Merge pull request #12270 from cbscribe/kcc_rb2d_doc

[DOCS] Updates and clarifications to RigidBody2D

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Rémi Verschelde 2017-10-21 11:36:49 +02:00 committed by GitHub
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="RigidBody2D" inherits="PhysicsBody2D" category="Core" version="3.0.alpha.custom_build">
<brief_description>
Physics Body whose position is determined through physics simulation in 2D space.
A body that is controlled by the 2D physics engine.
</brief_description>
<description>
This is the node that implements full 2D physics. This means that you do not control a RigidBody2D directly. Instead you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
This node can use custom force integration, for writing complex physics motion behavior per node.
This node can shift state between regular Rigid body, Kinematic, Character or Static.
Character mode forbids this node from being rotated.
As a warning, don't change RigidBody2D'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 will yield strange behavior.
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 modes (see [member mode]):
- [b]Rigid[/b]: The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
- [b]Static[/b]: The body behaves like a [StaticBody2D] and does not move.
- [b]Character[/b]: Similar to [code]Rigid[/code] mode, but the body can not rotate.
- [b]Kinematic[/b]: The body behaves like a [KinematicBody2D], and must be moved by code.
[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.
If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
</description>
<tutorials>
</tutorials>
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<argument index="0" name="state" type="Physics2DDirectBodyState">
</argument>
<description>
Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default it works in addition to the usual physics behavior, but [method set_use_custom_integrator] allows you to disable the default behavior and do fully custom force integration for a body.
Allows you to read and safely modify the simulation state for the object. Use this instead of [Node._physics_process] if you need to directly change the body's [code]position[/code] or other physics properties. By default it works in addition to the usual physics behavior, but [member custom_integrator] allows you to disable the default behavior and write custom force integration for a body.
</description>
</method>
<method name="add_force">
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<argument index="1" name="force" type="Vector2">
</argument>
<description>
Add a positioned force to the applied force and torque. As with [method apply_impulse], both the force and the offset from the body origin are in global coordinates.
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
</description>
</method>
<method name="apply_impulse">
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<argument index="1" name="impulse" type="Vector2">
</argument>
<description>
Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the offset from the body origin are in global coordinates.
Applies a positioned impulse to the body (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied instantaneously. Both the impulse and the offset from the body origin are in global coordinates.
</description>
</method>
<method name="get_angular_damp" qualifiers="const">
@ -64,14 +67,14 @@
<return type="Vector2">
</return>
<description>
Return the applied force vector.
Returns the body's total applied force.
</description>
</method>
<method name="get_applied_torque" qualifiers="const">
<return type="float">
</return>
<description>
Return the torque which is being applied to this body.
Returns the body's total applied torque.
</description>
</method>
<method name="get_bounce" qualifiers="const">
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<return type="Array">
</return>
<description>
Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it. You must also enable contact monitor, see [method set_contact_monitor]
Returns a list of the bodies colliding with this one. Use [member contacts_reported] to set the maximum number reported. You must also set [member contact_monitor] to [code]true[/code].
</description>
</method>
<method name="get_continuous_collision_detection_mode" qualifiers="const">
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<return type="float">
</return>
<description>
Returns the body's moment of inertia. Automatically computed from associated [class CollisionShape2D]s' mass during physic frames. Inertia is not computed the same frame in which the node was added in. Therefore inertia is not computed during the [code]_ready[/code] function.
Returns the body's moment of inertia, which is computed automatically from the body's mass and assigned [Shape2D]\ s during the physics frame. Note that it will not yet have a value in the [code]_ready()[/code] function.
</description>
</method>
<method name="get_linear_damp" qualifiers="const">
@ -210,7 +213,7 @@
<argument index="0" name="force" type="Vector2">
</argument>
<description>
Set the applied force vector. This is the equivalent of pushing a box over the ground: the force applied is applied constantly.
Sets the applied force vector. This is the equivalent of firing a rocket: the force is applied constantly.
</description>
</method>
<method name="set_applied_torque">
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<argument index="0" name="torque" type="float">
</argument>
<description>
Set a constant torque which will be applied to this body.
Sets the applied torque.
</description>
</method>
<method name="set_axis_velocity">
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<argument index="0" name="axis_velocity" type="Vector2">
</argument>
<description>
Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
Sets the body's velocity on the given axis. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
</description>
</method>
<method name="set_bounce">
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<argument index="2" name="result" type="Physics2DTestMotionResult" default="null">
</argument>
<description>
Return whether the body would collide, if it tried to move in the given vector. This method allows two extra parameters: A margin, which increases slightly the size of the shapes involved in the collision detection, and an object of type [Physics2DTestMotionResult], which will store additional information about the collision (should there be one).
Returns [code]true[/code] if a collision would result from moving in the given vector. [code]margin[/code] increases the size of the shapes involved in the collision detection, and [code]result[/code] is an object of type [Physics2DTestMotionResult], which contains additional information about the collision (should there be one).
</description>
</method>
</methods>
<members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp">
Damps RigidBody2D's rotational forces.
Damps the body's [member angular_velocity]. If [code]-1[/code] the body will use the "Default Angular Damp" in "Project &gt; Project Settings &gt; Physics &gt; 2d". Default value: [code]-1[/code].
</member>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
RigidBody2D's rotational velocity.
The body's rotational velocity.
</member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
RigidBody2D's bounciness.
The body's bounciness. Default value: [code]0[/code].
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep">
If [code]true[/code] RigidBody2D will not calculate forces and will act as a static body while there is no movement. It will wake up when other forces are applied through other collisions or when the [code]apply_impulse[/code] method is used. Default value: [code]true[/code]
If [code]true[/code] the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force]. Default value: [code]true[/code].
