83baecdff0
Instead of having a physics node named Static that can be either Static or Kinematic, AnimatableBody is added again as a separate node: -Inherited from StaticBody to make its usage clearer -Still separated from CharacterBody to make its usage more focused Properly implemented constant velocity for kinematic bodies in godot physics servers (induced velocity without actually moving). Also updated description for the different physics nodes to make their usage clearer.
31 lines
2 KiB
XML
31 lines
2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="StaticBody2D" inherits="PhysicsBody2D" version="4.0">
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<brief_description>
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Physics body for 2D physics which is static or moves only by script. Useful for floor and walls.
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</brief_description>
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<description>
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Static body for 2D physics.
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A static body is a simple body that can't be moved by external forces or contacts. 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.
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They have extra functionalities to move and affect other bodies:
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[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.
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[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.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="0.0">
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The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating.
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</member>
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<member name="constant_linear_velocity" type="Vector2" setter="set_constant_linear_velocity" getter="get_constant_linear_velocity" default="Vector2(0, 0)">
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The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving.
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</member>
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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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The physics material override for the body.
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If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
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</member>
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</members>
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<constants>
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</constants>
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</class>
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