diff options
Diffstat (limited to 'doc')
27 files changed, 316 insertions, 113 deletions
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml index 585b94a522..616d88c7f3 100644 --- a/doc/classes/@GlobalScope.xml +++ b/doc/classes/@GlobalScope.xml @@ -99,14 +99,6 @@ [b]Warning:[/b] Deserialized object can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats (remote code execution). </description> </method> - <method name="cartesian2polar"> - <return type="Vector2" /> - <argument index="0" name="x" type="float" /> - <argument index="1" name="y" type="float" /> - <description> - Converts a 2D point expressed in the cartesian coordinate system (X and Y axis) to the polar coordinate system (a distance from the origin and an angle). - </description> - </method> <method name="ceil"> <return type="float" /> <argument index="0" name="x" type="float" /> @@ -521,14 +513,6 @@ [b]Warning:[/b] Due to the way it is implemented, this function returns [code]0[/code] rather than [code]1[/code] for non-positive values of [code]value[/code] (in reality, 1 is the smallest integer power of 2). </description> </method> - <method name="polar2cartesian"> - <return type="Vector2" /> - <argument index="0" name="r" type="float" /> - <argument index="1" name="th" type="float" /> - <description> - Converts a 2D point expressed in the polar coordinate system (a distance from the origin [code]r[/code] and an angle [code]th[/code]) to the cartesian coordinate system (X and Y axis). - </description> - </method> <method name="posmod"> <return type="int" /> <argument index="0" name="x" type="int" /> @@ -2474,6 +2458,7 @@ <constant name="METHOD_FLAG_STATIC" value="256" enum="MethodFlags"> </constant> <constant name="METHOD_FLAG_OBJECT_CORE" value="512" enum="MethodFlags"> + Used internally. Allows to not dump core virtuals such as [code]_notification[/code] to the JSON API. </constant> <constant name="METHOD_FLAGS_DEFAULT" value="1" enum="MethodFlags"> Default method flags. diff --git a/doc/classes/AnimatableBody2D.xml b/doc/classes/AnimatableBody2D.xml new file mode 100644 index 0000000000..731c702549 --- /dev/null +++ b/doc/classes/AnimatableBody2D.xml @@ -0,0 +1,22 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="AnimatableBody2D" inherits="StaticBody2D" version="4.0"> + <brief_description> + Physics body for 2D physics which moves only by script or animation. Useful for moving platforms and doors. + </brief_description> + <description> + Animatable body for 2D physics. + An animatable body can't be moved by external forces or contacts, but can be moved by script or animation to affect other bodies in its path. It is ideal for implementing moving objects in the environment, such as moving platforms or doors. + When the body is moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to [code]physics[/code]), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). + </description> + <tutorials> + </tutorials> + <methods> + </methods> + <members> + <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false"> + 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> + <constants> + </constants> +</class> diff --git a/doc/classes/AnimatableBody3D.xml b/doc/classes/AnimatableBody3D.xml new file mode 100644 index 0000000000..8192f26057 --- /dev/null +++ b/doc/classes/AnimatableBody3D.xml @@ -0,0 +1,25 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="AnimatableBody3D" inherits="StaticBody3D" version="4.0"> + <brief_description> + Physics body for 3D physics which moves only by script or animation. Useful for moving platforms and doors. + </brief_description> + <description> + Animatable body for 3D physics. + An animatable body can't be moved by external forces or contacts, but can be moved by script or animation to affect other bodies in its path. It is ideal for implementing moving objects in the environment, such as moving platforms or doors. + When the body is moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to [code]physics[/code]), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). + </description> + <tutorials> + <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> + <link title="Third Person Shooter Demo">https://godotengine.org/asset-library/asset/678</link> + <link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link> + </tutorials> + <methods> + </methods> + <members> + <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false"> + 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> + <constants> + </constants> +</class> diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml index e5f60541b9..f98c22a1e9 100644 --- a/doc/classes/CharacterBody2D.xml +++ b/doc/classes/CharacterBody2D.xml @@ -1,12 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CharacterBody2D" inherits="PhysicsBody2D" version="4.0"> <brief_description> - Character body 2D node. + Specialized 2D physics body node for characters moved by script. </brief_description> <description> - Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a static body. However, they have two main uses: - [b]Kinematic characters:[/b] Character bodies have an API for moving objects with walls and slopes detection ([method move_and_slide] method), in addition to collision detection (also done with [method PhysicsBody3D.move_and_collide]). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics. - [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [member StaticBody3D.kinematic_motion] when enabled), which allows them to be moved by code and push other bodies on their path. + Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a [AnimatableBody2D]. However, they have two main uses: + [b]Kinematic characters:[/b] Character bodies have an API for moving objects with walls and slopes detection ([method move_and_slide] method), in addition to collision detection (also done with [method PhysicsBody2D.move_and_collide]). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics. + [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody2D]), which allows them to be moved by code and push other bodies on their path. </description> <tutorials> <link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> @@ -152,8 +152,11 @@ <member name="motion_mode" type="int" setter="set_motion_mode" getter="get_motion_mode" enum="CharacterBody2D.MotionMode" default="0"> Sets the motion mode which defines the behaviour of [method move_and_slide]. See [enum MotionMode] constants for available modes. </member> - <member name="moving_platform_ignore_layers" type="int" setter="set_moving_platform_ignore_layers" getter="get_moving_platform_ignore_layers" default="0"> - Collision layers that will be excluded for detecting bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all touching bodies are detected and propagate their velocity. You can add excluded layers to ignore bodies that are contained in these layers. + <member name="moving_platform_floor_layers" type="int" setter="set_moving_platform_floor_layers" getter="get_moving_platform_floor_layers" default="4294967295"> + Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all floor bodies are detected and propagate their velocity. + </member> + <member name="moving_platform_wall_layers" type="int" setter="set_moving_platform_wall_layers" getter="get_moving_platform_wall_layers" default="0"> + Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the [CharacterBody2D]. By default, all wall bodies are ignored. </member> <member name="slide_on_ceiling" type="bool" setter="set_slide_on_ceiling_enabled" getter="is_slide_on_ceiling_enabled" default="true"> If [code]true[/code], during a jump against the ceiling, the body will slide, if [code]false[/code] it will be stopped and will fall vertically. diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml index 85135d5509..81ffbe01c1 100644 --- a/doc/classes/CharacterBody3D.xml +++ b/doc/classes/CharacterBody3D.xml @@ -1,12 +1,12 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="CharacterBody3D" inherits="PhysicsBody3D" version="4.0"> <brief_description> - Character body 3D node. + Specialized 3D physics body node for