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled">
If [code]true[/code] RigidBody2D will emit signals when it collides with another RigidBody2D.
If [code]true[/code] the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported]. Default value: [code]false[/code].
</member>
<member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported">
The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
The maximum number of contacts to report. Default value: [code]0[/code].
</member>
<member name="continuous_cd" type="int" setter="set_continuous_collision_detection_mode" getter="get_continuous_collision_detection_mode" enum="RigidBody2D.CCDMode">
If [code]true[/code] continuous collision detection is used. Default value: [code]false[/code]
Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses less impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.
Continuous collision detection mode. Default value: [code]CCD_MODE_DISABLED[/code].
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 [code]CCD_MODE_[/code] constants for details.
</member>
<member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator">
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.
If [code]true[/code] internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the [method _integrate_forces] function.
</member>
<member name="friction" type="float" setter="set_friction" getter="get_friction">
The body friction, from 0 (frictionless) to 1 (max friction).
The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). Default value: [code]1[/code].
</member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale">
This is multiplied by the global 2D gravity setting found in "Project &gt; Project Settings &gt; Physics &gt; 2d" to produce RigidBody2D's gravity. E.g. a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
Multiplies the gravity applied to the body. The body's gravity is calculated from the "Default Gravity" value in "Project &gt; Project Settings &gt; Physics &gt; 2d" and/or any additional gravity vector applied by [Area2D]\s. Default value: [code]1[/code].
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp">
RigidBody2D's linear damp. Default of -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
Damps the body's [member linear_velocity]. If [code]-1[/code] the body will use the "Default Linear Damp" in "Project &gt; Project Settings &gt; Physics &gt; 2d". Default value: [code]-1[/code].
</member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity">
RigidBody2D's linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
The body's linear velocity.
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass">
RigidBody2D's mass.
The body's mass. Default value: [code]1[/code].
</member>
<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody2D.Mode">
The body mode from the MODE_* enum. Modes include: MODE_STATIC, MODE_KINEMATIC, MODE_RIGID, and MODE_CHARACTER.
The body's mode. See [code]MODE_*[/code] constants. Default value: [code]MODE_RIGID[/code].
</member>
<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping">
If [code]true[/code] RigidBody2D is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method.
If [code]true[/code] the body is sleeping and will not calculate forces until woken up by a collision or by using [method apply_impulse] or [method add_force].
</member>
<member name="weight" type="float" setter="set_weight" getter="get_weight">
RigidBody2D's weight based on its mass and the global 2D gravity. Global values are set in "Project &gt; Project Settings &gt; Physics &gt; 2d".
The body's weight based on its mass and the "Default Gravity" value in "Project &gt; Project Settings &gt; Physics &gt; 2d".
</member>
</members>
<signals>
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<argument index="0" name="body" type="Object">
</argument>
<description>
Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work.
Emitted when a body enters into contact with this one. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code].
</description>
</signal>
<signal name="body_exited">
<argument index="0" name="body" type="Object">
</argument>
<description>
Emitted when a body exits contact with this one. Contact monitor and contacts reported must be enabled for this to work.
Emitted when a body exits contact with this one. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code].
</description>
</signal>
<signal name="body_shape_entered">
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<argument index="3" name="local_shape" type="int">
</argument>
<description>
Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work.
This signal not only receives the body that collided with this one, but also its [RID] (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body collided with.
Emitted when a body enters into contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code].
</description>
</signal>
<signal name="body_shape_exited">
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<argument index="3" name="local_shape" type="int">
</argument>
<description>
Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work.
This signal not only receives the body that stopped colliding with this one, but also its [RID] (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body stopped colliding with.
Emitted when a body shape exits contact with this one. Reports colliding shape information. See [CollisionObject2D] for shape index information. [member contact_monitor] must be [code]true[/code] and [member contacts_reported] greater than [code]0[/code].
</description>
</signal>
<signal name="sleeping_state_changed">
<description>
Emitted when the body changes its sleeping state. Either by sleeping or waking up.
Emitted when [member sleeping] changes.
</description>
</signal>
</signals>
<constants>
<constant name="MODE_STATIC" value="1">
Static mode. The body behaves like a [StaticBody2D], and can only move by user code.
Static mode. The body behaves like a [StaticBody2D] and does not move.
</constant>
<constant name="MODE_KINEMATIC" value="3">
Kinematic body. The body behaves like a [KinematicBody2D], and can only move by user code.
Kinematic mode. The body behaves like a [KinematicBody2D], and must be moved by code.
</constant>
<constant name="MODE_RIGID" value="0">
Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
Rigid mode. The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
</constant>
<constant name="MODE_CHARACTER" value="2">
Character body. This behaves like a rigid body, but can not rotate.
Character mode. Similar to [code]MODE_RIGID[/code], but the body can not rotate.
</constant>
<constant name="CCD_MODE_DISABLED" value="0">
Disables continuous collision detection. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
Continuous collision detection disabled. This is the fastest way to detect body collisions, but can miss small, fast-moving objects.
</constant>
<constant name="CCD_MODE_CAST_RAY" value="1">
Enables continuous collision detection by raycasting. It is faster than shapecasting, but less precise.
Continuous collision detection enabled using raycasting. This is faster than shapecasting but less precise.
</constant>
<constant name="CCD_MODE_CAST_SHAPE" value="2">
Enables continuous collision detection by shapecasting. It is the slowest CCD method, and the most precise.
Continuous collision detection enabled using shapecasting. This is the slowest CCD method and the most precise.
</constant>
</constants>
</class>