diff --git a/doc/classes/Physics2DDirectBodyState.xml b/doc/classes/Physics2DDirectBodyState.xml
index 52c89248ff3..5b320a051f5 100644
--- a/doc/classes/Physics2DDirectBodyState.xml
+++ b/doc/classes/Physics2DDirectBodyState.xml
@@ -4,9 +4,10 @@
Direct access object to a physics body in the [Physics2DServer].
- Direct access object to a physics body in the [Physics2DServer]. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body.
+ Provides direct access to a physics body in the [Physics2DServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
+ https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html
@@ -17,6 +18,7 @@
+ Adds a constant directional force without affecting rotation.
@@ -27,6 +29,7 @@
+ Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
@@ -35,6 +38,7 @@
+ Adds a constant rotational force.
@@ -43,6 +47,7 @@
+ Applies a directional impulse without affecting rotation.
@@ -53,6 +58,7 @@
+ Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate dependent force. For this reason it should only be used when simulating one-time impacts (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.
@@ -61,6 +67,7 @@
+ Applies a rotational impulse to the body.
@@ -69,7 +76,7 @@
- Return the [RID] of the collider.
+ Returns the collider's [RID].
@@ -78,7 +85,7 @@
- Return the object id of the collider.
+ Returns the collider's object id.
@@ -87,7 +94,7 @@
- Return the collider object, this depends on how it was created (will return a scene node if such was used to create it).
+ Returns the collider object. This depends on how it was created (will return a scene node if such was used to create it).
@@ -96,7 +103,7 @@
- Return the contact position in the collider.
+ Returns the contact position in the collider.
@@ -105,7 +112,7 @@
- Return the collider shape index.
+ Returns the collider's shape index.
@@ -114,7 +121,7 @@
- Return the metadata of the collided shape. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
+ Returns the collided shape's metadata. This metadata is different from [method Object.get_meta], and is set with [method Physics2DServer.shape_set_data].
@@ -123,14 +130,14 @@
- Return the linear velocity vector at contact point of the collider.
+ Returns the linear velocity vector at the collider's contact point.
- Return the amount of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts.
+ Returns the number of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. See [member RigidBody2D.contact_monitor].
@@ -139,7 +146,7 @@
- Return the local normal (of this body) of the contact point.
+ Returns the local normal at the contact point.
@@ -148,7 +155,7 @@
- Return the local position (of this body) of the contact point.
+ Returns the local position of the contact point.
@@ -157,27 +164,27 @@
- Return the local shape index of the collision.
+ Returns the local shape index of the collision.
- Return the current state of space, useful for queries.
+ Returns the current state of the space, useful for queries.
- Call the built-in force integration code.
+ Calls the built-in force integration code.
- The angular velocity of the body.
+ The body's rotational velocity.
The inverse of the inertia of the body.
@@ -186,10 +193,10 @@
The inverse of the mass of the body.
- The linear velocity of the body.
+ The body's linear velocity.
- [code]true[/code] if this body is currently sleeping (not active).
+ If [code]true[/code], this body is currently sleeping (not active).
The timestep (delta) used for the simulation.
@@ -204,7 +211,7 @@
The rate at which the body stops moving, if there are not any other forces moving it.
- The transformation matrix of the body.
+ The body's transformation matrix.
diff --git a/doc/classes/PhysicsDirectBodyState.xml b/doc/classes/PhysicsDirectBodyState.xml
index cf718f06b20..10b51991287 100644
--- a/doc/classes/PhysicsDirectBodyState.xml
+++ b/doc/classes/PhysicsDirectBodyState.xml
@@ -1,14 +1,16 @@
+ Direct access object to a physics body in the [PhysicsServer].
+ Provides direct access to a physics body in the [PhysicsServer], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody._integrate_forces].
-
+ (
@@ -27,7 +29,7 @@
- Adds a constant force (i.e. acceleration).
+ Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
@@ -36,7 +38,7 @@
- Adds a constant rotational force (i.e. a motor) without affecting position.
+ Adds a constant rotational force without affecting position.
@@ -75,6 +77,7 @@
+ Returns the collider's [RID].
@@ -83,6 +86,7 @@
+ Returns the collider's object id.
@@ -91,6 +95,7 @@
+ Returns the collider object.
@@ -99,6 +104,7 @@
+ Returns the contact position in the collider.
@@ -107,6 +113,7 @@
+ Returns the collider's shape index.
@@ -115,12 +122,14 @@
+ Returns the linear velocity vector at the collider's contact point.
+ Returns the number of contacts this body has with other bodies. Note that by default this returns 0 unless bodies are configured to log contacts. See [member RigidBody.contact_monitor].
@@ -138,6 +147,7 @@
+ Returns the local normal at the contact point.
@@ -146,6 +156,7 @@
+ Returns the local position of the contact point.
@@ -154,24 +165,27 @@
+ Returns the local shape index of the collision.
+ Returns the current state of the space, useful for queries.
+ Calls the built-in force integration code.
- The angular velocity of the body.
+ The body's rotational velocity.
@@ -182,12 +196,12 @@
The inverse of the mass of the body.
- The linear velocity of the body.
+ The body's linear velocity.
- [code]true[/code] if this body is currently sleeping (not active).
+ If [code]true[/code], this body is currently sleeping (not active).
The timestep (delta) used for the simulation.
@@ -202,7 +216,7 @@
The rate at which the body stops moving, if there are not any other forces moving it.
- The transformation matrix of the body.
+ The body's transformation matrix.