Made modifications to the RigidBody(2D) descriptions.

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Michael Alexsander Silva Dias 2018-02-16 01:18:38 -02:00
parent 133942cfeb
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2 changed files with 4 additions and 9 deletions

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</brief_description> </brief_description>
<description> <description>
This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
This node can use custom force integration, for writing complex physics motion behavior per node. A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
This node can shift state between regular Rigid body, Kinematic, Character or Static. [b]Note:[/b] Don't change a RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
Character mode forbids this node from being rotated. If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
As a warning, don't change RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior.
</description> </description>
<tutorials> <tutorials>
http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html

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</brief_description> </brief_description>
<description> <description>
This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties. This node implements simulated 2D physics. You do not control a RigidBody2D directly. Instead you apply forces to it (gravity, impulses, etc.) and the physics simulation calculates the resulting movement based on its mass, friction, and other physical properties.
A RigidBody2D has 4 behavior modes (see [member mode]): A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
- [b]Rigid[/b]: The body behaves as a physical object. It collides with other bodies and responds to forces applied to it. This is the default mode.
- [b]Static[/b]: The body behaves like a [StaticBody2D] and does not move.
- [b]Character[/b]: Similar to [code]Rigid[/code] mode, but the body can not rotate.
- [b]Kinematic[/b]: The body behaves like a [KinematicBody2D], and must be moved by code.
[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. [b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator]. If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator].
</description> </description>