[DOC] Physics[2D]DirectBodyState updates

(cherry picked from commit bb2e6e3ed2)
This commit is contained in:
Chris Bradfield 2019-03-25 21:20:52 -07:00 committed by Rémi Verschelde
parent e9796044ed
commit 4740489a97
2 changed files with 46 additions and 25 deletions

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@ -4,9 +4,10 @@
Direct access object to a physics body in the [Physics2DServer].
</brief_description>
<description>
Direct access object to a physics body in the [Physics2DServer]. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body.
Provides direct access to a physics body in the [Physics2DServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<demos>
</demos>
@ -17,6 +18,7 @@
<argument index="0" name="force" type="Vector2">
</argument>
<description>
Adds a constant directional force without affecting rotation.
</description>
</method>
<method name="add_force">
@ -27,6 +29,7 @@
<argument index="1" name="force" type="Vector2">
</argument>
<description>
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="add_torque">
@ -35,6 +38,7 @@
<argument index="0" name="torque" type="float">
</argument>
<description>
Adds a constant rotational force.
</description>
</method>
<method name="apply_central_impulse">
@ -43,6 +47,7 @@
<argument index="0" name="impulse" type="Vector2">
</argument>
<description>
Applies a directional impulse without affecting rotation.
</description>
</method>
<method name="apply_impulse">
@ -53,6 +58,7 @@
<argument index="1" name="impulse" type="Vector2">
</argument>
<description>
Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.
</description>
</method>
<method name="apply_torque_impulse">
@ -61,6 +67,7 @@
<argument index="0" name="impulse" type="float">
</argument>
<description>
Applies a rotational impulse to the body.
</description>
</method>
<method name="get_contact_collider" qualifiers="const">
@ -69,7 +76,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the [RID] of the collider.
Returns the collider's [RID].
</description>
</method>
<method name="get_contact_collider_id" qualifiers="const">
@ -78,7 +85,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the object id of the collider.
Returns the collider's object id.
</description>
</method>
<method name="get_contact_collider_object" qualifiers="const">
@ -87,7 +94,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the collider object, this depends on how it was created (will return a scene node if such was used to create it).
Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
</description>
</method>
<method name="get_contact_collider_position" qualifiers="const">
@ -96,7 +103,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the contact position in the collider.
Returns the contact position in the collider.
</description>
</method>
<method name="get_contact_collider_shape" qualifiers="const">
@ -105,7 +112,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the collider shape index.
Returns the collider's shape index.
</description>
</method>
<method name="get_contact_collider_shape_metadata" qualifiers="const">
@ -114,7 +121,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the metadata of the collided shape. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
</description>
</method>
<method name="get_contact_collider_velocity_at_position" qualifiers="const">
@ -123,14 +130,14 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the linear velocity vector at contact point of the collider.
Returns the linear velocity vector at the collider's contact point.
</description>
</method>
<method name="get_contact_count" qualifiers="const">
<return type="int">
</return>
<description>
Return the amount of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts.
Returns the number of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. See [member RigidBody2D.contact_monitor].
</description>
</method>
<method name="get_contact_local_normal" qualifiers="const">
@ -139,7 +146,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the local normal (of this body) of the contact point.
Returns the local normal at the contact point.
</description>
</method>
<method name="get_contact_local_position" qualifiers="const">
@ -148,7 +155,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the local position (of this body) of the contact point.
Returns the local position of the contact point.
</description>
</method>
<method name="get_contact_local_shape" qualifiers="const">
@ -157,27 +164,27 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Return the local shape index of the collision.
Returns the local shape index of the collision.
</description>
</method>
<method name="get_space_state">
<return type="Physics2DDirectSpaceState">
</return>
<description>
Return the current state of space, useful for queries.
Returns the current state of the space, useful for queries.
</description>
</method>
<method name="integrate_forces">
<return type="void">
</return>
<description>
Call the built-in force integration code.
Calls the built-in force integration code.
</description>
</method>
</methods>
<members>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
The angular velocity of the body.
The body's rotational velocity.
</member>
<member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
@ -186,10 +193,10 @@
The inverse of the mass of the body.
</member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity">
The linear velocity of the body.
The body's linear velocity.
</member>
<member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping">
[code]true[/code] if this body is currently sleeping (not active).
If [code]true[/code], this body is currently sleeping (not active).
</member>
<member name="step" type="float" setter="" getter="get_step">
The timestep (delta) used for the simulation.
@ -204,7 +211,7 @@
The rate at which the body stops moving, if there are not any other forces moving it.
</member>
<member name="transform" type="Transform2D" setter="set_transform" getter="get_transform">
The transformation matrix of the body.
The body's transformation matrix.
</member>
</members>
<constants>

