[DOCS] Classref updates: Color, RigidBody*
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@ -4,8 +4,8 @@
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Color in RGBA format with some support for ARGB format.
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</brief_description>
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<description>
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A color is represented as red, green and blue (r,g,b) components. Additionally, "a" represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some methods (such as set_modulate(color)) may accept values > 1.
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You can also create a color from standardised color names with Color.ColorN (e.g. Color.green) or [method @GDScript.ColorN].
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A color is represented by red, green, and blue [code](r, g, b)[/code] components. Additionally, [code]a[/code] represents the alpha component, often used for transparency. Values are in floating point and usually range from 0 to 1. Some properties (such as [member CanvasItem.modulate]) may accept values > 1.
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You can also create a color from standardized color names by using [method @GDScript.ColorN].
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</description>
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<tutorials>
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</tutorials>
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@ -25,7 +25,7 @@
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[code]"#ff00ff"[/code] - RGB format with '#'
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[code]"ff00ff"[/code] - RGB format
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[codeblock]
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# The following code creates the same color of an RGBA(178, 217, 10, 255)
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# Each of the following creates the same color RGBA(178, 217, 10, 255)
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var c1 = Color("#ffb2d90a") # ARGB format with '#'
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var c2 = Color("ffb2d90a") # ARGB format
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var c3 = Color("#b2d90a") # RGB format with '#'
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@ -41,7 +41,7 @@
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<description>
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Constructs a color from a 32-bit integer (each byte represents a component of the RGBA profile).
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[codeblock]
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var c = Color(274) # a color of an RGBA(0, 0, 1, 18)
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var c = Color(274) # Equivalent to RGBA(0, 0, 1, 18)
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[/codeblock]
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</description>
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</method>
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@ -55,9 +55,9 @@
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<argument index="2" name="b" type="float">
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</argument>
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<description>
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Constructs a color from an RGB profile using values between 0 and 1 (float). Alpha will always be 1.
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Constructs a color from an RGB profile using values between 0 and 1. Alpha will always be 1.
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[codeblock]
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var c = Color(0.2, 1.0, .7) # a color of an RGBA(51, 255, 178, 255)
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var c = Color(0.2, 1.0, .7) # Equivalent to RGBA(51, 255, 178, 255)
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[/codeblock]
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</description>
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</method>
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@ -73,9 +73,9 @@
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<argument index="3" name="a" type="float">
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</argument>
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<description>
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Constructs a color from an RGBA profile using values between 0 and 1 (float).
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Constructs a color from an RGBA profile using values between 0 and 1.
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[codeblock]
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var c = Color(0.2, 1.0, .7, .8) # a color of an RGBA(51, 255, 178, 204)
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var c = Color(0.2, 1.0, .7, .8) # Equivalent to RGBA(51, 255, 178, 204)
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[/codeblock]
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</description>
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</method>
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@ -85,7 +85,7 @@
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<argument index="0" name="over" type="Color">
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</argument>
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<description>
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Returns a new color resulting from blending this color over another color. If the color is opaque, the result would also be opaque. The other color could then take a range of values with different alpha values.
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Returns a new color resulting from blending this color over another. If the color is opaque, the result is also opaque. The second color may have a range of alpha values.
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[codeblock]
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var bg = Color(0.0, 1.0, 0.0, 0.5) # Green with alpha of 50%
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var fg = Color(1.0, 0.0, 0.0, .5) # Red with alpha of 50%
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@ -100,7 +100,7 @@
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Returns the most contrasting color.
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[codeblock]
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var c = Color(.3, .4, .9)
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var contrastedColor = c.contrasted() # a color of an RGBA(204, 229, 102, 255)
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var contrastedColor = c.contrasted() # Equivalent to RGBA(204, 229, 102, 255)
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[/codeblock]
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</description>
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</method>
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@ -131,7 +131,7 @@
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<description>
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Constructs a color from an HSV profile. [code]h[/code], [code]s[/code], and [code]v[/code] are values between 0 and 1.
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[codeblock]
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var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # equivalent to HSV(210, 50, 79, 0.8) or Color8(100, 151, 201, 0.8)
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var c = Color.from_hsv(0.58, 0.5, 0.79, 0.8) # Equivalent to HSV(210, 50, 79, 0.8) or Color8(100, 151, 201, 0.8)
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[/codeblock]
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</description>
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</method>
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@ -139,8 +139,8 @@
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<return type="float">
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</return>
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<description>
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Returns the color's grayscale.
