynamicBody3D.mass] of the vehicle has an effect on the acceleration of the vehicle. For a vehicle with a mass set to 1000, try a value in the 25 - 50 range for acceleration. [b]Note:[/b] The simulation does not take the effect of gears into account, you will need to add logic for this if you wish to simulate gears. A negative value will result in the wheel reversing. </member> @@ -49,7 +49,7 @@ The steering angle for the wheel. Setting this to a non-zero value will result in the vehicle turning when it's moving. </member> <member name="suspension_max_force" type="float" setter="set_suspension_max_force" getter="get_suspension_max_force" default="6000.0"> - The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number. + The maximum force the spring can resist. This value should be higher than a quarter of the [member RigidDynamicBody3D.mass] of the [VehicleBody3D] or the spring will not carry the weight of the vehicle. Good results are often obtained by a value that is about 3× to 4× this number. </member> <member name="suspension_stiffness" type="float" setter="set_suspension_stiffness" getter="get_suspension_stiffness" default="5.88"> This value defines the stiffness of the suspension. Use a value lower than 50 for an off-road car, a value between 50 and 100 for a race car and try something around 200 for something like a Formula 1 car. diff --git a/doc/classes/VisibleOnScreenEnabler3D.xml b/doc/classes/VisibleOnScreenEnabler3D.xml index 3205d6b415..f781ef9749 100644 --- a/doc/classes/VisibleOnScreenEnabler3D.xml +++ b/doc/classes/VisibleOnScreenEnabler3D.xml @@ -4,7 +4,7 @@ Enables certain nodes only when approximately visible. </brief_description> <description> - The VisibleOnScreenEnabler3D will disable [RigidBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibleOnScreenEnabler3D itself. + The VisibleOnScreenEnabler3D will disable [RigidDynamicBody3D] and [AnimationPlayer] nodes when they are not visible. It will only affect other nodes within the same scene as the VisibleOnScreenEnabler3D itself. If you just want to receive notifications, use [VisibleOnScreenNotifier3D] instead. [b]Note:[/b] VisibleOnScreenEnabler3D uses an approximate heuristic for performance reasons. It doesn't take walls and other occlusion into account. The heuristic is an implementation detail and may change in future versions. If you need precise visibility checking, use another method such as adding an [Area3D] node as a child of a [Camera3D] node and/or [method Vector3.dot]. [b]Note:[/b] VisibleOnScreenEnabler3D will not affect nodes added after scene initialization. |