Rename RigidBody -> RigidDynamicBody

This commit is contained in:
Aaron Franke
2022-03-27 19:05:07 -05:00
parent f2918178d7
commit ab0816a44e
38 changed files with 54 additions and 54 deletions

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@@ -1,4 +1,4 @@
extends RigidBody2D
extends RigidDynamicBody2D
func _ready():
$AnimatedSprite2D.playing = true

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@@ -30,7 +30,7 @@ animations = [{
radius = 35.2706
height = 23.3281
[node name="Mob" type="RigidBody2D" groups=["mobs"]]
[node name="Mob" type="RigidDynamicBody2D" groups=["mobs"]]
collision_mask = 0
gravity_scale = 0.0
script = ExtResource( 1 )

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@@ -8,7 +8,7 @@ bounce = 0.4
[sub_resource type="CircleShape2D" id=2]
radius = 30.0
[node name="Ball" type="RigidBody2D"]
[node name="Ball" type="RigidDynamicBody2D"]
physics_material_override = SubResource( 1 )
[node name="Sprite2D" type="Sprite2D" parent="."]

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@@ -1,11 +1,11 @@
# Physics Platformer
This demo uses [`RigidBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigidbody2d.html)
This demo uses [`RigidDynamicBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigiddynamicbody2d.html)
for the player and enemies.
These character controllers are more powerful than
[`KinematicBody2D`](https://docs.godotengine.org/en/latest/classes/class_kinematicbody2d.html),
but can be more difficult to handle, as they require
manual modification of the RigidBody velocity.
manual modification of the RigidDynamicBody velocity.
Language: GDScript
@@ -17,7 +17,7 @@ Check out this demo on the asset library: https://godotengine.org/asset-library/
The player and enemies use dynamic character
controllers for movement, made with
[`RigidBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigidbody2d.html),
[`RigidDynamicBody2D`](https://docs.godotengine.org/en/latest/classes/class_rigiddynamicbody2d.html),
which means that they can perfectly interact with physics
(there is a see-saw, and you can even ride enemies).
Because of this, all movement must be done in sync with

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@@ -11,7 +11,7 @@ extents = Vector2(8, 13.5)
[node name="Seesaw" type="Node2D"]
[node name="Plank" type="RigidBody2D" parent="."]
[node name="Plank" type="RigidDynamicBody2D" parent="."]
mass = 5.10204
[node name="Sprite2D" type="Sprite2D" parent="Plank"]

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@@ -106,7 +106,7 @@ radius = 7.0
offsets = PackedFloat32Array(0.5, 1)
colors = PackedColorArray(1, 1, 1, 0.501961, 0, 0, 0, 0)
[node name="Enemy" type="RigidBody2D"]
[node name="Enemy" type="RigidDynamicBody2D"]
mode = 2
physics_material_override = SubResource( 1 )
contacts_reported = 4

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@@ -1,5 +1,5 @@
class_name Enemy
extends RigidBody2D
extends RigidDynamicBody2D
const WALK_SPEED = 50

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@@ -6,7 +6,7 @@
[node name="MovingPlatform" type="Node2D"]
script = ExtResource( 1 )
[node name="Platform" type="RigidBody2D" parent="."]
[node name="Platform" type="RigidDynamicBody2D" parent="."]
mode = 3
[node name="Sprite2D" type="Sprite2D" parent="Platform"]

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@@ -14,4 +14,4 @@ func _physics_process(delta):
var xf = Transform2D()
xf[2]= motion * d
($Platform as RigidBody2D).transform = xf
($Platform as RigidDynamicBody2D).transform = xf

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@@ -50,7 +50,7 @@ tracks/2/keys = {
"values": [Color(1, 1, 1, 1), Color(1, 1, 1, 0)]
}
[node name="Bullet" type="RigidBody2D"]
[node name="Bullet" type="RigidDynamicBody2D"]
continuous_cd = 2
script = ExtResource( 1 )

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@@ -190,7 +190,7 @@ tracks/0/keys = {
custom_solver_bias = 0.5
length = 18.0
[node name="Player" type="RigidBody2D"]
[node name="Player" type="RigidDynamicBody2D"]
mode = 2
mass = 1.5
physics_material_override = SubResource( 1 )

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@@ -1,5 +1,5 @@
class_name Bullet
extends RigidBody2D
extends RigidDynamicBody2D
var disabled = false