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The gray is calculated by (r + g + b) / 3.
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Returns the color's grayscale representation.
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The gray is calculated by [code](r + g + b) / 3[/code].
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[codeblock]
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var c = Color(0.2, 0.45, 0.82)
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var gray = c.gray() # a value of 0.466667
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@ -151,7 +151,7 @@
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<return type="Color">
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</return>
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<description>
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Returns the inverted color (1-r, 1-g, 1-b, 1-a).
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Returns the inverted color [code](1 - r, 1 - g, 1 - b, 1 - a)[/code].
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[codeblock]
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var c = Color(.3, .4, .9)
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var invertedColor = c.inverted() # a color of an RGBA(178, 153, 26, 255)
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@ -179,7 +179,7 @@
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<argument index="1" name="t" type="float">
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</argument>
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<description>
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Returns the color of the linear interpolation with another color. The value t is between 0 and 1 (float).
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Returns the linear interpolation with another color. The value t is between 0 and 1.
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[codeblock]
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var c1 = Color(1.0, 0.0, 0.0)
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var c2 = Color(0.0, 1.0, 0.0)
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@ -238,7 +238,7 @@
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</argument>
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<description>
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Returns the color's HTML hexadecimal color string in ARGB format (ex: [code]ff34f822[/code]).
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Optionally flag 'false' to not include alpha in hexadecimal string.
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Setting [code]with_alpha[/code] to [code]false[/code] excludes alpha from the hexadecimal string.
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[codeblock]
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var c = Color(1, 1, 1, .5)
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var s1 = c.to_html() # Results "7fffffff"
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@ -250,7 +250,7 @@
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<return type="int">
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</return>
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<description>
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Returns the color's 32-bit integer in RGBA format (each byte represents a component of the RGBA profile). RGBA is the format that Godot uses by default.
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Returns the color's 32-bit integer in RGBA format (each byte represents a component of the RGBA profile). RGBA is Godot's default format.
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[codeblock]
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var c = Color(1, .5, .2)
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print(c.to_rgba32()) # Prints 4286526463
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<return type="int">
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</return>
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<description>
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Returns the color's 64-bit integer in RGBA format (each word represents a component of the RGBA profile). RGBA is the format that Godot uses by default.
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Returns the color's 64-bit integer in RGBA format (each word represents a component of the RGBA profile). RGBA is Godot's default format.
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[codeblock]
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var c = Color(1, .5, .2)
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print(c.to_rgba64()) # Prints -140736629309441
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</methods>
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<members>
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<member name="a" type="float" setter="" getter="">
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Alpha (0 to 1)
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Alpha value (range 0 to 1).
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</member>
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<member name="a8" type="int" setter="" getter="">
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Alpha (0 to 255)
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Alpha value (range 0 to 255).
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</member>
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<member name="b" type="float" setter="" getter="">
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Blue (0 to 1)
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Blue value (range 0 to 1).
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</member>
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<member name="b8" type="int" setter="" getter="">
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Blue (0 to 255)
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Blue value (range 0 to 255).
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</member>
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<member name="g" type="float" setter="" getter="">
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Green (0 to 1)
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Green value (range 0 to 1).
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</member>
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<member name="g8" type="int" setter="" getter="">
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Green (0 to 255)
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Green value (range 0 to 255).
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</member>
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<member name="h" type="float" setter="" getter="">
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Hue (0 to 1)
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HSV hue value (range 0 to 1).
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</member>
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<member name="r" type="float" setter="" getter="">
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Red (0 to 1)
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Red value (range 0 to 1).
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</member>
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<member name="r8" type="int" setter="" getter="">
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Red (0 to 255)
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Red value (range 0 to 255).
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</member>
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<member name="s" type="float" setter="" getter="">
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Saturation (0 to 1)
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HSV saturation value (range 0 to 1).
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</member>
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<member name="v" type="float" setter="" getter="">
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Value (0 to 1)
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HSV value (range 0 to 1).
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</member>
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</members>
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<constants>
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<argument index="0" name="impulse" type="Vector3">
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</argument>
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<description>
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Applies a single directional impulse without affecting rotation.
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This is equivalent to ``apply_impulse(Vector3(0,0,0), impulse)``.
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Applies a directional impulse without affecting rotation.
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This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code].