View file

@ -1,14 +1,16 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicsDirectBodyState" inherits="Object" category="Core" version="3.1">
<brief_description>
Direct access object to a physics body in the [PhysicsServer].
</brief_description>
<description>
Provides direct access to a physics body in the [PhysicsServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody._integrate_forces].
</description>
<tutorials>
</tutorials>
<demos>
</demos>
<methods>
<methods>(
<method name="add_central_force">
<return type="void">
</return>
@ -27,7 +29,7 @@
<argument index="1" name="position" type="Vector3">
</argument>
<description>
Adds a constant force (i.e. acceleration).
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="add_torque">
@ -36,7 +38,7 @@
<argument index="0" name="torque" type="Vector3">
</argument>
<description>
Adds a constant rotational force (i.e. a motor) without affecting position.
Adds a constant rotational force without affecting position.
</description>
</method>
<method name="apply_central_impulse">
@ -75,6 +77,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collider's [RID].
</description>
</method>
<method name="get_contact_collider_id" qualifiers="const">
@ -83,6 +86,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collider's object id.
</description>
</method>
<method name="get_contact_collider_object" qualifiers="const">
@ -91,6 +95,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collider object.
</description>
</method>
<method name="get_contact_collider_position" qualifiers="const">
@ -99,6 +104,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the contact position in the collider.
</description>
</method>
<method name="get_contact_collider_shape" qualifiers="const">
@ -107,6 +113,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the collider's shape index.
</description>
</method>
<method name="get_contact_collider_velocity_at_position" qualifiers="const">
@ -115,12 +122,14 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the linear velocity vector at the collider's contact point.
</description>
</method>
<method name="get_contact_count" qualifiers="const">
<return type="int">
</return>
<description>
Returns the number of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. See [member RigidBody.contact_monitor].
</description>
</method>
<method name="get_contact_impulse" qualifiers="const">
@ -138,6 +147,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the local normal at the contact point.
</description>
</method>
<method name="get_contact_local_position" qualifiers="const">
@ -146,6 +156,7 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the local position of the contact point.
</description>
</method>
<method name="get_contact_local_shape" qualifiers="const">
@ -154,24 +165,27 @@
<argument index="0" name="contact_idx" type="int">
</argument>
<description>
Returns the local shape index of the collision.
</description>
</method>
<method name="get_space_state">
<return type="PhysicsDirectSpaceState">
</return>
<description>
Returns the current state of the space, useful for queries.
</description>
</method>
<method name="integrate_forces">
<return type="void">
</return>
<description>
Calls the built-in force integration code.
</description>
</method>
</methods>
<members>
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity">
The angular velocity of the body.
The body's rotational velocity.
</member>
<member name="center_of_mass" type="Vector3" setter="" getter="get_center_of_mass">
</member>
@ -182,12 +196,12 @@
The inverse of the mass of the body.
</member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity">
The linear velocity of the body.
The body's linear velocity.
</member>
<member name="principal_inertia_axes" type="Basis" setter="" getter="get_principal_inertia_axes">
</member>
<member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping">
[code]true[/code] if this body is currently sleeping (not active).
If [code]true[/code], this body is currently sleeping (not active).
</member>
<member name="step" type="float" setter="" getter="get_step">
The timestep (delta) used for the simulation.
@ -202,7 +216,7 @@
The rate at which the body stops moving, if there are not any other forces moving it.
</member>
<member name="transform" type="Transform" setter="set_transform" getter="get_transform">
The transformation matrix of the body.
The body's transformation matrix.
</member>
</members>
<constants>