characters moved by script. </brief_description> <description> - Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a static body. However, they have two main uses: + Character bodies are special types of bodies that are meant to be user-controlled. They are not affected by physics at all; to other types of bodies, such as a rigid body, these are the same as a [AnimatableBody3D]. However, they have two main uses: [b]Kinematic characters:[/b] Character bodies have an API for moving objects with walls and slopes detection ([method move_and_slide] method), in addition to collision detection (also done with [method PhysicsBody3D.move_and_collide]). This makes them really useful to implement characters that move in specific ways and collide with the world, but don't require advanced physics. - [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [member StaticBody3D.kinematic_motion] when enabled), which allows them to be moved by code and push other bodies on their path. + [b]Kinematic motion:[/b] Character bodies can also be used for kinematic motion (same functionality as [AnimatableBody3D]), which allows them to be moved by code and push other bodies on their path. </description> <tutorials> <link title="Kinematic character (2D)">https://docs.godotengine.org/en/latest/tutorials/physics/kinematic_character_2d.html</link> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index e564e8045c..b8436be76a 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -56,11 +56,11 @@ Called by the engine when the 3D editor's viewport is updated. Use the [code]overlay[/code] [Control] for drawing. You can update the viewport manually by calling [method update_overlays]. [codeblocks] [gdscript] - func _forward_spatial_3d_over_viewport(overlay): + func _forward_3d_draw_over_viewport(overlay): # Draw a circle at cursor position. overlay.draw_circle(overlay.get_local_mouse_position(), 64) - func _forward_spatial_gui_input(camera, event): + func _forward_3d_gui_input(camera, event): if event is InputEventMouseMotion: # Redraw viewport when cursor is moved. update_overlays() @@ -68,13 +68,13 @@ return false [/gdscript] [csharp] - public override void ForwardSpatialDrawOverViewport(Godot.Control overlay) + public override void _Forward3dDrawOverViewport(Godot.Control overlay) { // Draw a circle at cursor position. overlay.DrawCircle(overlay.GetLocalMousePosition(), 64, Colors.White); } - public override bool ForwardSpatialGuiInput(Godot.Camera3D camera, InputEvent @event) + public override bool _Forward3dGuiInput(Godot.Camera3D camera, InputEvent @event) { if (@event is InputEventMouseMotion) { @@ -104,12 +104,12 @@ [codeblocks] [gdscript] # Prevents the InputEvent to reach other Editor classes. - func _forward_spatial_gui_input(camera, event): + func _forward_3d_gui_input(camera, event): return true [/gdscript] [csharp] // Prevents the InputEvent to reach other Editor classes. - public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event) + public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event) { return true; } @@ -119,12 +119,12 @@ [codeblocks] [gdscript] # Consumes InputEventMouseMotion and forwards other InputEvent types. - func _forward_spatial_gui_input(camera, event): + func _forward_3d_gui_input(camera, event): return event is InputEventMouseMotion [/gdscript] [csharp] // Consumes InputEventMouseMotion and forwards other InputEvent types. - public override bool ForwardSpatialGuiInput(Camera3D camera, InputEvent @event) + public override bool _Forward3dGuiInput(Camera3D camera, InputEvent @event) { return @event is InputEventMouseMotion; } diff --git a/doc/classes/HTTPRequest.xml b/doc/classes/HTTPRequest.xml index f45ddd0abb..4fafa0a0a1 100644 --- a/doc/classes/HTTPRequest.xml +++ b/doc/classes/HTTPRequest.xml @@ -192,7 +192,7 @@ <description> Creates request on the underlying [HTTPClient]. If there is no configuration errors, it tries to connect using [method HTTPClient.connect_to_host] and passes parameters onto [method HTTPClient.request]. Returns [constant OK] if request is successfully created. (Does not imply that the server has responded), [constant ERR_UNCONFIGURED] if not in the tree, [constant ERR_BUSY] if still processing previous request, [constant ERR_INVALID_PARAMETER] if given string is not a valid URL format, or [constant ERR_CANT_CONNECT] if not using thread and the [HTTPClient] cannot connect to host. - [b]Note:[/b] The [code]request_data[/code] parameter is ignored if [code]method[/code] is [constant HTTPClient.METHOD_GET]. This is because GET methods can't contain request data. As a workaround, you can pass request data as a query string in the URL. See [method String.uri_encode] for an example. + [b]Note:[/b] When [code]method[/code] is [constant HTTPClient.METHOD_GET], the payload sent via [code]request_data[/code] might be ignored by the server or even cause the server to reject the request (check [url=https://datatracker.ietf.org/doc/html/rfc7231#section-4.3.1]RFC 7231 section 4.3.1[/url] for more details). As a workaround, you can send data as a query string in the URL. See [method String.uri_encode] for an example. </description> </method> <method name="request_raw"> diff --git a/doc/classes/MultiplayerAPI.xml b/doc/classes/MultiplayerAPI.xml index 610b00efe9..70046fc3e9 100644 --- a/doc/classes/MultiplayerAPI.xml +++ b/doc/classes/MultiplayerAPI.xml @@ -73,7 +73,7 @@ [b]Warning:[/b] Deserialized objects can contain code which gets executed. Do not use this option if the serialized object comes from untrusted sources to avoid potential security threats such as remote code execution. </member> <member name="network_peer" type="MultiplayerPeer" setter="set_network_peer" getter="get_network_peer"> - The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with [method is_network_server]) and will set root node's network mode to master, or it will become a regular peer with root node set to puppet. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to MultiplayerAPI's signals. + The peer object to handle the RPC system (effectively enabling networking when set). Depending on the peer itself, the MultiplayerAPI will become a network server (check with [method is_network_server]) and will set root node's network mode to authority, or it will become a regular client peer. All child nodes are set to inherit the network mode by default. Handling of networking-related events (connection, disconnection, new clients) is done by connecting to MultiplayerAPI's signals. </member> <member name="refuse_new_network_connections" type="bool" setter="set_refuse_new_network_connections" getter="is_refusing_new_network_connections" default="false"> If [code]true[/code], the MultiplayerAPI's [member network_peer] refuses new incoming connections. @@ -125,14 +125,11 @@ <constant name="RPC_MODE_DISABLED" value="0" enum="RPCMode"> Used with [method Node.rpc_config] to disable a method or property for all RPC calls, making it unavailable. Default for all methods. </constant> - <constant name="RPC_MODE_REMOTE" value="1" enum="RPCMode"> - Used with [method Node.rpc_config] to set a method to be called or a property to be changed only on the remote end, not locally. Analogous to the [code]remote[/code] keyword. Calls and property changes are accepted from all remote peers, no matter if they are node's master or puppets. + <constant name="RPC_MODE_ANY" value="1" enum="RPCMode"> + Used with [method Node.rpc_config] to set a method to be callable remotely by any peer. Analogous to the [code]@rpc(any)[/code] annotation. Calls are accepted from all remote peers, no matter if they are node's authority or not. </constant> - <constant name="RPC_MODE_MASTER" value="2" enum="RPCMode"> - Used with [method Node.rpc_config] to set a method to be called or a property to be changed only on the network master for this node. Analogous to the [code]master[/code] keyword. Only accepts calls or property changes from the node's network puppets, see [method Node.set_network_master]. - </constant> - <constant name="RPC_MODE_PUPPET" value="3" enum="RPCMode"> - Used with [method Node.rpc_config] to set a method to be called or a property to be changed only on puppets for this node. Analogous to the [code]puppet[/code] keyword. Only accepts calls or property changes from the node's network master, see [method Node.set_network_master]. + <constant name="RPC_MODE_AUTHORITY" value="2" enum="RPCMode"> + Used with [method Node.rpc_config] to set a method to be callable remotely only by the current network authority (which is the server by default). Analogous to the [code]@rpc(auth)[/code] annotation. See [method Node.set_network_authority]. </constant> </constants> </class> diff --git a/doc/classes/MultiplayerReplicator.xml b/doc/classes/MultiplayerReplicator.xml index 15029e181f..0778a7335f 100644 --- a/doc/classes/MultiplayerReplicator.xml +++ b/doc/classes/MultiplayerReplicator.xml @@ -12,6 +12,7 @@ <argument index="0" name="scene_id" type="int" /> <argument index="1" name="object" type="Object" /> <argument index="2" name="data" type="PackedByteArray" /> + <argument index="3" name="initial" type="bool" default="true" /> <description> Decode the given [code]data[/code] representing a spawnable state into [code]object[/code] using the configuration associated with the provided [code]scene_id[/code]. This function is called automatically when a client receives a server spawn for a scene with [constant REPLICATION_MODE_SERVER]. See [method spawn_config]. Tip: You may find this function useful in servers when parsing spawn requests from clients, or when implementing your own logic with [constant REPLICATION_MODE_CUSTOM]. @@ -23,12 +24,14 @@ <argument index="1" name="object" type="Object" /> <argument index="2" name="peer_id" type="int" default="0" /> <description> + Request a despawn for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code]. This will either trigger the default behaviour, or invoke the custom spawn/despawn callables specified in [method spawn_config]. See [method send_despawn] for the default behavior. </description> </method> <method name="encode_state"> <return type="PackedByteArray" /> <argument index="0" name="scene_id" type="int" /> <argument index="1" name="object" type="Object" /> + <argument index="2" name="initial" type="bool" default="true" /> <description> Encode the given [code]object[/code] using the configuration associated with the provided [code]scene_id[/code]. This function is called automatically when the server spawns scenes with [constant REPLICATION_MODE_SERVER]. See [method spawn_config]. Tip: You may find this function useful when requesting spawns from clients to server, or when implementing your own logic with [constant REPLICATION_MODE_CUSTOM]. @@ -54,12 +57,24 @@ Sends a spawn request for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). If the scene is configured as [constant REPLICATION_MODE_SERVER] (see [method spawn_config]) and the request is sent by the server (see [method MultiplayerAPI.is_network_server]), the receiving peer(s) will automatically instantiate that scene, add it to the [SceneTree] at the given [code]path[/code] and emit the signal [signal spawned]. In all other cases no instantiation happens, and the signal [signal spawn_requested] is emitted instead. </description> </method> + <method name="send_sync"> + <return type="int" enum="Error" /> + <argument index="0" name="peer_id" type="int" /> + <argument index="1" name="scene_id" type="int" /> + <argument index="2" name="data" type="PackedByteArray" /> + <argument index="3" name="transfer_mode" type="int" enum="MultiplayerPeer.TransferMode" default="2" /> + <argument index="4" name="channel" type="int" default="0" /> + <description> + Sends a sync request for the instances of the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code] (see [method MultiplayerPeer.set_target_peer]). This function can only be called manually when overriding the send and receive sync functions (see [method sync_config]). + </description> + </method> <method name="spawn"> <return type="int" enum="Error" /> <argument index="0" name="scene_id" type="int" /> <argument index="1" name="object" type="Object" /> <argument index="2" name="peer_id" type="int" default="0" /> <description> + Request a spawn for the scene identified by [code]scene_id[/code] to the given [code]peer_id[/code]. This will either trigger the default behaviour, or invoke the custom spawn/despawn callables specified in [method spawn_config]. See [method send_spawn] for the default behavior. </description> </method> <method name="spawn_config"> @@ -70,10 +85,47 @@ <argument index="3" name="custom_send" type="Callable" /> <argument index="4" name="custom_receive" type="Callable" /> <description> - Configures the MultiplayerAPI to track instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication. When [code]mode[/code] is [constant REPLICATION_MODE_SERVER], the specified [code]properties[/code] will also be replicated to clients during the initial spawn. + Configures the MultiplayerReplicator to track instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication. When [code]mode[/code] is [constant REPLICATION_MODE_SERVER], the specified [code]properties[/code] will also be replicated to clients during the initial spawn. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behaviour and customize the spawn/despawn proecess. Tip: You can use a custom property in the scene main script to return a customly optimized state representation. </description> </method> + <method name="sync_all"> + <return type="int" enum="Error" /> + <argument index="0" name="scene_id" type="int" /> + <argument index="1" name="peer_id" type="int" default="0" /> + <description> + Manually request a sync for all the instances of the scene identified by [code]scene_id[/code]. This function will trigger the default sync behaviour, or call your send custom send callable if specified in [method sync_config]. + Note: The default implementation only allow syncing from server to clients. + </description> + </method> + <method name="sync_config"> + <return type="int" enum="Error" /> + <argument index="0" name="scene_id" type="int" /> + <argument index="1" name="interval" type="int" /> + <argument index="2" name="properties" type="StringName[]" default="[]" /> + <argument index="3" name="custom_send" type="Callable" /> + <argument index="4" name="custom_receive" type="Callable" /> + <description> + Configures the MultiplayerReplicator to sync instances of the [PackedScene] identified by [code]scene_id[/code] (see [method ResourceLoader.get_resource_uid]) for the purpose of network replication at the desired [code]interval[/code] (in milliseconds). The specified [code]properties[/code] will be part of the state sync. You can optionally specify a [code]custom_send[/code] and a [code]custom_receive[/code] to override the default behaviour and customize the syncronization proecess. + Tip: You can use a custom property in the scene main script to return a customly optimized state representation (having a single property that returns a PackedByteArray is higly recommended when dealing with many instances). + </description> + </method> + <method name="track"> + <return type="void" /> + <argument index="0" name="scene_id" type="int" /> + <argument index="1" name="object" type="Object" /> + <description> + Track the given [code]object[/code] as an instance of the scene identified by [code]scene_id[/code]. This object will be passed to your custom sync callables (see [method sync_config]). Tracking and untracking is automatic in [constant REPLICATION_MODE_SERVER]. + </description> + </method> + <method name="untrack"> + <return type="void" /> + <argument index="0" name="scene_id" type="int" /> + <argument index="1" name="object" type="Object" /> + <description> + Untrack the given [code]object[/code]. This object will no longer be passed to your custom sync callables (see [method sync_config]). Tracking and untracking is automatic in [constant REPLICATION_MODE_SERVER]. + </description> + </method> </methods> <signals> <signal name="despawn_requested"> diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml index f5bc705ecb..7d79c50466 100644 --- a/doc/classes/Node.xml +++ b/doc/classes/Node.xml @@ -109,9 +109,11 @@ <return type="void" /> <argument index="0" name="node" type="Node" /> <argument index="1" name="legible_unique_name" type="bool" default="false" /> + <argument index="2" name="internal" type="int" enum="Node.InternalMode" default="0" /> <description> Adds a child node. Nodes can have any number of children, but every child must have a unique name. Child nodes are automatically deleted when the parent node is deleted, so an entire scene can be removed by deleting its topmost node. If [code]legible_unique_name[/code] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instantiated instead of its type. + If [code]internal[/code] is different than [constant INTERNAL_MODE_DISABLED], the child will be added as internal node. Such nodes are ignored by methods like [method get_children], unless their parameter [code]include_internal[/code] is [code]true[/code].The intended usage is to hide the internal nodes from the user, so the user won't accidentally delete or modify them. Used by some GUI nodes, e.g. [ColorPicker]. See [enum InternalMode] for available modes. [b]Note:[/b] If the child node already has a parent, the function will fail. Use [method remove_child] first to remove the node from its current parent. For example: [codeblocks] [gdscript] @@ -141,6 +143,7 @@ Adds a [code]sibling[/code] node to current's node parent, at the same level as that node, right below it. If [code]legible_unique_name[/code] is [code]true[/code], the child node will have a human-readable name based on the name of the node being instantiated instead of its type. Use [method add_child] instead of this method if you don't need the child node to be added below a specific node in the list of children. + [b]Note:[/b] If this node is internal, the new sibling will be internal too (see [code]internal[/code] parameter in [method add_child]). </description> </method> <method name="add_to_group"> @@ -200,22 +203,28 @@ <method name="get_child" qualifiers="const"> <return type="Node" /> <argument index="0" name="idx" type="int" /> + <argument index="1" name="include_internal" type="bool" default="false" /> <description> Returns a child node by its index (see [method get_child_count]). This method is often used for iterating all children of a node. Negative indices access the children from the last one. + If [code]include_internal[/code] is [code]true[/code], internal children are skipped (see [code]internal[/code] parameter in [method add_child]). To access a child node via its name, use [method get_node]. </description> </method> <method name="get_child_count" qualifiers="const"> <return type="int" /> + <argument index="0" name="include_internal" type="bool" default="false" /> <description> Returns the number of child nodes. + If [code]include_internal[/code] is [code]false[/code], internal children aren't counted (see [code]internal[/code] parameter in [method add_child]). </description> </method> <method name="get_children" qualifiers="const"> <return type="Node[]" /> + <argument index="0" name="include_internal" type="bool" default="false" /> <description> Returns an array of references to node's children. + If [code]include_internal[/code] is [code]false[/code], the returned array won't include internal children (see [code]internal[/code] parameter in [method add_child]). </description> </method> <method name="get_editor_description" qualifiers="const"> @@ -231,14 +240,16 @@ </method> <method name="get_index" qualifiers="const"> <return type="int" /> + <argument index="0" name="include_internal" type="bool" default="false" /> <description> Returns the node's order in the scene tree branch. For example, if called on the first child node the position is [code]0[/code]. + If [code]include_internal[/code] is [code]false[/code], the index won't take internal children into account, i.e. first non-internal child will have index of 0 (see [code]internal[/code] parameter in [method add_child]). </description> </method> - <method name="get_network_master" qualifiers="const"> + <method name="get_network_authority" qualifiers="const"> <return type="int" /> <description> - Returns the peer ID of the network master for this node. See [method set_network_master]. + Returns the peer ID of the network authority for this node. See [method set_network_authority]. </description> </method> <method name="get_node" qualifiers="const"> @@ -406,10 +417,10 @@ Returns [code]true[/code] if this node is currently inside a [SceneTree]. </description> </method> - <method name="is_network_master" qualifiers="const"> + <method name="is_network_authority" qualifiers="const"> <return type="bool" /> <description> - Returns [code]true[/code] if the local system is the master of this node. + Returns [code]true[/code] if the local system is the authority of this node. </description> </method> <method name="is_physics_processing" qualifiers="const"> @@ -460,6 +471,7 @@ <argument index="1" name="to_position" type="int" /> <description> Moves a child node to a different position (order) among the other children. Since calls, signals, etc are performed by tree order, changing the order of children nodes may be useful. + [b]Note:[/b] Internal children can only be moved within their expected "internal range" (see [code]internal[/code] parameter in [method add_child]). </description> </method> <method name="print_stray_nodes"> @@ -576,7 +588,7 @@ <argument index="2" name="transfer_mode" type="int" enum="MultiplayerPeer.TransferMode" default="2" /> <argument index="3" name="channel" type="int" default="0" /> <description> - Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding keywords ([code]remote[/code], [code]master[/code], [code]puppet[/code], [code]remotesync[/code], [code]mastersync[/code], [code]puppetsync[/code]). By default, methods are not exposed to networking (and RPCs). + Changes the RPC mode for the given [code]method[/code] to the given [code]rpc_mode[/code], optionally specifying the [code]transfer_mode[/code] and [code]channel[/code] (on supported peers). See [enum MultiplayerAPI.RPCMode] and [enum MultiplayerPeer.TransferMode]. An alternative is annotating methods and properties with the corresponding annotation ([code]@rpc(any)[/code], [code]@rpc(auth)[/code]). By default, methods are not exposed to networking (and RPCs). </description> </method> <method name="rpc_id" qualifiers="vararg"> @@ -608,12 +620,12 @@ <description> </description> </method> - <method name="set_network_master"> + <method name="set_network_authority"> <return type="void" /> <argument index="0" name="id" type="int" /> <argument index="1" name="recursive" type="bool" default="true" /> <description> - Sets the node's network master to the peer with the given peer ID. The network master is the peer that has authority over the node on the network. Useful in conjunction with the [code]master[/code] and [code]puppet[/code] keywords. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the master for all children of this node. + Sets the node's network authority to the peer with the given peer ID. The network authority is the peer that has authority over the node on the network. Useful in conjunction with [method rpc_config] and the [MultiplayerAPI]. Inherited from the parent node by default, which ultimately defaults to peer ID 1 (the server). If [code]recursive[/code], the given peer is recursively set as the authority for all children of this node. </description> </method> <method name="set_physics_process"> @@ -888,5 +900,14 @@ Duplicate using instancing. An instance stays linked to the original so when the original changes, the instance changes too. </constant> + <constant name="INTERNAL_MODE_DISABLED" value="0" enum="InternalMode"> + Node will not be internal. + </constant> + <constant name="INTERNAL_MODE_FRONT" value="1" enum="InternalMode"> + Node will be placed at the front of parent's node list, before any non-internal sibling. + </constant> + <constant name="INTERNAL_MODE_BACK" value="2" enum="InternalMode"> + Node will be placed at the back of parent's node list, after any non-internal sibling. + </constant> </constants> </class> diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 4c6adfca32..8698fbec61 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -155,6 +155,9 @@ <member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity"> The body's rotational velocity. </member> + <member name="center_of_mass" type="Vector2" setter="" getter="get_center_of_mass"> + The body's center of mass. + </member> <member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia"> The inverse of the inertia of the body. </member> diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 271668e339..4599f86423 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -157,6 +157,7 @@ The body's rotational velocity. </member> <member name="center_of_mass" type="Vector3" setter="" getter="get_center_of_mass"> + The body's center of mass. </member> <member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia"> The inverse of the inertia of the body. diff --git a/doc/classes/PhysicsDirectSpaceState2D.xml b/doc/classes/PhysicsDirectSpaceState2D.xml index e84b3e0e49..64e0fa4050 100644 --- a/doc/classes/PhysicsDirectSpaceState2D.xml +++ b/doc/classes/PhysicsDirectSpaceState2D.xml @@ -47,7 +47,7 @@ <argument index="0" name="point" type="Vector2" /> <argument index="1" name="max_results" type="int" default="32" /> <argument index="2" name="exclude" type="Array" default="[]" /> - <argument index="3" name="collision_mask" type="int" default="2147483647" /> + <argument index="3" name="collision_mask" type="int" default="4294967295" /> <argument index="4" name="collide_with_bodies" type="bool" default="true" /> <argument index="5" name="collide_with_areas" type="bool" default="false" /> <description> @@ -57,7 +57,7 @@ [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data]. [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. - Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. + Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected. </description> </method> @@ -67,10 +67,18 @@ <argument index="1" name="canvas_instance_id" type="int" /> <argument index="2" name="max_results" type="int" default="32" /> <argument index="3" name="exclude" type="Array" default="[]" /> - <argument index="4" name="collision_mask" type="int" default="2147483647" /> + <argument index="4" name="collision_mask" type="int" default="4294967295" /> <argument index="5" name="collide_with_bodies" type="bool" default="true" /> <argument index="6" name="collide_with_areas" type="bool" default="false" /> <description> + Checks whether a point is inside any solid shape, in a specific canvas layer given by [code]canvas_instance_id[/code]. The shapes the point is inside of are returned in an array containing dictionaries with the following fields: + [code]collider[/code]: The colliding object. + [code]collider_id[/code]: The colliding object's ID. + [code]metadata[/code]: The intersecting shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method PhysicsServer2D.shape_set_data]. + [code]rid[/code]: The intersecting object's [RID]. + [code]shape[/code]: The shape index of the colliding shape. + Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. + [b]Note:[/b] [ConcavePolygonShape2D]s and [CollisionPolygon2D]s in [code]Segments[/code] build mode are not solid shapes. Therefore, they will not be detected. </description> </method> <method name="intersect_ray"> @@ -78,7 +86,7 @@ <argument index="0" name="from" type="Vector2" /> <argument index="1" name="to" type="Vector2" /> <argument index="2" name="exclude" type="Array" default="[]" /> - <argument index="3" name="collision_mask" type="int" default="2147483647" /> + <argument index="3" name="collision_mask" type="int" default="4294967295" /> <argument index="4" name="collide_with_bodies" type="bool" default="true" /> <argument index="5" name="collide_with_areas" type="bool" default="false" /> <description> @@ -91,7 +99,7 @@ [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. If the ray did not intersect anything, then an empty dictionary is returned instead. - Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect, or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. + Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody2D]s or [Area2D]s, respectively. </description> </method> <method name="intersect_shape"> diff --git a/doc/classes/PhysicsDirectSpaceState3D.xml b/doc/classes/PhysicsDirectSpaceState3D.xml index 13db50a2c7..360d6e8e92 100644 --- a/doc/classes/PhysicsDirectSpaceState3D.xml +++ b/doc/classes/PhysicsDirectSpaceState3D.xml @@ -47,7 +47,7 @@ <argument index="0" name="from" type="Vector3" /> <argument index="1" name="to" type="Vector3" /> <argument index="2" name="exclude" type="Array" default="[]" /> - <argument index="3" name="collision_mask" type="int" default="2147483647" /> + <argument index="3" name="collision_mask" type="int" default="4294967295" /> <argument index="4" name="collide_with_bodies" type="bool" default="true" /> <argument index="5" name="collide_with_areas" type="bool" default="false" /> <description> @@ -59,7 +59,7 @@ [code]rid[/code]: The intersecting object's [RID]. [code]shape[/code]: The shape index of the colliding shape. If the ray did not intersect anything, then an empty dictionary is returned instead. - Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect, or booleans to determine if the ray should collide with [PhysicsBody3D]s or [Area3D]s, respectively. + Additionally, the method can take an [code]exclude[/code] array of objects or [RID]s that are to be excluded from collisions, a [code]collision_mask[/code] bitmask representing the physics layers to detect (all layers by default), or booleans to determine if the ray should collide with [PhysicsBody3D]s or [Area3D]s, respectively. </description> </method> <method name="intersect_shape"> diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml index d0ae665139..b3b7fcd956 100644 --- a/doc/classes/PhysicsServer2D.xml +++ b/doc/classes/PhysicsServer2D.xml @@ -373,7 +373,7 @@ </description> </method> <method name="body_get_param" qualifiers="const"> - <return type="float" /> + <return type="Variant" /> <argument index="0" name="body" type="RID" /> <argument index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter" /> <description> @@ -449,6 +449,13 @@ Removes a shape from a body. The shape is not deleted, so it can be reused afterwards. </description> </method> + <method name="body_reset_mass_properties"> + <return type="void" /> + <argument index="0" name="body" type="RID" /> + <description> + Restores the default inertia and center of mass based on shapes to cancel any custom values previously set using [method body_set_param]. + </description> + </method> <method name="body_set_axis_velocity"> <return type="void" /> <argument index="0" name="body" type="RID" /> @@ -489,6 +496,9 @@ <argument index="2" name="userdata" type="Variant" default="null" /> <description> Sets the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force_integration]). + The force integration function takes 2 arguments: + [code]state:[/code] [PhysicsDirectBodyState2D] used to retrieve and modify the body's state. + [code]userdata:[/code] Optional user data, if it was passed when calling [code]body_set_force_integration_callback[/code]. </description> </method> <method name="body_set_max_contacts_reported"> @@ -519,7 +529,7 @@ <return type="void" /> <argument index="0" name="body" type="RID" /> <argument index="1" name="param" type="int" enum="PhysicsServer2D.BodyParameter" /> - <argument index="2" name="value" type="float" /> + <argument index="2" name="value" type="Variant" /> <description> Sets a body parameter. See [enum BodyParameter] for a list of available parameters. </description> @@ -910,7 +920,7 @@ This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one. </constant> <constant name="BODY_MODE_STATIC" value="0" enum="BodyMode"> - Constant for static bodies. In this mode, a body can be only moved by user code. + Constant for static bodies. In this