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| author | Michael Alexsander Silva Dias | 2018-02-16 01:18:38 -0200 |
|---|---|---|
| committer | Hein-Pieter van Braam | 2018-02-19 22:28:47 +0100 |
| commit | 237cf72f89251a385e7ee3805c55ffb4702adeed (patch) | |
| tree | f50d96ffc3a5d9a6838411de677e8e923e979c40 | |
| parent | 5c2b2ca95bdb144a034d6c69896b37c6e1ce6375 (diff) | |
| download | godot-237cf72f89251a385e7ee3805c55ffb4702adeed.tar.gz godot-237cf72f89251a385e7ee3805c55ffb4702adeed.tar.zst godot-237cf72f89251a385e7ee3805c55ffb4702adeed.zip | |
Made modifications to the RigidBody(2D) descriptions.
(cherry picked from commit 50e6b3c0050c3f73efa2070291ee1720d7750c7f)
| -rw-r--r-- | doc/classes/RigidBody.xml | 7 | ||||
| -rw-r--r-- | doc/classes/RigidBody2D.xml | 6 |
2 files changed, 4 insertions, 9 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index ad5da50dd..31254dd0a 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -5,10 +5,9 @@ </brief_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 node can use custom force integration, for writing complex physics motion behavior per node. - This node can shift state between regular Rigid body, Kinematic, Character or Static. - Character mode forbids this node from being rotated. - 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. + A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic. + [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. + If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator]. </description> <tutorials> http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 67ae92c66..915a711bb 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -5,11 +5,7 @@ </brief_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. - A RigidBody2D has 4 behavior modes (see [member mode]): - - [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. + A RigidBody2D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic. [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]. </description> |
