Merge pull request #22651 from cbscribe/kcc_docs_color_rigidbody
[DOCS] Classref updates: Color, RigidBody*
This commit is contained in:
commit
9941c5a132
3 changed files with 55 additions and 45 deletions
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@ -4,8 +4,8 @@
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Color in RGBA format with some support for ARGB format.
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</brief_description>
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<description>
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A color is represented as red, green and blue (r,g,b) components. Additionally, "a" represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some methods (such as set_modulate(color)) may accept values > 1.
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You can also create a color from standardised color names with Color.ColorN (e.g. Color.green) or [method @GDScript.ColorN].
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A color is represented by red, green, and blue [code](r, g, b)[/code] components. Additionally, [code]a[/code] represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some properties (such as [member CanvasItem.modulate]) may accept values > 1.
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You can also create a color from standardized color names by using [method @GDScript.ColorN].
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</description>
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<tutorials>
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</tutorials>
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@ -25,7 +25,7 @@
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[code]"#ff00ff"[/code] - RGB format with '#'
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[code]"ff00ff"[/code] - RGB format
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[codeblock]
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# The following code creates the same color of an RGBA(178, 217, 10, 255)
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# Each of the following creates the same color RGBA(178, 217, 10, 255)
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var c1 = Color("#ffb2d90a") # ARGB format with '#'
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var c2 = Color("ffb2d90a") # ARGB format
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var c3 = Color("#b2d90a") # RGB format with '#'
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@ -41,7 +41,7 @@
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<description>
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Constructs a color from a 32-bit integer (each byte represents a component of the RGBA profile).
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[codeblock]
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var c = Color(274) # a color of an RGBA(0, 0, 1, 18)
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var c = Color(274) # Equivalent to RGBA(0, 0, 1, 18)
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[/codeblock]
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</description>
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</method>
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@ -55,9 +55,9 @@
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<argument index="2" name="b" type="float">
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</argument>
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<description>
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Constructs a color from an RGB profile using values between 0 and 1 (float). Alpha will always be 1.
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Constructs a color from an RGB profile using values between 0 and 1. Alpha will always be 1.
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[codeblock]
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var c = Color(0.2, 1.0, .7) # a color of an RGBA(51, 255, 178, 255)
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var c = Color(0.2, 1.0, .7) # Equivalent to RGBA(51, 255, 178, 255)
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[/codeblock]
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</description>
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</method>
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@ -73,9 +73,9 @@
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<argument index="3" name="a" type="float">
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</argument>
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<description>
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Constructs a color from an RGBA profile using values between 0 and 1 (float).
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Constructs a color from an RGBA profile using values between 0 and 1.
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[codeblock]
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var c = Color(0.2, 1.0, .7, .8) # a color of an RGBA(51, 255, 178, 204)
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var c = Color(0.2, 1.0, .7, .8) # Equivalent to RGBA(51, 255, 178, 204)
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[/codeblock]
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</description>
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</method>
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@ -85,7 +85,7 @@
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<argument index="0" name="over" type="Color">
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</argument>
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<description>
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Returns a new color resulting from blending this color over another color. If the color is opaque, the result would also be opaque. The other color could then take a range of values with different alpha values.
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Returns a new color resulting from blending this color over another. If the color is opaque, the result is also opaque. The second color may have a range of alpha values.
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[codeblock]
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var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%
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var fg = Color(1.0, 0.0, 0.0, .5) # Red with alpha of 50%
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@ -100,7 +100,7 @@
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Returns the most contrasting color.
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[codeblock]
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var c = Color(.3, .4, .9)
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var contrastedColor = c.contrasted() # a color of an RGBA(204, 229, 102, 255)
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var contrastedColor = c.contrasted() # Equivalent to RGBA(204, 229, 102, 255)
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[/codeblock]
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</description>
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</method>
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@ -131,7 +131,7 @@
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<description>
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Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and [code]v[/code] are values between 0 and 1.
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[codeblock]
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var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # equivalent to HSV(210, 50, 79, 0.8) or Color8(100, 151, 201, 0.8)
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var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, 79, 0.8) or Color8(100, 151, 201, 0.8)
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[/codeblock]
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</description>
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</method>
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@ -139,8 +139,8 @@
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<return type="float">
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</return>
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<description>
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Returns the color's grayscale.
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The gray is calculated by (r + g + b) / 3.
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Returns the color's grayscale representation.
