diff --git a/doc/base/classes.xml b/doc/base/classes.xml index 734c94c8c57..d5ba9a0f373 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -29861,13 +29861,14 @@ This method controls whether the position between two cached points is interpola - Set the path of the resource. This is useful mainly for editors when saving/loading, and shouldn't be changed by anything else. + Set the path of the resource. This is useful mainly for editors when saving/loading, and shouldn't be changed by anything else. Fails if another [Resource] already has path "path". + Set the path of the resource. Differs from set_path(), if another [Resource] exists with "path" it over-takes it, instead of failing. @@ -30535,188 +30536,221 @@ This method controls whether the position between two cached points is interpola + Rigid body node. + Rigid body node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift mode between regular Rigid body, Kinematic, Character or Static. + Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default it works in addition to the usual physics behavior, but [method set_use_custom_integrator] allows you to disable the default behavior and do fully custom force integration for a body. + Set the body mode, from the MODE_* enum. This allows to change to a static body or a character body. + Return the current body mode, see [method set_mode]. + Set the body mass. + Return the current body mass. + Set the body weight given standard earth-weight (gravity 9.8). + Return the current body weight, given standard earth-weight (gravity 9.8). + Set the body friction, from 0 (frictionless) to 1 (max friction). + Return the current body friction, from 0 (frictionless) to 1 (max friction). + Set the body bounciness, from 0 (no bounciness) to 1 (max bounciness). + Return the current body bounciness. + Set the body linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state. + Return the current body linear velocity. + Set the body angular velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state. + Return the current body angular velocity. + Set the gravity factor. This factor multiplies gravity intensity just for this body. + Return the current body gravity scale. + Set the linear damp for this body. Default of -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. + Return the current body linear damp. Default is -1. + Set the angular damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any angular damp derived from the world or areas will be overridden. + Return the current body angular damp. Default is -1. + Set 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. + Return the maximum contacts that can be reported. See [method set_max_contacts_reported]. + Pass true to disable the internal force integration (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. + Return whether the body is using a custom integrator. + Enable contact monitoring. This allows the body to emit signals when it collides with another. + Return whether contact monitoring is enabled. + Set the continuous collision detection mode from the enum CCD_MODE_*. + Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fast-moving objects. + Return whether this body is using continuous collision detection. + 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. @@ -30725,48 +30759,57 @@ This method controls whether the position between two cached points is interpola + 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 offset from the body origin are in global coordinates. + Set whether a body is sleeping or not. Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] wakes them up. Until then, they behave like a static body. + Return whether the body is sleeping. + Set the body ability to fall asleep when not moving. This saves an enormous amount of processor time when there are plenty of rigid bodies (non static) in a scene. + Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] / [method set_applied_force] wakes them up. Until then, they behave like a static body. + Return whether the body has the ability to fall asleep when not moving. See [method set_can_sleep]. + Set the axis lock of the body, from the AXIS_LOCK_* enum. Axis lock stops the body from moving along the specified axis(X/Y/Z) and rotating along the other two axes. + Return the current axis lock of the body. One of AXIS_LOCK_* enum. + Return a list of the bodies colliding with this one. @@ -30775,6 +30818,7 @@ This method controls whether the position between two cached points is interpola + Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. @@ -30787,12 +30831,15 @@ This method controls whether the position between two cached points is interpola + Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. + This signal not only receives the body that collided with this one, but also its [RID] (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body collided with. + Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. @@ -30805,19 +30852,25 @@ This method controls whether the position between two cached points is interpola + Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. + This signal not only receives the body that stopped colliding with this one, but also its [RID] (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body stopped colliding with. + Emitted when the body changes it's sleeping state. Either by sleeping or waking up. + Static mode. The body behaves like a [StaticBody], and can only move by user code. + Kinematic body. The body behaves like a [KinematicBody], and can only move by user code. + 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. @@ -30928,7 +30981,7 @@ This method controls whether the position between two cached points is interpola - Set The gravity factor. This factor multiplies gravity intensity just for this body. + Set the gravity factor. This factor multiplies gravity intensity just for this body. @@ -31041,7 +31094,7 @@ This method controls whether the position between two cached points is interpola Set the continuous collision detection mode from the enum CCD_MODE_*. - Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fat-moving objects. + Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fast-moving objects. @@ -31199,6 +31252,7 @@ This method controls whether the position between two cached points is interpola + Emitted when the body changes it's sleeping state. Either by sleeping or waking up.