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Use [constant]
instead of [code]
when possible
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A 2D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
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A 2D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
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</brief_description>
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</brief_description>
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<description>
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<description>
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An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set to [code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform2D].
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An animatable 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set to [constant AnimationPlayer.ANIMATION_PROCESS_PHYSICS]), and [RemoteTransform2D].
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When [AnimatableBody2D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
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When [AnimatableBody2D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
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</description>
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</description>
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<tutorials>
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<tutorials>
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A 3D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
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A 3D physics body that can't be moved by external forces. When moved manually, it affects other bodies in its path.
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</brief_description>
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</brief_description>
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<description>
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<description>
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An animatable 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set to [code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform3D].
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An animatable 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set to [constant AnimationPlayer.ANIMATION_PROCESS_PHYSICS]), and [RemoteTransform3D].
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When [AnimatableBody3D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
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When [AnimatableBody3D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
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</description>
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</description>
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<tutorials>
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<tutorials>
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A 2D polyline shape used for physics collision.
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A 2D polyline shape used for physics collision.
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</brief_description>
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</brief_description>
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<description>
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<description>
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A 2D polyline shape, intended for use in physics. Used internally in [CollisionPolygon2D] when it's in [code]BUILD_SEGMENTS[/code] mode.
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A 2D polyline shape, intended for use in physics. Used internally in [CollisionPolygon2D] when it's in [constant CollisionPolygon2D.BUILD_SEGMENTS] mode.
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Being just a collection of interconnected line segments, [ConcavePolygonShape2D] is the most freely configurable single 2D shape. It can be used to form polygons of any nature, or even shapes that don't enclose an area. However, [ConvexPolygonShape2D] is [i]hollow[/i] even if the interconnected line segments do enclose an area, which often makes it unsuitable for physics or detection.
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Being just a collection of interconnected line segments, [ConcavePolygonShape2D] is the most freely configurable single 2D shape. It can be used to form polygons of any nature, or even shapes that don't enclose an area. However, [ConvexPolygonShape2D] is [i]hollow[/i] even if the interconnected line segments do enclose an area, which often makes it unsuitable for physics or detection.
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[b]Note:[/b] When used for collision, [ConcavePolygonShape2D] is intended to work with static [CollisionShape2D] nodes like [StaticBody2D] and will likely not behave well for [CharacterBody2D]s or [RigidBody2D]s in a mode other than Static.
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[b]Note:[/b] When used for collision, [ConcavePolygonShape2D] is intended to work with static [CollisionShape2D] nodes like [StaticBody2D] and will likely not behave well for [CharacterBody2D]s or [RigidBody2D]s in a mode other than Static.
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[b]Warning:[/b] Physics bodies that are small have a chance to clip through this shape when moving fast. This happens because on one frame, the physics body may be on the "outside" of the shape, and on the next frame it may be "inside" it. [ConcavePolygonShape2D] is hollow, so it won't detect a collision.
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[b]Warning:[/b] Physics bodies that are small have a chance to clip through this shape when moving fast. This happens because on one frame, the physics body may be on the "outside" of the shape, and on the next frame it may be "inside" it. [ConcavePolygonShape2D] is hollow, so it won't detect a collision.
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[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the slowest 2D collision shape to check collisions against. Its use should generally be limited to level geometry. If the polyline is closed, [CollisionPolygon2D]'s [code]BUILD_SOLIDS[/code] mode can be used, which decomposes the polygon into convex ones; see [ConvexPolygonShape2D]'s documentation for instructions.
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[b]Performance:[/b] Due to its complexity, [ConcavePolygonShape2D] is the slowest 2D collision shape to check collisions against. Its use should generally be limited to level geometry. If the polyline is closed, [CollisionPolygon2D]'s [constant CollisionPolygon2D.BUILD_SOLIDS] mode can be used, which decomposes the polygon into convex ones; see [ConvexPolygonShape2D]'s documentation for instructions.
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</description>
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</description>
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<tutorials>
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<tutorials>
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</tutorials>
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</tutorials>
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A 2D convex polygon shape used for physics collision.
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A 2D convex polygon shape used for physics collision.