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The gray is calculated by [code](r + g + b) / 3[/code].
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[codeblock]
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var c = Color(0.2, 0.45, 0.82)
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var gray = c.gray() # a value of 0.466667
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<return type="Color">
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</return>
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<description>
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Returns the inverted color (1-r, 1-g, 1-b, 1-a).
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Returns the inverted color [code](1 - r, 1 - g, 1 - b, 1 - a)[/code].
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[codeblock]
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var c = Color(.3, .4, .9)
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var invertedColor = c.inverted() # a color of an RGBA(178, 153, 26, 255)
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@ -179,7 +179,7 @@
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<argument index="1" name="t" type="float">
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</argument>
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<description>
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Returns the color of the linear interpolation with another color. The value t is between 0 and 1 (float).
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Returns the linear interpolation with another color. The value t is between 0 and 1.
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[codeblock]
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var c1 = Color(1.0, 0.0, 0.0)
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var c2 = Color(0.0, 1.0, 0.0)
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</argument>
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<description>
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Returns the color's HTML hexadecimal color string in ARGB format (ex: [code]ff34f822[/code]).
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Optionally flag 'false' to not include alpha in hexadecimal string.
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Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string.
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[codeblock]
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var c = Color(1, 1, 1, .5)
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var s1 = c.to_html() # Results "7fffffff"
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<return type="int">
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</return>
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<description>
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Returns the color's 32-bit integer in RGBA format (each byte represents a component of the RGBA profile). RGBA is the format that Godot uses by default.
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Returns the color's 32-bit integer in RGBA format (each byte represents a component of the RGBA profile). RGBA is Godot's default format.
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[codeblock]
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var c = Color(1, .5, .2)
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print(c.to_rgba32()) # Prints 4286526463
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<return type="int">
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</return>
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<description>
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Returns the color's 64-bit integer in RGBA format (each word represents a component of the RGBA profile). RGBA is the format that Godot uses by default.
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Returns the color's 64-bit integer in RGBA format (each word represents a component of the RGBA profile). RGBA is Godot's default format.
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[codeblock]
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var c = Color(1, .5, .2)
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print(c.to_rgba64()) # Prints -140736629309441
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</methods>
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<members>
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<member name="a" type="float" setter="" getter="">
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Alpha (0 to 1)
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Alpha value (range 0 to 1).
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</member>
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<member name="a8" type="int" setter="" getter="">
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Alpha (0 to 255)
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Alpha value (range 0 to 255).
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</member>
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<member name="b" type="float" setter="" getter="">
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Blue (0 to 1)
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Blue value (range 0 to 1).
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</member>
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<member name="b8" type="int" setter="" getter="">
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Blue (0 to 255)
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Blue value (range 0 to 255).
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</member>
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<member name="g" type="float" setter="" getter="">
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Green (0 to 1)
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Green value (range 0 to 1).
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</member>
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<member name="g8" type="int" setter="" getter="">
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Green (0 to 255)
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Green value (range 0 to 255).
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</member>
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<member name="h" type="float" setter="" getter="">
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Hue (0 to 1)
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HSV hue value (range 0 to 1).
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</member>
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<member name="r" type="float" setter="" getter="">
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Red (0 to 1)
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Red value (range 0 to 1).
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</member>
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<member name="r8" type="int" setter="" getter="">
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Red (0 to 255)
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Red value (range 0 to 255).
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</member>
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<member name="s" type="float" setter="" getter="">
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Saturation (0 to 1)
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HSV saturation value (range 0 to 1).
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</member>
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<member name="v" type="float" setter="" getter="">
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Value (0 to 1)
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HSV value (range 0 to 1).
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</member>
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</members>
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<constants>
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<argument index="0" name="impulse" type="Vector3">
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</argument>
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<description>
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Applies a single directional impulse without affecting rotation.
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This is equivalent to ``apply_impulse(Vector3(0,0,0), impulse)``.
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Applies a directional impulse without affecting rotation.
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This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code].
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</description>
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</method>
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<method name="apply_impulse">
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<argument index="1" name="impulse" type="Vector3">
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</argument>
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<description>
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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 position are in global coordinates, and the position is relative to the object's origin.
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Applies 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 position are in global coordinates, and the position is relative to the object's origin.
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</description>
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</method>
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<method name="apply_torque_impulse">
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<argument index="0" name="impulse" type="Vector3">
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</argument>
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<description>
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Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the passed in vector.
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Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the passed in vector.
