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146 lines
6.3 KiB
ReStructuredText
146 lines
6.3 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/3.5/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/3.5/doc/classes/StaticBody2D.xml.
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.. _class_StaticBody2D:
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StaticBody2D
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============
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**Inherits:** :ref:`PhysicsBody2D<class_PhysicsBody2D>` **<** :ref:`CollisionObject2D<class_CollisionObject2D>` **<** :ref:`Node2D<class_Node2D>` **<** :ref:`CanvasItem<class_CanvasItem>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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Static body for 2D physics.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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Static body for 2D physics. A StaticBody2D is a body that is not intended to move. It is ideal for implementing objects in the environment, such as walls or platforms.
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Additionally, a constant linear or angular velocity can be set for the static body, which will affect colliding bodies as if it were moving (for example, a conveyor belt).
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.. rst-class:: classref-reftable-group
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Properties
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----------
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.. table::
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:widths: auto
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+-----------------------------------------------+-----------------------------------------------------------------------------------------+---------------------+
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| :ref:`float<class_float>` | :ref:`bounce<class_StaticBody2D_property_bounce>` | |
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+-----------------------------------------------+-----------------------------------------------------------------------------------------+---------------------+
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| :ref:`float<class_float>` | :ref:`constant_angular_velocity<class_StaticBody2D_property_constant_angular_velocity>` | ``0.0`` |
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+-----------------------------------------------+-----------------------------------------------------------------------------------------+---------------------+
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| :ref:`Vector2<class_Vector2>` | :ref:`constant_linear_velocity<class_StaticBody2D_property_constant_linear_velocity>` | ``Vector2( 0, 0 )`` |
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+-----------------------------------------------+-----------------------------------------------------------------------------------------+---------------------+
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| :ref:`float<class_float>` | :ref:`friction<class_StaticBody2D_property_friction>` | |
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+-----------------------------------------------+-----------------------------------------------------------------------------------------+---------------------+
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| :ref:`PhysicsMaterial<class_PhysicsMaterial>` | :ref:`physics_material_override<class_StaticBody2D_property_physics_material_override>` | |
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+-----------------------------------------------+-----------------------------------------------------------------------------------------+---------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Property Descriptions
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---------------------
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.. _class_StaticBody2D_property_bounce:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **bounce**
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.. rst-class:: classref-property-setget
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- void **set_bounce** **(** :ref:`float<class_float>` value **)**
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- :ref:`float<class_float>` **get_bounce** **(** **)**
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The body's bounciness. Values range from ``0`` (no bounce) to ``1`` (full bounciness).
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Deprecated, use :ref:`PhysicsMaterial.bounce<class_PhysicsMaterial_property_bounce>` instead via :ref:`physics_material_override<class_StaticBody2D_property_physics_material_override>`.
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.. rst-class:: classref-item-separator
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----
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.. _class_StaticBody2D_property_constant_angular_velocity:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **constant_angular_velocity** = ``0.0``
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.. rst-class:: classref-property-setget
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- void **set_constant_angular_velocity** **(** :ref:`float<class_float>` value **)**
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- :ref:`float<class_float>` **get_constant_angular_velocity** **(** **)**
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The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating.
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.. rst-class:: classref-item-separator
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----
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.. _class_StaticBody2D_property_constant_linear_velocity:
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.. rst-class:: classref-property
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:ref:`Vector2<class_Vector2>` **constant_linear_velocity** = ``Vector2( 0, 0 )``
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.. rst-class:: classref-property-setget
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- void **set_constant_linear_velocity** **(** :ref:`Vector2<class_Vector2>` value **)**
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- :ref:`Vector2<class_Vector2>` **get_constant_linear_velocity** **(** **)**
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The body's constant linear velocity. This does not move the body, but affects colliding bodies, as if it were moving.
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.. rst-class:: classref-item-separator
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----
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.. _class_StaticBody2D_property_friction:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **friction**
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.. rst-class:: classref-property-setget
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- void **set_friction** **(** :ref:`float<class_float>` value **)**
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- :ref:`float<class_float>` **get_friction** **(** **)**
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The body's friction. Values range from ``0`` (no friction) to ``1`` (full friction).
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Deprecated, use :ref:`PhysicsMaterial.friction<class_PhysicsMaterial_property_friction>` instead via :ref:`physics_material_override<class_StaticBody2D_property_physics_material_override>`.
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.. rst-class:: classref-item-separator
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----
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.. _class_StaticBody2D_property_physics_material_override:
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.. rst-class:: classref-property
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:ref:`PhysicsMaterial<class_PhysicsMaterial>` **physics_material_override**
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.. rst-class:: classref-property-setget
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- void **set_physics_material_override** **(** :ref:`PhysicsMaterial<class_PhysicsMaterial>` value **)**
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- :ref:`PhysicsMaterial<class_PhysicsMaterial>` **get_physics_material_override** **(** **)**
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The physics material override for the body.
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If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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