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</brief_description>
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</brief_description>
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<description>
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<description>
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A 2D convex polygon shape, intended for use in physics. Used internally in [CollisionPolygon2D] when it's in [code]BUILD_SOLIDS[/code] mode.
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A 2D convex polygon shape, intended for use in physics. Used internally in [CollisionPolygon2D] when it's in [constant CollisionPolygon2D.BUILD_SOLIDS] mode.
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[ConvexPolygonShape2D] is [i]solid[/i], which means it detects collisions from objects that are fully inside it, unlike [ConcavePolygonShape2D] which is hollow. This makes it more suitable for both detection and physics.
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[ConvexPolygonShape2D] is [i]solid[/i], which means it detects collisions from objects that are fully inside it, unlike [ConcavePolygonShape2D] which is hollow. This makes it more suitable for both detection and physics.
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[b]Convex decomposition:[/b] A concave polygon can be split up into several convex polygons. This allows dynamic physics bodies to have complex concave collisions (at a performance cost) and can be achieved by using several [ConvexPolygonShape2D] nodes or by using the [CollisionPolygon2D] node in [code]BUILD_SOLIDS[/code] mode. To generate a collision polygon from a sprite, select the [Sprite2D] node, go to the [b]Sprite2D[/b] menu that appears above the viewport, and choose [b]Create Polygon2D Sibling[/b].
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[b]Convex decomposition:[/b] A concave polygon can be split up into several convex polygons. This allows dynamic physics bodies to have complex concave collisions (at a performance cost) and can be achieved by using several [ConvexPolygonShape2D] nodes or by using the [CollisionPolygon2D] node in [constant CollisionPolygon2D.BUILD_SOLIDS] mode. To generate a collision polygon from a sprite, select the [Sprite2D] node, go to the [b]Sprite2D[/b] menu that appears above the viewport, and choose [b]Create Polygon2D Sibling[/b].
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[b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions against compared to [ConcavePolygonShape2D], but it is slower than primitive collision shapes such as [CircleShape2D] and [RectangleShape2D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by primitive shapes.
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[b]Performance:[/b] [ConvexPolygonShape2D] is faster to check collisions against compared to [ConcavePolygonShape2D], but it is slower than primitive collision shapes such as [CircleShape2D] and [RectangleShape2D]. Its use should generally be limited to medium-sized objects that cannot have their collision accurately represented by primitive shapes.
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</description>
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</description>
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<tutorials>
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<tutorials>
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A 2D physics body that can't be moved by external forces. When moved manually, it doesn't affect other bodies in its path.
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A 2D physics body that can't be moved by external forces. When moved manually, it doesn't affect other bodies in its path.
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</brief_description>
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</brief_description>
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<description>
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<description>
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A static 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set to [code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform2D].
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A static 2D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set to [constant AnimationPlayer.ANIMATION_PROCESS_PHYSICS]), and [RemoteTransform2D].
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When [StaticBody2D] is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use [AnimatableBody2D] instead.
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When [StaticBody2D] is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use [AnimatableBody2D] instead.
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[StaticBody2D] is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using [member constant_linear_velocity] and [member constant_angular_velocity]).
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[StaticBody2D] is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using [member constant_linear_velocity] and [member constant_angular_velocity]).
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</description>
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</description>
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A 3D physics body that can't be moved by external forces. When moved manually, it doesn't affect other bodies in its path.
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A 3D physics body that can't be moved by external forces. When moved manually, it doesn't affect other bodies in its path.
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</brief_description>
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</brief_description>
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<description>
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<description>
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A static 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set to [code]ANIMATION_PROCESS_PHYSICS[/code]), and [RemoteTransform3D].
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A static 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationPlayer]s (with [member AnimationPlayer.playback_process_mode] set to [constant AnimationPlayer.ANIMATION_PROCESS_PHYSICS]), and [RemoteTransform3D].
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When [StaticBody3D] is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use [AnimatableBody3D] instead.
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When [StaticBody3D] is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use [AnimatableBody3D] instead.
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[StaticBody3D] is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using [member constant_linear_velocity] and [member constant_angular_velocity]).
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[StaticBody3D] is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using [member constant_linear_velocity] and [member constant_angular_velocity]).
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</description>
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</description>
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