engine/i18n with catalogs, plural forms and module catalogs; tools/i18n extract and check; the editor UI, menus, panels and notices in Russian with the author's terms; overflow test and tooltip wrapping; the English log.
190 lines
5.3 KiB
JSON
190 lines
5.3 KiB
JSON
{
|
|
"ok": true,
|
|
"value": {
|
|
"name": "physics.Body2D",
|
|
"kind": "component",
|
|
"display": "Rigid Body 2D",
|
|
"category": "Physics",
|
|
"owner": "physics",
|
|
"doc": "Simulates the node as a rigid body. Colliders on the node and its children form its shape.",
|
|
"fields": [
|
|
{
|
|
"name": "type",
|
|
"kind": "enum",
|
|
"enum": [
|
|
"static",
|
|
"kinematic",
|
|
"dynamic"
|
|
],
|
|
"default": "dynamic",
|
|
"saved": true,
|
|
"doc": "static never moves, kinematic moves by velocity, dynamic reacts to forces and contacts."
|
|
},
|
|
{
|
|
"name": "massMode",
|
|
"kind": "enum",
|
|
"enum": [
|
|
"auto",
|
|
"override"
|
|
],
|
|
"default": "auto",
|
|
"saved": true,
|
|
"doc": "auto takes the mass from collider density, override uses Mass."
|
|
},
|
|
{
|
|
"name": "gravityScale",
|
|
"kind": "float32",
|
|
"default": "1",
|
|
"saved": true,
|
|
"doc": "Multiplier of the project gravity for this body; 0 makes it float."
|
|
},
|
|
{
|
|
"name": "linearDamping",
|
|
"kind": "float32",
|
|
"min": 0,
|
|
"default": "0",
|
|
"saved": true,
|
|
"doc": "Slows the movement every step, like air resistance; 0 keeps the speed."
|
|
},
|
|
{
|
|
"name": "angularDamping",
|
|
"kind": "float32",
|
|
"min": 0,
|
|
"default": "0",
|
|
"saved": true,
|
|
"doc": "Slows the rotation every step; 0 keeps spinning."
|
|
},
|
|
{
|
|
"name": "fixedRotation",
|
|
"kind": "bool",
|
|
"default": "false",
|
|
"saved": true,
|
|
"doc": "Keeps the body upright: contacts and torque never rotate it."
|
|
},
|
|
{
|
|
"name": "bullet",
|
|
"kind": "bool",
|
|
"default": "false",
|
|
"saved": true,
|
|
"doc": "Continuous collision against other dynamic bodies, so a fast body cannot pass through them. Costs more."
|
|
},
|
|
{
|
|
"name": "allowSleep",
|
|
"kind": "bool",
|
|
"default": "true",
|
|
"saved": true,
|
|
"doc": "Lets the body sleep after it comes to rest, which saves time; contacts and scripts wake it."
|
|
},
|
|
{
|
|
"name": "interpolate",
|
|
"kind": "bool",
|
|
"default": "false",
|
|
"saved": true,
|
|
"doc": "Draws the body between physics steps for smooth motion; scripts still see the exact pose."
|
|
},
|
|
{
|
|
"name": "layer",
|
|
"kind": "int32",
|
|
"min": 0,
|
|
"max": 31,
|
|
"default": "0",
|
|
"saved": true,
|
|
"doc": "Collision layer, see Project Settings → Physics."
|
|
},
|
|
{
|
|
"name": "mask",
|
|
"kind": "int64",
|
|
"default": "-1",
|
|
"saved": true,
|
|
"doc": "Layers this body collides with."
|
|
},
|
|
{
|
|
"name": "velocity",
|
|
"kind": "vec2",
|
|
"default": "[0, 0]",
|
|
"readOnly": true,
|
|
"saved": false,
|
|
"doc": "Velocity in units per second."
|
|
},
|
|
{
|
|
"name": "angularVelocity",
|
|
"kind": "float32",
|
|
"default": "0",
|
|
"readOnly": true,
|
|
"saved": false,
|
|
"doc": "Rotation speed in radians per second."
|
|
},
|
|
{
|
|
"name": "awake",
|
|
"kind": "bool",
|
|
"default": "false",
|
|
"readOnly": true,
|
|
"saved": false,
|
|
"doc": "Whether the body is simulated this step or sleeping."
|
|
}
|
|
],
|
|
"methods": [
|
|
{
|
|
"name": "ApplyForce",
|
|
"sig": "(force Vec2)",
|
|
"doc": "ApplyForce pushes the body's center of mass during the next physics step. Call it from FixedUpdate."
|
|
},
|
|
{
|
|
"name": "ApplyForceAt",
|
|
"sig": "(force Vec2, point Vec2)",
|
|
"doc": "ApplyForceAt pushes the body at a world point, which also spins it."
|
|
},
|
|
{
|
|
"name": "ApplyImpulse",
|
|
"sig": "(impulse Vec2)",
|
|
"doc": "ApplyImpulse changes the velocity at once, scaled by mass."
|
|
},
|
|
{
|
|
"name": "ApplyImpulseAt",
|
|
"sig": "(impulse Vec2, point Vec2)",
|
|
"doc": "ApplyImpulseAt applies an impulse at a world point."
|
|
},
|
|
{
|
|
"name": "ApplyTorque",
|
|
"sig": "(torque float)",
|
|
"doc": "ApplyTorque spins the body during the next physics step."
|
|
},
|
|
{
|
|
"name": "Mass",
|
|
"sig": "() float",
|
|
"doc": "Mass returns the mass computed from the colliders or the override."
|
|
},
|
|
{
|
|
"name": "MoveTo",
|
|
"sig": "(position Vec2, angle float)",
|
|
"doc": "MoveTo drives a kinematic body to the pose by the end of the next physics step, pushing dynamic bodies on the way. Call it from FixedUpdate."
|
|
},
|
|
{
|
|
"name": "SetAngularVelocity",
|
|
"sig": "(velocity float)",
|
|
"doc": "SetAngularVelocity sets the spin in radians per second."
|
|
},
|
|
{
|
|
"name": "SetVelocity",
|
|
"sig": "(velocity Vec2)",
|
|
"doc": "SetVelocity sets the linear velocity in units per second."
|
|
},
|
|
{
|
|
"name": "Sleep",
|
|
"sig": "()",
|
|
"doc": "Sleep stops the body until something touches it."
|
|
},
|
|
{
|
|
"name": "Teleport",
|
|
"sig": "(position Vec2, angle float)",
|
|
"doc": "Teleport moves the body to a world pose without sweeping, keeping its velocity."
|
|
},
|
|
{
|
|
"name": "WakeUp",
|
|
"sig": "()",
|
|
"doc": "WakeUp makes a sleeping body simulate again."
|
|
}
|
|
]
|
|
}
|
|
}
|