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</description>
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</method>
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<method name="get_colliding_bodies" qualifiers="const">
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<return type="Array">
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</return>
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<description>
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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. Note that the result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
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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. Note that the result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
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</description>
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</method>
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<method name="set_axis_velocity">
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<argument index="0" name="axis_velocity" type="Vector3">
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</argument>
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<description>
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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.
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Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
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</description>
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</method>
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</methods>
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RigidBody's rotational velocity.
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</member>
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<member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock">
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Lock the body's rotation in the x-axis.
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</member>
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<member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock">
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Lock the body's rotation in the y-axis.
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</member>
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<member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock">
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Lock the body's rotation in the z-axis.
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</member>
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<member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock">
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Lock the body's movement in the x-axis.
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</member>
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<member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock">
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Lock the body's movement in the x-axis.
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</member>
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<member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock">
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Lock the body's movement in the x-axis.
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</member>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
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RigidBody's bounciness.
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If [code]true[/code] the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used.
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</member>
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<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled">
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If true, the RigidBody will emit signals when it collides with another RigidBody.
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If [code]true[/code] the RigidBody will emit signals when it collides with another RigidBody.
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</member>
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<member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported">
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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.
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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.
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction">
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The body friction, from 0 (frictionless) to 1 (max friction).
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The body's friction, from 0 (frictionless) to 1 (max friction).
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</member>
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<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale">
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This is multiplied by the global 3D gravity setting found in "Project > Project Settings > Physics > 3d" to produce RigidBody'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.
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</member>
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<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp">
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RigidBody's linear damp. Default value: -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.
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The body's linear damp. Default value: -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.
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</member>
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<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity">
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RigidBody'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.
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The body'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.
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</member>
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<member name="mass" type="float" setter="set_mass" getter="get_mass">
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RigidBody's mass.
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The body's mass.
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</member>
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<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody.Mode">
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The body mode from the MODE_* enum. Modes include: MODE_STATIC, MODE_KINEMATIC, MODE_RIGID, and MODE_CHARACTER.
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@ -160,10 +166,10 @@
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<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override">
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</member>
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<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping">
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If [code]true[/code] RigidBody is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method.
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If [code]true[/code] the body is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method.
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</member>
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<member name="weight" type="float" setter="set_weight" getter="get_weight">
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RigidBody's weight based on its mass and the global 3D gravity. Global values are set in "Project > Project Settings > Physics > 3d".
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The body's weight based on its mass and the global 3D gravity. Global values are set in "Project > Project Settings > Physics > 3d".
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</member>
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</members>
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<signals>
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@ -217,16 +223,16 @@
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</signals>
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<constants>
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<constant name="MODE_RIGID" value="0" enum="Mode">
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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.
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Rigid body mode. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
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</constant>
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<constant name="MODE_STATIC" value="1" enum="Mode">
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Static mode. The body behaves like a [StaticBody], and can only move by user code.
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</constant>
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<constant name="MODE_CHARACTER" value="2" enum="Mode">
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Character body. This behaves like a rigid body, but can not rotate.
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Character body mode. This behaves like a rigid body, but can not rotate.
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</constant>
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<constant name="MODE_KINEMATIC" value="3" enum="Mode">
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Kinematic body. The body behaves like a [KinematicBody], and can only move by user code.
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Kinematic body mode. The body behaves like a [KinematicBody], and can only move by user code.
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</constant>
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</constants>
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</class>
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@ -29,6 +29,7 @@
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<argument index="0" name="force" type="Vector2">
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</argument>
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<description>
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Adds a constant directional force without affecting rotation.
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</description>
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</method>
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<method name="add_force">
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@ -48,6 +49,7 @@
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<argument index="0" name="torque" type="float">
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</argument>
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<description>
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Adds a constant rotational force.
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</description>
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</method>
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<method name="apply_central_impulse">
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@ -56,6 +58,7 @@
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<argument index="0" name="impulse" type="Vector2">
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</argument>
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<description>
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||||
Applies a directional impulse without affecting rotation.
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||||
</description>
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||||
</method>
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<method name="apply_impulse">
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@ -75,6 +78,7 @@
|
|||
<argument index="0" name="torque" type="float">
|
||||
</argument>
|
||||
<description>
|
||||
Applies a rotational impulse to the body.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_colliding_bodies" qualifiers="const">
|
||||
|
|
Loading…
Reference in a new issue