Made modifications to the RigidBody(2D) descriptions.
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</brief_description>
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</brief_description>
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<description>
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<description>
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This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
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This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
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This node can use custom force integration, for writing complex physics motion behavior per node.
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A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
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This node can shift state between regular Rigid body, Kinematic, Character or Static.
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[b]Note:[/b] Don't change a RigidBody'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. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
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Character mode forbids this node from being rotated.
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If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
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As a warning, don't change RigidBody'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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
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http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html
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</brief_description>
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</brief_description>
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<description>
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<description>
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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.
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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.
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A RigidBody2D has 4 behavior modes (see [member mode]):
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A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
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- [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.
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- [b]Static[/b]: The body behaves like a [StaticBody2D] and does not move.
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- [b]Character[/b]: Similar to [code]Rigid[/code] mode, but the body can not rotate.
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- [b]Kinematic[/b]: The body behaves like a [KinematicBody2D], and must be moved by code.
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[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.
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[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.
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If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
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If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
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</description>
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</description>
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