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doc: Mark PhysicsBody bounce/friction as deprecated

This commit is contained in:
Rémi Verschelde
2019-06-30 13:07:32 +02:00
parent 850a54a2a5
commit 1fbca7ed88
5 changed files with 12 additions and 4 deletions

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@@ -14,7 +14,7 @@
<member name="absorbent" type="bool" setter="set_absorbent" getter="is_absorbent" default="false"> <member name="absorbent" type="bool" setter="set_absorbent" getter="is_absorbent" default="false">
</member> </member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0"> <member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0">
The body's bounciness. The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
</member> </member>
<member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0"> <member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0">
The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).

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@@ -126,7 +126,8 @@
Lock the body's movement in the Z axis. Lock the body's movement in the Z axis.
</member> </member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> <member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
RigidBody's bounciness. The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
</member> </member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
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. 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.
@@ -146,6 +147,7 @@
</member> </member>
<member name="friction" type="float" setter="set_friction" getter="get_friction"> <member name="friction" type="float" setter="set_friction" getter="get_friction">
The body's friction, from 0 (frictionless) to 1 (max friction). The body's friction, from 0 (frictionless) to 1 (max friction).
Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
</member> </member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
This is multiplied by the global 3D gravity setting found in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] to produce RigidBody's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object. This is multiplied by the global 3D gravity setting found in [b]Project &gt; Project Settings &gt; Physics &gt; 3d[/b] to produce RigidBody's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.

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@@ -127,7 +127,8 @@
The body's total applied torque. The body's total applied torque.
</member> </member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> <member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
The body's bounciness. The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
</member> </member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
If [code]true[/code], the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force]. If [code]true[/code], the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force].
@@ -147,6 +148,7 @@
</member> </member>
<member name="friction" type="float" setter="set_friction" getter="get_friction"> <member name="friction" type="float" setter="set_friction" getter="get_friction">
The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction). The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).
Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
</member> </member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] and/or any additional gravity vector applied by [Area2D]s. Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b] and/or any additional gravity vector applied by [Area2D]s.

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@@ -14,7 +14,8 @@
</methods> </methods>
<members> <members>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> <member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
The body's bounciness. The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
</member> </member>
<member name="constant_angular_velocity" type="Vector3" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="Vector3( 0, 0, 0 )"> <member name="constant_angular_velocity" type="Vector3" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="Vector3( 0, 0, 0 )">
The body's constant angular velocity. This does not rotate the body, but affects other bodies that touch it, as if it was in a state of rotation. The body's constant angular velocity. This does not rotate the body, but affects other bodies that touch it, as if it was in a state of rotation.
@@ -24,6 +25,7 @@
</member> </member>
<member name="friction" type="float" setter="set_friction" getter="get_friction"> <member name="friction" type="float" setter="set_friction" getter="get_friction">
The body's friction, from 0 (frictionless) to 1 (full friction). The body's friction, from 0 (frictionless) to 1 (full friction).
Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
</member> </member>
<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override" default="null"> <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override" default="null">
</member> </member>

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@@ -14,6 +14,7 @@
<members> <members>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce"> <member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
</member> </member>
<member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="0.0"> <member name="constant_angular_velocity" type="float" setter="set_constant_angular_velocity" getter="get_constant_angular_velocity" default="0.0">
The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating. The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating.
@@ -23,6 +24,7 @@
</member> </member>
<member name="friction" type="float" setter="set_friction" getter="get_friction"> <member name="friction" type="float" setter="set_friction" getter="get_friction">
The body's friction. Values range from [code]0[/code] (no friction) to [code]1[/code] (full friction). The body's friction. Values range from [code]0[/code] (no friction) to [code]1[/code] (full friction).
Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
</member> </member>
<member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override" default="null"> <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override" default="null">
</member> </member>