Merge pull request #66967 from timothyqiu/static-body-3.x

[3.x] Improve StaticBody description
This commit is contained in:
Rémi Verschelde 2022-10-06 17:37:12 +02:00
commit f93051af99
2 changed files with 12 additions and 6 deletions

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="StaticBody" inherits="PhysicsBody" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<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 is not intended to move. In contrast to [RigidBody], they don't consume any CPU resources as long as they don't move.
Additionally, a constant linear or 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).
Static body for 3D physics.
A static body is a simple body that doesn't move under physics simulation, i.e. it can't be moved by external forces or contacts but its transformation can still be updated manually by the user. It is ideal for implementing objects in the environment, such as walls or platforms. In contrast to [RigidBody], 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>

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="StaticBody2D" inherits="PhysicsBody2D" version="3.6" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<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 StaticBody2D is a body that is not intended to move. It is ideal for implementing objects in the environment, such as walls or platforms.
Additionally, a constant linear or angular velocity can be set for the static body, which will affect colliding bodies as if it were moving (for example, a conveyor belt).
Static body for 2D physics.
A static body is a simple body that doesn't move under physics simulation, i.e. it can't be moved by external forces or contacts but its transformation can still be updated manually by the user. 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>