mode, a body can be only moved by user code and doesn't collide with other bodies along its path when moved. </constant> <constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode"> Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path. @@ -933,16 +943,19 @@ <constant name="BODY_PARAM_INERTIA" value="3" enum="BodyParameter"> Constant to set/get a body's inertia. </constant> - <constant name="BODY_PARAM_GRAVITY_SCALE" value="4" enum="BodyParameter"> + <constant name="BODY_PARAM_CENTER_OF_MASS" value="4" enum="BodyParameter"> + Constant to set/get a body's center of mass. + </constant> + <constant name="BODY_PARAM_GRAVITY_SCALE" value="5" enum="BodyParameter"> Constant to set/get a body's gravity multiplier. </constant> - <constant name="BODY_PARAM_LINEAR_DAMP" value="5" enum="BodyParameter"> + <constant name="BODY_PARAM_LINEAR_DAMP" value="6" enum="BodyParameter"> Constant to set/get a body's linear dampening factor. </constant> - <constant name="BODY_PARAM_ANGULAR_DAMP" value="6" enum="BodyParameter"> + <constant name="BODY_PARAM_ANGULAR_DAMP" value="7" enum="BodyParameter"> Constant to set/get a body's angular dampening factor. </constant> - <constant name="BODY_PARAM_MAX" value="7" enum="BodyParameter"> + <constant name="BODY_PARAM_MAX" value="8" enum="BodyParameter"> Represents the size of the [enum BodyParameter] enum. </constant> <constant name="BODY_STATE_TRANSFORM" value="0" enum="BodyState"> diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml index c47a311161..2fbe84b8b1 100644 --- a/doc/classes/PhysicsServer3D.xml +++ b/doc/classes/PhysicsServer3D.xml @@ -347,7 +347,7 @@ </description> </method> <method name="body_get_param" qualifiers="const"> - <return type="float" /> + <return type="Variant" /> <argument index="0" name="body" type="RID" /> <argument index="1" name="param" type="int" enum="PhysicsServer3D.BodyParameter" /> <description> @@ -430,6 +430,13 @@ Removes a shape from a body. The shape is not deleted, so it can be reused afterwards. </description> </method> + <method name="body_reset_mass_properties"> + <return type="void" /> + <argument index="0" name="body" type="RID" /> + <description> + Restores the default inertia and center of mass based on shapes to cancel any custom values previously set using [method body_set_param]. + </description> + </method> <method name="body_set_axis_lock"> <return type="void" /> <argument index="0" name="body" type="RID" /> @@ -478,6 +485,9 @@ <argument index="2" name="userdata" type="Variant" default="null" /> <description> Sets the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force_integration]). + The force integration function takes 2 arguments: + [code]state:[/code] [PhysicsDirectBodyState3D] used to retrieve and modify the body's state. + [code]userdata:[/code] Optional user data, if it was passed when calling [code]body_set_force_integration_callback[/code]. </description> </method> <method name="body_set_max_contacts_reported"> @@ -508,7 +518,7 @@ <return type="void" /> <argument index="0" name="body" type="RID" /> <argument index="1" name="param" type="int" enum="PhysicsServer3D.BodyParameter" /> - <argument index="2" name="value" type="float" /> + <argument index="2" name="value" type="Variant" /> <description> Sets a body parameter. A list of available parameters is on the [enum BodyParameter] constants. </description> @@ -1259,7 +1269,7 @@ This area replaces any gravity/damp calculated so far, but keeps calculating the rest of the areas, down to the default one. </constant> <constant name="BODY_MODE_STATIC" value="0" enum="BodyMode"> - Constant for static bodies. In this mode, a body can be only moved by user code. + Constant for static bodies. In this mode, a body can be only moved by user code and doesn't collide with other bodies along its path when moved. </constant> <constant name="BODY_MODE_KINEMATIC" value="1" enum="BodyMode"> Constant for kinematic bodies. In this mode, a body can be only moved by user code and collides with other bodies along its path. @@ -1279,16 +1289,22 @@ <constant name="BODY_PARAM_MASS" value="2" enum="BodyParameter"> Constant to set/get a body's mass. </constant> - <constant name="BODY_PARAM_GRAVITY_SCALE" value="3" enum="BodyParameter"> + <constant name="BODY_PARAM_INERTIA" value="3" enum="BodyParameter"> + Constant to set/get a body's inertia. + </constant> + <constant name="BODY_PARAM_CENTER_OF_MASS" value="4" enum="BodyParameter"> + Constant to set/get a body's center of mass. + </constant> + <constant name="BODY_PARAM_GRAVITY_SCALE" value="5" enum="BodyParameter"> Constant to set/get a body's gravity multiplier. </constant> - <constant name="BODY_PARAM_LINEAR_DAMP" value="4" enum="BodyParameter"> + <constant name="BODY_PARAM_LINEAR_DAMP" value="6" enum="BodyParameter"> Constant to set/get a body's linear dampening factor. </constant> - <constant name="BODY_PARAM_ANGULAR_DAMP" value="5" enum="BodyParameter"> + <constant name="BODY_PARAM_ANGULAR_DAMP" value="7" enum="BodyParameter"> Constant to set/get a body's angular dampening factor. </constant> - <constant name="BODY_PARAM_MAX" value="6" enum="BodyParameter"> + <constant name="BODY_PARAM_MAX" value="8" enum="BodyParameter"> Represents the size of the [enum BodyParameter] enum. </constant> <constant name="BODY_STATE_TRANSFORM" value="0" enum="BodyState"> diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml index 8b006c68e7..b54de15d15 100644 --- a/doc/classes/PhysicsShapeQueryParameters2D.xml +++ b/doc/classes/PhysicsShapeQueryParameters2D.xml @@ -17,7 +17,7 @@ <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true"> If [code]true[/code], the query will take [PhysicsBody2D]s into account. </member> - <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647"> + <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. 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="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml index de9b623591..f74d1b5e48 100644 --- a/doc/classes/PhysicsShapeQueryParameters3D.xml +++ b/doc/classes/PhysicsShapeQueryParameters3D.xml @@ -17,7 +17,7 @@ <member name="collide_with_bodies" type="bool" setter="set_collide_with_bodies" getter="is_collide_with_bodies_enabled" default="true"> If [code]true[/code], the query will take [PhysicsBody3D]s into account. </member> - <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="2147483647"> + <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="4294967295"> The physics layers the query will detect (as a bitmask). By default, all collision layers are detected. 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="exclude" type="Array" setter="set_exclude" getter="get_exclude" default="[]"> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index db16552db3..0702955495 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="RigidBody2D" inherits="PhysicsBody2D" version="4.0"> <brief_description> - A body that is controlled by the 2D physics engine. + Physics Body which is moved by 2D physics simulation. Useful for objects that have gravity and can be pushed by other objects. </brief_description> <description> This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead, you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties. @@ -99,6 +99,13 @@ <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]. </member> + <member name="center_of_mass" type="Vector2" setter="set_center_of_mass" getter="get_center_of_mass" default="Vector2(0, 0)"> + The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration. + When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed. + </member> + <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidBody2D.CenterOfMassMode" default="0"> + Defines the way the body's center of mass is set. See [enum CenterOfMassMode] for possible values. + </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported]. </member> @@ -116,8 +123,9 @@ <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> - <member name="inertia" type="float" setter="set_inertia" getter="get_inertia"> - The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this function allows you to set a