Update Rigidbody 2D and 3D sleep documentation.

(cherry picked from commit 1b738a77c1)
This commit is contained in:
Marcel Admiraal 2020-06-09 10:40:45 +01:00 committed by Rémi Verschelde
parent 51de6732c9
commit 7200a0eac5
2 changed files with 8 additions and 6 deletions

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@ -151,7 +151,7 @@
Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
</member> </member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used. If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
</member> </member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
If [code]true[/code], the RigidBody will emit signals when it collides with another RigidBody. If [code]true[/code], the RigidBody will emit signals when it collides with another RigidBody.
@ -190,7 +190,7 @@
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
</member> </member>
<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false"> <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false">
If [code]true[/code], the body is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method. If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods.
</member> </member>
<member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8"> <member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8">
The body's weight based on its mass and the global 3D gravity. Global values are set in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b]. The body's weight based on its mass and the global 3D gravity. Global values are set in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b].
@ -241,7 +241,8 @@
</signal> </signal>
<signal name="sleeping_state_changed"> <signal name="sleeping_state_changed">
<description> <description>
Emitted when the body changes its sleeping state. Either by sleeping or waking up. Emitted when the physics engine changes the body's sleeping state.
[b]Note:[/b] Changing the value [member sleeping] will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or [code]emit_signal("sleeping_state_changed")[/code] is used.
</description> </description>
</signal> </signal>
</signals> </signals>

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@ -131,7 +131,7 @@
Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override]. Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
</member> </member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force]. If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
</member> </member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported]. If [code]true[/code], the body will emit signals when it collides with another RigidBody2D. See also [member contacts_reported].
@ -173,7 +173,7 @@
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
</member> </member>
<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false"> <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false">
If [code]true[/code], the body is sleeping and will not calculate forces until woken up by a collision or by using [method apply_impulse] or [method add_force]. If [code]true[/code], the body will not move and will not calculate forces until woken up by another body through, for example, a collision, or by using the [method apply_impulse] or [method add_force] methods.
</member> </member>
<member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8"> <member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8">
The body's weight based on its mass and the [b]Default Gravity[/b] value in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b]. The body's weight based on its mass and the [b]Default Gravity[/b] value in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b].
@ -222,7 +222,8 @@
</signal> </signal>
<signal name="sleeping_state_changed"> <signal name="sleeping_state_changed">
<description> <description>
Emitted when [member sleeping] changes. Emitted when the physics engine changes the body's sleeping state.
[b]Note:[/b] Changing the value [member sleeping] will not trigger this signal. It is only emitted if the sleeping state is changed by the physics engine or [code]emit_signal("sleeping_state_changed")[/code] is used.
</description> </description>
</signal> </signal>
</signals> </signals>