View File

@@ -1,5 +1,5 @@
class_name Player
extends RigidBody2D
extends RigidDynamicBody2D
# Character Demo, written by Juan Linietsky.
#

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@@ -9,7 +9,7 @@
config_version=4
_global_script_classes=[{
"base": "RigidBody2D",
"base": "RigidDynamicBody2D",
"class": &"Bullet",
"language": &"GDScript",
"path": "res://player/bullet.gd"
@@ -19,7 +19,7 @@ _global_script_classes=[{
"language": &"GDScript",
"path": "res://coin/coin.gd"
}, {
"base": "RigidBody2D",
"base": "RigidDynamicBody2D",
"class": &"Enemy",
"language": &"GDScript",
"path": "res://enemy/enemy.gd"
@@ -29,7 +29,7 @@ _global_script_classes=[{
"language": &"GDScript",
"path": "res://platform/moving_platform.gd"
}, {
"base": "RigidBody2D",
"base": "RigidDynamicBody2D",
"class": &"Player",
"language": &"GDScript",
"path": "res://player/player.gd"
@@ -45,10 +45,10 @@ _global_script_class_icons={
[application]
config/name="Physics-Based Platformer 2D"
config/description="This demo uses RigidBody2D for the player and enemies. These
config/description="This demo uses RigidDynamicBody2D for the player and enemies. These
character controllers are more powerful than CharacterBody2D,
but can be more difficult to handle, as they require
manual modification of the RigidBody3D velocity."
manual modification of the RigidDynamicBody3D velocity."
run/main_scene="res://Stage.tscn"
config/icon="res://icon.png"

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@@ -61,7 +61,7 @@ func _ready():
var enabled = _body_type == E_BodyType.CHARACTER_BODY_RAY
options.add_menu_item(OPTION_OBJECT_TYPE_CHARACTER_RAY, true, enabled, true)
_rigid_body_template = find_node("RigidBody2D")
_rigid_body_template = find_node("RigidDynamicBody2D")
if _rigid_body_template:
_body_parent = _rigid_body_template.get_parent()
_body_parent.remove_child(_rigid_body_template)

View File

@@ -74,7 +74,7 @@ shape = SubResource( "RectangleShape2D_scs3g" )
position = Vector2(0, -2)
shape = SubResource( "SeparationRayShape2D_vby12" )
[node name="RigidBody2D" type="RigidDynamicBody2D" parent="ViewportContainer/Viewport"]
[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="ViewportContainer/Viewport"]
position = Vector2(30, 40)
collision_mask = 2147483649
physics_material_override = SubResource( "1" )
@@ -83,7 +83,7 @@ contact_monitor = true
lock_rotation = true
script = ExtResource( "2" )
[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/RigidBody2D"]
[node name="CollisionShape2D" type="CollisionShape2D" parent="ViewportContainer/Viewport/RigidDynamicBody2D"]
shape = SubResource( "2" )
[node name="RigidBodyRay2D" type="RigidDynamicBody2D" parent="ViewportContainer/Viewport"]

View File

@@ -123,7 +123,7 @@ shape = SubResource( "CircleShape2D_llvur" )
position = Vector2(0, -16)
shape = SubResource( "RayShape2D_3lv1w" )
[node name="RigidBody2D" type="RigidDynamicBody2D" parent="."]
[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="."]
position = Vector2(100, 450)
collision_mask = 2147483649
physics_material_override = SubResource( "1" )
@@ -132,7 +132,7 @@ contact_monitor = true
lock_rotation = true
script = ExtResource( "6" )
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidDynamicBody2D"]
shape = SubResource( "2" )
[node name="RigidBodyRay2D" type="RigidDynamicBody2D" parent="."]

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@@ -87,7 +87,7 @@ shape = SubResource( "RayShape2D_206f5" )
position = Vector2(12, 8)
shape = SubResource( "RayShape2D_206f5" )
[node name="RigidBody2D" type="RigidDynamicBody2D" parent="."]
[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="."]
position = Vector2(250, 460)
collision_mask = 2147483649
physics_material_override = SubResource( "1" )
@@ -96,7 +96,7 @@ contact_monitor = true
lock_rotation = true
script = ExtResource( "6" )
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidDynamicBody2D"]
shape = SubResource( "2" )
[node name="RigidBodyRay2D" type="RigidDynamicBody2D" parent="."]