custom value. Set 0 inertia to return to automatically computing it. + <member name="inertia" type="float" setter="set_inertia" getter="get_inertia" default="0.0"> + The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value. + If set to [code]0[/code], inertia is automatically computed (default value). </member> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0"> Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b]. @@ -131,6 +139,7 @@ </member> <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody2D.Mode" default="0"> The body's mode. See [enum Mode] for possible values. + For a body that uses only Static or Kinematic mode, use [StaticBody2D] or [AnimatableBody2D] instead. </member> <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> The physics material override for the body. @@ -199,7 +208,13 @@ Locked dynamic body mode. Similar to [constant MODE_DYNAMIC], but the body can not rotate. </constant> <constant name="MODE_KINEMATIC" value="3" enum="Mode"> - Kinematic body mode. The body behaves like a [StaticBody2D] with [member StaticBody2D.kinematic_motion] enabled, and must be moved by user code. + Kinematic body mode. The body behaves like a [AnimatableBody2D], and must be moved by code. + </constant> + <constant name="CENTER_OF_MASS_MODE_AUTO" value="0" enum="CenterOfMassMode"> + In this mode, the body's center of mass is calculated automatically based on its shapes. + </constant> + <constant name="CENTER_OF_MASS_MODE_CUSTOM" value="1" enum="CenterOfMassMode"> + In this mode, the body's center of mass is set through [member center_of_mass]. Defaults to the body's origin position. </constant> <constant name="CCD_MODE_DISABLED" value="0" enum="CCDMode"> Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects. diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index f4299335bf..1be35b0576 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="RigidBody3D" inherits="PhysicsBody3D" version="4.0"> <brief_description> - Physics Body whose position is determined through physics simulation in 3D space. + 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. @@ -102,6 +102,13 @@ <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]. </member> + <member name="center_of_mass" type="Vector3" setter="set_center_of_mass" getter="get_center_of_mass" default="Vector3(0, 0, 0)"> + The body's custom center of mass, relative to the body's origin position, when [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_CUSTOM]. This is the balanced point of the body, where applied forces only cause linear acceleration. Applying forces outside of the center of mass causes angular acceleration. + When [member center_of_mass_mode] is set to [constant CENTER_OF_MASS_MODE_AUTO] (default value), the center of mass is automatically computed. + </member> + <member name="center_of_mass_mode" type="int" setter="set_center_of_mass_mode" getter="get_center_of_mass_mode" enum="RigidBody3D.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]. </member> @@ -119,6 +126,10 @@ <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. </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. + If set to [code]Vector3.ZERO[/code], inertia is automatically computed (default value). + </member> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0"> The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden. See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping. @@ -130,7 +141,8 @@ The body's mass. </member> <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody3D.Mode" default="0"> - The body mode. See [enum Mode] for possible values. + 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. @@ -201,7 +213,13 @@ Locked dynamic body mode. Similar to [constant MODE_DYNAMIC], but the body can not rotate. </constant> <constant name="MODE_KINEMATIC" value="3" enum="Mode"> - Kinematic body mode. The body behaves like a [StaticBody3D] with [member StaticBody3D.kinematic_motion] enabled, and can only move by user code. + Kinematic body mode. The body behaves like a [AnimatableBody3D], and can only move by user code. + </constant> + <constant name="CENTER_OF_MASS_MODE_AUTO" value="0" enum="CenterOfMassMode"> + In this mode, the body's center of mass is calculated automatically based on its shapes. + </constant> + <constant name="CENTER_OF_MASS_MODE_CUSTOM" value="1" enum="CenterOfMassMode"> + In this mode, the body's center of mass is set through [member center_of_mass]. Defaults to the body's origin position. </constant> </constants> </class> diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml index ddfc14ceac..d5f0e3c95c 100644 --- a/doc/classes/SoftBody3D.xml +++ b/doc/classes/SoftBody3D.xml @@ -42,6 +42,20 @@ <description> </description> </method> + <method name="get_point_transform"> + <return type="Vector3" /> + <argument index="0" name="point_index" type="int" /> + <description> + Returns local translation of a vertex in the surface array. + </description> + </method> + <method name="is_point_pinned" qualifiers="const"> + <return type="bool" /> + <argument index="0" name="point_index" type="int" /> + <description> + Returns [code]true[/code] if vertex is set to pinned. + </description> + </method> <method name="remove_collision_exception_with"> <return type="void" /> <argument index="0" name="body" type="Node" /> @@ -65,6 +79,15 @@ Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32. </description> </method> + <method name="set_point_pinned"> + <return type="void" /> + <argument index="0" name="point_index" type="int" /> + <argument index="1" name="pinned" type="bool" /> + <argument index="2" name="attachment_path" type="NodePath" default="NodePath("")" /> + <description> + Sets the pinned state of a surface vertex. When set to [code]true[/code], the optional [code]attachment_path[/code] can define a [Node3D] the pinned vertex will be attached to. + </description> + </method> </methods> <members> <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1"> diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml index 326bf58e22..0344c3e0d1 100644 --- a/doc/classes/StaticBody2D.xml +++ b/doc/classes/StaticBody2D.xml @@ -1,14 +1,14 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="StaticBody2D" inherits="PhysicsBody2D" version="4.0"> <brief_description> - Static body for 2D physics. + Physics body for 2D physics which is static or moves only by script. Useful for floor and walls. </brief_description> <description> - Static body for 2D physics. A 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], they don't consume any CPU resources as long as they don't move. - They however have extra functionalities to move and affect other bodies: - [b]Constant velocity:[/b] [member constant_linear_velocity] and [member constant_angular_velocity] can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels). - [b]Transform change:[/b] Static bodies can be also moved by code. Unless [member kinematic_motion] is enabled, they are just teleported in this case and don't affect other bodies on their path. - [b]Kinematic motion:[/b] Static bodies can have [member kinematic_motion] enabled to make them kinematic bodies that can be moved by code and push other bodies on their path. + Static body for 2D physics. + A static body is a simple body that can't be moved by external forces or contacts. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody2D], it doesn't consume any CPU resources as long as they don't move. + They have extra functionalities to move and affect other bodies: + [b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path. + [b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels. </description> <tutorials> </tutorials> @@ -16,22 +16,15 @@ </methods> <members> <member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="0.0"> - The body's constant angular velocity. This does not rotate the body (unless [member kinematic_motion] is enabled), but affects other bodies that touch it, as if it were rotating. + The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating. </member> <member name="constant_linear_velocity" type="Vector2" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity" default="Vector2(0, 0)"> - The body's constant linear velocity. This does not move the body (unless [member kinematic_motion] is enabled), but affects other bodies that touch it, as if it were moving. - </member> - <member name="kinematic_motion" type="bool" setter="set_kinematic_motion_enabled" getter="is_kinematic_motion_enabled" default="false"> - If [code]true[/code], the body will act the same as a [RigidBody2D] in [constant RigidBody2D.MODE_KINEMATIC] mode. - When the body is moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to [code]physics[/code]), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). + The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving. </member> <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. </member> - <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false"> - If [code]true[/code] and [member kinematic_motion] is enabled, 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> <constants> </constants> diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml index 69c123002f..4cb51b60ec 100644 --- a/doc/classes/StaticBody3D.xml +++ b/doc/classes/StaticBody3D.xml @@ -1,14 +1,14 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="StaticBody3D" inherits="PhysicsBody3D" version="4.0"> <brief_description> - Static body for 3D physics. + Physics body for 3D physics which is static or moves only by script. Useful for floor and walls. </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], they don't consume any CPU resources as long as they don't move. - They however have extra functionalities to move and affect other bodies: - [b]Constant velocity:[/b] [member constant_linear_velocity] and [member constant_angular_velocity] can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels). - [b]Transform change:[/b] Static bodies can be also moved by code. Unless [member kinematic_motion] is enabled, they are just teleported in this case and don't affect other bodies on their path. - [b]Kinematic motion:[/b] Static bodies can have [member kinematic_motion] enabled to make them kinematic bodies that can be moved by code and push other bodies on their path. + 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. + They have extra functionalities to move and affect other bodies: + [b]Static transform change:[/b] Static bodies can be moved by animation or script. In this case, they are just teleported and don't affect other bodies on their path. + [b]Constant velocity:[/b] When [member constant_linear_velocity] or [member constant_angular_velocity] is set, static bodies don't move themselves but affect touching bodies as if they were moving. This is useful for simulating conveyor belts or conveyor wheels. </description> <tutorials> <link title="3D Physics Tests Demo">https://godotengine.org/asset-library/asset/675</link> @@ -19,22 +19,15 @@ </methods> <members> <member name="constant_angular_velocity" type="Vector3" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="Vector3(0, 0, 0)"> - The body's constant angular velocity. This does not rotate the body (unless [member kinematic_motion] is enabled), but affects other bodies that touch it, as if it were rotating. + The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating. </member> <member name="constant_linear_velocity" type="Vector3" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity" default="Vector3(0, 0, 0)"> - The body's constant linear velocity. This does not move the body (unless [member kinematic_motion] is enabled), but affects other bodies that touch it, as if it were moving. - </member> - <member name="kinematic_motion" type="bool" setter="set_kinematic_motion_enabled" getter="is_kinematic_motion_enabled" default="false"> - If [code]true[/code], the body will act the same as a [RigidBody3D] in [constant RigidBody3D.MODE_KINEMATIC] mode. - When the body is moved manually, either from code or from an [AnimationPlayer] (with [member AnimationPlayer.playback_process_mode] set to [code]physics[/code]), the physics will automatically compute an estimate of their linear and angular velocity. This makes them very useful for moving platforms or other AnimationPlayer-controlled objects (like a door, a bridge that opens, etc). + The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving. </member> <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> The physics material override for the body. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. </member> - <member name="sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled" default="false"> - If [code]true[/code] and [member kinematic_motion] is enabled, 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> <constants> </constants> diff --git a/doc/classes/String.xml b/doc/classes/String.xml index de9eb518c6..eb6c52d662 100644 --- a/doc/classes/String.xml +++ b/doc/classes/String.xml @@ -248,7 +248,7 @@ Returns [code]true[/code] if the length of the string equals [code]0[/code]. </description> </method> - <method name="is_rel_path" qualifiers="const"> + <method name="is_relative_path" qualifiers="const"> <return type="bool" /> <description> Returns [code]true[/code] if the string is a path to a file or directory and its starting point is implicitly defined within the context it is being used. The starting point may refer to the current directory ([code]./[/code]), or the current [Node]. diff --git a/doc/classes/TextureProgressBar.xml b/doc/classes/TextureProgressBar.xml index 9da89ebe43..ee47557b39 100644 --- a/doc/classes/TextureProgressBar.xml +++ b/doc/classes/TextureProgressBar.xml @@ -60,6 +60,9 @@ [Texture2D] that clips based on the node's [code]value[/code] and [member fill_mode]. As [code]value[/code] increased, the texture fills up. It shows entirely when [code]value[/code] reaches [code]max_value[/code]. It doesn't show at all if [code]value[/code] is equal to [code]min_value[/code]. The [code]value[/code] property comes from [Range]. See [member Range.value], [member Range.min_value], [member Range.max_value]. </member> + <member name="texture_progress_offset" type="Vector2" setter="set_texture_progress_offset" getter="get_texture_progress_offset" default="Vector2(0, 0)"> + The offset of [member texture_progress]. Useful for [member texture_over] and [member texture_under] with fancy borders, to avoid transparent margins in your progress texture. + </member> <member name="texture_under" type="Texture2D" setter="set_under_texture" getter="get_under_texture"> [Texture2D] that draws under the progress bar. The bar's background. </member> diff --git a/doc/classes/Vector2.xml b/doc/classes/Vector2.xml index cb5662419e..ab4d0e181a 100644 --- a/doc/classes/Vector2.xml +++ b/doc/classes/Vector2.xml @@ -155,6 +155,18 @@ Returns the vector with all components rounded down (towards negative infinity). </description> </method> + <method name="from_angle" qualifiers="static"> + <return type="Vector2" /> + <argument index="0" name="angle" type="float" /> + <description> + Creates a unit [Vector2] rotated to the given [code]angle[/code] in radians. This is equivalent to doing [code]Vector2(cos(angle), sin(angle))[/code] or [code]Vector2.RIGHT.rotated(angle)[/code]. + [codeblock] + print(Vector2.from_angle(0)) # Prints (1, 0). + print(Vector2(1, 0).angle()) # Prints 0, which is the angle used above. + print(Vector2.from_angle(PI / 2)) # Prints (0, 1). + [/codeblock] + </description> + </method> <method name="is_equal_approx" qualifiers="const"> <return type="bool" /> <argument index="0" name="to" type="Vector2" /> diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml index 9519bcc2b6..66440d4bb4 100644 --- a/doc/classes/XRInterfaceExtension.xml +++ b/doc/classes/XRInterfaceExtension.xml @@ -11,8 +11,8 @@ <methods> <method name="_commit_views" qualifiers="virtual"> <return type="void" /> - <argument index="0" name="" type="RID" /> - <argument index="1" name="" type="Rect2" /> + <argument index="0" name="render_target" type="RID" /> + <argument index="1" name="screen_rect" type="Rect2" /> <description> </description> </method> |