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</description>
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</method>
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<method name="apply_impulse">
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<argument index="1" name="impulse" type="Vector3">
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</argument>
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<description>
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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 position are in global coordinates, and the position is relative to the object's origin.
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Applies 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 position are in global coordinates, and the position is relative to the object's origin.
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</description>
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</method>
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<method name="apply_torque_impulse">
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<argument index="0" name="impulse" type="Vector3">
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</argument>
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<description>
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Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the passed in vector.
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Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the passed in vector.
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</description>
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</method>
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<method name="get_colliding_bodies" qualifiers="const">
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<argument index="0" name="axis_velocity" type="Vector3">
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</argument>
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<description>
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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.
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Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
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</description>
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</method>
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</methods>
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RigidBody's rotational velocity.
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</member>
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<member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock">
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Lock the body's rotation in the x-axis.
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</member>
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<member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock">
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Lock the body's rotation in the y-axis.
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</member>
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<member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock">
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Lock the body's rotation in the z-axis.
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</member>
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<member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock">
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Lock the body's movement in the x-axis.
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</member>
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<member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock">
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Lock the body's movement in the x-axis.
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</member>
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<member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock">
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Lock the body's movement in the x-axis.
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</member>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
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RigidBody's bounciness.
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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.
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</member>
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<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled">
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If true, the RigidBody will emit signals when it collides with another RigidBody.
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If [code]true[/code] the RigidBody will emit signals when it collides with another RigidBody.
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</member>
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<member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported">
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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.
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If [code]true[/code] internal force integration will be disabled (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.
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction">
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The body friction, from 0 (frictionless) to 1 (max friction).
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The body's friction, from 0 (frictionless) to 1 (max friction).
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</member>
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<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale">
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This is multiplied by the global 3D gravity setting found in "Project > Project Settings > Physics > 3d" to produce RigidBody's gravity. E.g. a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
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</member>
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<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp">
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RigidBody's linear damp. Default value: -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.
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The body's linear damp. Default value: -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.
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</member>
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<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity">
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RigidBody's linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
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The body's linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
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</member>
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<member name="mass" type="float" setter="set_mass" getter="get_mass">
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RigidBody's mass.
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The body's mass.
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</member>
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<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody.Mode">
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The body mode from the MODE_* enum. Modes include: MODE_STATIC, MODE_KINEMATIC, MODE_RIGID, and MODE_CHARACTER.
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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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</member>
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<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping">
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If [code]true[/code] RigidBody is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method.
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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.
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</member>
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<member name="weight" type="float" setter="set_weight" getter="get_weight">
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RigidBody's weight based on its mass and the global 3D gravity. Global values are set in "Project > Project Settings > Physics > 3d".
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The body's weight based on its mass and the global 3D gravity. Global values are set in "Project > Project Settings > Physics > 3d".
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</member>
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</members>
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<signals>
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</signals>
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<constants>
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<constant name="MODE_RIGID" value="0" enum="Mode">
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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.
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Rigid body mode. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
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</constant>
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<constant name="MODE_STATIC" value="1" enum="Mode">
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Static mode. The body behaves like a [StaticBody], and can only move by user code.
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</constant>
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<constant name="MODE_CHARACTER" value="2" enum="Mode">
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Character body. This behaves like a rigid body, but can not rotate.
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Character body mode. This behaves like a rigid body, but can not rotate.
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</constant>
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<constant name="MODE_KINEMATIC" value="3" enum="Mode">
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Kinematic body. The body behaves like a [KinematicBody], and can only move by user code.
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Kinematic body mode. The body behaves like a [KinematicBody], and can only move by user code.
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</constant>
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</constants>
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</class>
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<argument index="0" name="force" type="Vector2">
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</argument>
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<description>
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Adds a constant directional force without affecting rotation.
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</description>
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</method>
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<method name="add_force">
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<argument index="0" name="torque" type="float">
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</argument>
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<description>
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Adds a constant rotational force.
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</description>
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</method>
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<method name="apply_central_impulse">
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<argument index="0" name="impulse" type="Vector2">
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</argument>
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<description>
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Applies a directional impulse without affecting rotation.
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</description>
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</method>
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<method name="apply_impulse">
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<argument index="0" name="torque" type="float">
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</argument>
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<description>
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Applies a rotational impulse to the body.
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</description>
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</method>
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<method name="get_colliding_bodies" qualifiers="const">
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