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@@ -91,7 +91,7 @@ func _ready():
_target_area.connect(&"body_entered", Callable(self, "_on_target_entered"))
$Timer.connect(&"timeout", Callable(self, "_on_timeout"))
_rigid_body_template = $RigidBody2D
_rigid_body_template = $RigidDynamicBody2D
remove_child(_rigid_body_template)
_character_body_template = $CharacterBody2D
@@ -190,7 +190,7 @@ func _update_rigidbody_angle(value, reset = true):
_body_angle = value
if is_inside_tree():
if Engine.is_editor_hint():
$RigidBody2D.rotation = deg2rad(value)
$RigidDynamicBody2D.rotation = deg2rad(value)
$CharacterBody2D.rotation = deg2rad(value)
else:
if _moving_body:

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@@ -205,19 +205,19 @@ position = Vector2(512, 300)
shape = SubResource( "2" )
one_way_collision = true
[node name="RigidBody2D" type="RigidDynamicBody2D" parent="."]
[node name="RigidDynamicBody2D" type="RigidDynamicBody2D" parent="."]
position = Vector2(300, 300)
collision_mask = 2147483649
gravity_scale = 0.0
contacts_reported = 1
contact_monitor = true
[node name="Sprite" type="Sprite2D" parent="RigidBody2D"]
[node name="Sprite" type="Sprite2D" parent="RigidDynamicBody2D"]
self_modulate = Color(1, 1, 1, 0.501961)
scale = Vector2(0.5, 0.5)
texture = ExtResource( "2" )
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
[node name="CollisionShape2D" type="CollisionShape2D" parent="RigidDynamicBody2D"]
shape = SubResource( "3" )
[node name="CharacterBody2D" type="CharacterBody2D" parent="."]

View File

@@ -14,7 +14,7 @@ _global_script_classes=[{
"language": &"GDScript",
"path": "res://src/Actors/Actor.gd"
}, {
"base": "RigidBody2D",
"base": "RigidDynamicBody2D",
"class": &"Bullet",
"language": &"GDScript",
"path": "res://src/Objects/Bullet.gd"

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@@ -1,5 +1,5 @@
class_name Bullet
extends RigidBody2D
extends RigidDynamicBody2D
@onready var animation_player = $AnimationPlayer

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@@ -55,7 +55,7 @@ tracks/2/keys = {
"values": [Color(1, 1, 1, 1), Color(1, 1, 1, 0)]
}
[node name="Bullet" type="RigidBody2D"]
[node name="Bullet" type="RigidDynamicBody2D"]
material = SubResource( 1 )
collision_layer = 0
collision_mask = 26

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@@ -1,4 +1,4 @@
extends RigidBody3D
extends RigidDynamicBody3D
const DESPAWN_TIME = 5

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@@ -18,7 +18,7 @@ emission_on_uv2 = false
[sub_resource type="SphereShape3D" id=4]
radius = 0.4
[node name="SimpleBullet" type="RigidBody3D"]
[node name="SimpleBullet" type="RigidDynamicBody3D"]
mass = 2.0
physics_material_override = SubResource( 1 )
gravity_scale = 3.0

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@@ -1,4 +1,4 @@
extends RigidBody3D
extends RigidDynamicBody3D
const ACCEL = 5.0
const DEACCEL = 20.0

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@@ -484,7 +484,7 @@ material = SubResource( 15 )
max_value = 3.0
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.0349232, 2.1123), 0.0, 0.0, 0, 0, Vector2(0.151192, 0.823242), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]
[node name="Enemy" type="RigidBody3D"]
[node name="Enemy" type="RigidDynamicBody3D"]
mode = 2
physics_material_override = SubResource( 1 )
custom_integrator = true

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@@ -1,4 +1,4 @@
extends RigidBody3D
extends RigidDynamicBody3D
#warning-ignore:unused_class_variable
var enabled = true

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@@ -82,7 +82,7 @@ colors = PackedColorArray(1, 1, 1, 1, 1, 1, 1, 0)
[sub_resource type="SphereShape3D" id=6]
radius = 0.27
[node name="Bullet" type="RigidBody3D"]
[node name="Bullet" type="RigidDynamicBody3D"]
mass = 0.4
script = ExtResource( 1 )
__meta__ = {

