From 35cb75220de897face4d133cd9a9c5c1ac80d8a4 Mon Sep 17 00:00:00 2001 From: P-GLEZ <4cpablogp@gmail.com> Date: Wed, 1 Jun 2016 11:56:14 +0200 Subject: [PATCH] StaticBody documentation Documented StaticBody. Also corrected an error in StaticBody2D documentation --- doc/base/classes.xml | 18 ++++++++++++++---- 1 file changed, 14 insertions(+), 4 deletions(-) diff --git a/doc/base/classes.xml b/doc/base/classes.xml index b4faf5e3eef6..c531482950ea 100644 --- a/doc/base/classes.xml +++ b/doc/base/classes.xml @@ -35675,58 +35675,68 @@ This method controls whether the position between two cached points is interpola - PhysicsBody for static collision objects. + Static body for 3D Physics. - StaticBody implements a static collision [Node], by utilizing a rigid body in the [PhysicsServer]. Static bodies are used for static collision. For more information on physics body nodes, see [PhysicsBody]. + Static body for 3D Physics. A static body is a simple body that is not intended to move. They don't consume any CPU resources in contrast to a [RigidBody3D] so they are great for scenario collision. + A static body can also be animated by using simulated motion mode. This is useful for implementing functionalities such as moving platforms. When this mode is active the body can be animated and automatically computes linear and angular velocity to apply in that frame and to influence other bodies. + Alternatively, a constant linear or angular velocity can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels). + Set a constant linear velocity for the body. This does not move the body, but affects other bodies touching it, as if it was moving. + Set a constant angular velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating. + Return the constant linear velocity for the body. + Return the constant angular velocity for the body. + Set the body friction, from 0 (frictionless) to 1 (full friction). + Return the body friction. + Set the body bounciness, from 0 (not bouncy) to 1 (bouncy). + Return the body bounciness. @@ -35754,14 +35764,14 @@ This method controls whether the position between two cached points is interpola - Set a constant angular velocity for the body. + Set a constant angular velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating. - Return the constant linear velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating. + Return the constant linear velocity for the body.