classref: Sync with current upstream master branch

This commit is contained in:
Rémi Verschelde
2017-09-23 11:01:36 +02:00
parent 5e952ae7d5
commit 0cc4b36524
467 changed files with 5484 additions and 2561 deletions

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@@ -1,5 +1,6 @@
.. Generated automatically by doc/tools/makerst.py in Godot's source tree.
.. DO NOT EDIT THIS FILE, but the doc/base/classes.xml source instead.
.. DO NOT EDIT THIS FILE, but the RigidBody.xml source instead.
.. The source is found in doc/classes or modules/<name>/doc_classes.
.. _class_RigidBody:
@@ -13,7 +14,7 @@ RigidBody
Brief Description
-----------------
Rigid body node.
Physics Body whose position is determined through physics simulation in 3D space.
Member Functions
----------------
@@ -21,7 +22,7 @@ Member Functions
+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`_integrate_forces<class_RigidBody__integrate_forces>` **(** :ref:`PhysicsDirectBodyState<class_physicsdirectbodystate>` state **)** virtual |
+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`apply_impulse<class_RigidBody_apply_impulse>` **(** :ref:`Vector3<class_vector3>` pos, :ref:`Vector3<class_vector3>` impulse **)** |
| void | :ref:`apply_impulse<class_RigidBody_apply_impulse>` **(** :ref:`Vector3<class_vector3>` position, :ref:`Vector3<class_vector3>` impulse **)** |
+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_angular_damp<class_RigidBody_get_angular_damp>` **(** **)** const |
+--------------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------+
@@ -122,23 +123,24 @@ Emitted when the body changes its sleeping state. Either by sleeping or waking u
Member Variables
----------------
- :ref:`float<class_float>` **angular_damp**
- :ref:`Vector3<class_vector3>` **angular_velocity**
- :ref:`int<class_int>` **axis_lock**
- :ref:`float<class_float>` **bounce**
- :ref:`bool<class_bool>` **can_sleep**
- :ref:`bool<class_bool>` **contact_monitor**
- :ref:`int<class_int>` **contacts_reported**
- :ref:`bool<class_bool>` **continuous_cd**
- :ref:`bool<class_bool>` **custom_integrator**
- :ref:`float<class_float>` **friction**
- :ref:`float<class_float>` **gravity_scale**
- :ref:`float<class_float>` **linear_damp**
- :ref:`Vector3<class_vector3>` **linear_velocity**
- :ref:`float<class_float>` **mass**
- :ref:`int<class_int>` **mode**
- :ref:`bool<class_bool>` **sleeping**
- :ref:`float<class_float>` **weight**
- :ref:`float<class_float>` **angular_damp** - Damps RigidBody's rotational forces.
- :ref:`Vector3<class_vector3>` **angular_velocity** - RigidBody's rotational velocity.
- :ref:`int<class_int>` **axis_lock** - Locks the rotational forces to a particular axis, preventing rotations on other axes.
- :ref:`float<class_float>` **bounce** - RigidBody's bounciness.
- :ref:`bool<class_bool>` **can_sleep** - 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.
- :ref:`bool<class_bool>` **contact_monitor** - If true, the RigidBody will emit signals when it collides with another RigidBody.
- :ref:`int<class_int>` **contacts_reported** - 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.
- :ref:`bool<class_bool>` **continuous_cd** - If [code]true[/code] continuous collision detection is used.
Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses less impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.
- :ref:`bool<class_bool>` **custom_integrator** - 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.
- :ref:`float<class_float>` **friction** - The body friction, from 0 (frictionless) to 1 (max friction).
- :ref:`float<class_float>` **gravity_scale** - 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.
- :ref:`float<class_float>` **linear_damp** - 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.
- :ref:`Vector3<class_vector3>` **linear_velocity** - 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.
- :ref:`float<class_float>` **mass** - RigidBody's mass.
- :ref:`int<class_int>` **mode** - The body mode from the MODE_* enum. Modes include: MODE_STATIC, MODE_KINEMATIC, MODE_RIGID, and MODE_CHARACTER.
- :ref:`bool<class_bool>` **sleeping** - 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.
- :ref:`float<class_float>` **weight** - RigidBody's weight based on its mass and the global 3D gravity. Global values are set in "Project > Project Settings > Physics > 3d".
Numeric Constants
-----------------
@@ -147,11 +149,23 @@ Numeric Constants
- **MODE_KINEMATIC** = **3** --- Kinematic body. The body behaves like a :ref:`KinematicBody<class_kinematicbody>`, and can only move by user code.
- **MODE_RIGID** = **0** --- 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.
- **MODE_CHARACTER** = **2** --- Character body. This behaves like a rigid body, but can not rotate.
- **AXIS_LOCK_DISABLED** = **0**
- **AXIS_LOCK_X** = **1**
- **AXIS_LOCK_Y** = **2**
- **AXIS_LOCK_Z** = **3**
Description
-----------
Rigid body node. This node is used for placing rigid bodies in the scene. It can contain a number of shapes, and also shift mode between regular Rigid body, Kinematic, Character or Static.
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.
Member Function Description
---------------------------
@@ -164,7 +178,7 @@ Called during physics processing, allowing you to read and safely modify the sim
.. _class_RigidBody_apply_impulse:
- void **apply_impulse** **(** :ref:`Vector3<class_vector3>` pos, :ref:`Vector3<class_vector3>` impulse **)**
- void **apply_impulse** **(** :ref:`Vector3<class_vector3>` position, :ref:`Vector3<class_vector3>` impulse **)**
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 offset from the body origin are in global coordinates.