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@@ -15,7 +15,7 @@ func _ready():
# Find collision exceptions for ray.
var node = self
while node:
if node is RigidBody3D:
if node is RigidDynamicBody3D:
collision_exception.append(node.get_rid())
break
else:

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@@ -15,7 +15,7 @@ roughness = 0.75
material = SubResource( 3 )
size = Vector3(1, 1, 1)
[node name="cube_rigidbody" type="RigidBody3D"]
[node name="cube_rigidbody" type="RigidDynamicBody3D"]
[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
shape = SubResource( 1 )

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@@ -1,4 +1,4 @@
extends RigidBody3D
extends RigidDynamicBody3D
@onready var raycast = $RayCast3D
@onready var camera = $Target/Camera3D

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@@ -12,7 +12,7 @@ mid_height = 0.7
radius = 0.5
height = 0.7
[node name="RigidBody3D" type="RigidBody3D"]
[node name="RigidDynamicBody3D" type="RigidDynamicBody3D"]
can_sleep = false
axis_lock_angular_x = true
axis_lock_angular_y = true

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@@ -10,7 +10,7 @@ config_version=4
[application]
config/name="RigidBody3D Character 3D"
config/name="RigidDynamicBody3D Character 3D"
config/description="Rigidbody character demo for 3D using a capsule for the character.
"
run/main_scene="res://level.tscn"

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@@ -11,7 +11,7 @@ func _ready():
# Find collision exceptions for ray.
var node = self
while(node):
if (node is RigidBody3D):
if (node is RigidDynamicBody3D):
collision_exception.append(node.get_rid())
break
else:

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@@ -347,7 +347,7 @@ shape = SubResource( 6 )
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
_import_path = NodePath("AnimationPlayer")
[node name="ChainB1" type="RigidBody3D" parent="."]
[node name="ChainB1" type="RigidDynamicBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.846248, -0.53279, 0, 0.53279, 0.846248, 0, 1.12554, -1.54623)
[node name="Chain1" type="MeshInstance3D" parent="ChainB1"]
@@ -361,7 +361,7 @@ surface_material_override/0 = null
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
shape = SubResource( 8 )
[node name="ChainB2" type="RigidBody3D" parent="."]
[node name="ChainB2" type="RigidDynamicBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.846248, -0.53279, 0, 0.53279, 0.846248, 0, 0.803378, -1.75806)
[node name="Chain1" type="MeshInstance3D" parent="ChainB2"]
@@ -375,7 +375,7 @@ surface_material_override/0 = null
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
shape = SubResource( 8 )
[node name="ChainB3" type="RigidBody3D" parent="."]
[node name="ChainB3" type="RigidDynamicBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.846248, -0.53279, 0, 0.53279, 0.846248, 0, 0.490045, -1.96106)
[node name="Chain1" type="MeshInstance3D" parent="ChainB3"]
@@ -389,7 +389,7 @@ surface_material_override/0 = null
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
shape = SubResource( 8 )
[node name="ChainB4" type="RigidBody3D" parent="."]
[node name="ChainB4" type="RigidDynamicBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.447167, -0.894451, 0, 0.894451, 0.447167, 0, 0.290326, -2.19413)
[node name="Chain1" type="MeshInstance3D" parent="ChainB4"]
@@ -403,7 +403,7 @@ surface_material_override/0 = null
transform = Transform3D(1, 0, 0, 0, -4.37114e-08, 1, 0, -1, -4.37114e-08, 0, 0, 0)
shape = SubResource( 8 )
[node name="ChainB5" type="RigidBody3D" parent="."]
[node name="ChainB5" type="RigidDynamicBody3D" parent="."]
transform = Transform3D(1, 0, 0, 0, 0.0993884, -0.995049, 0, 0.995049, 0.0993884, 0, 0.205717, -2.50193)
[node name="Chain1" type="MeshInstance3D" parent="ChainB5"]

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@@ -1,6 +1,6 @@
using Godot;
public partial class Mob : RigidBody2D
public partial class Mob : RigidDynamicBody2D
{
public override void _Ready()
{

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@@ -30,7 +30,7 @@ animations = [{
radius = 35.8898
height = 29.3103
[node name="Mob" type="RigidBody2D" groups=["mobs"]]
[node name="Mob" type="RigidDynamicBody2D" groups=["mobs"]]
collision_mask = 0
gravity_scale = 0.0
script = ExtResource( 1 )