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authorMichael Alexsander Silva Dias <michaelalexsander@protonmail.com>2019-09-24 14:45:03 -0300
committerMichael Alexsander <michaelalexsander@protonmail.com>2021-06-18 00:06:40 -0300
commit0ff4095b3689093680d4279851d6852eeaa0a0b3 (patch)
treef973969ce41b6810077e92c9cecca21d1c19f2b9 /doc/classes/RigidBody3D.xml
parent407229aeeb2302e96acc26b34b8656ace0b1a20c (diff)
Better format arguments in variant parser
Diffstat (limited to 'doc/classes/RigidBody3D.xml')
-rw-r--r--doc/classes/RigidBody3D.xml8
1 files changed, 4 insertions, 4 deletions
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index e3349169ff..fb2b9690a3 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -40,7 +40,7 @@
</return>
<argument index="0" name="force" type="Vector3">
</argument>
- <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )">
+ <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)">
</argument>
<description>
Adds a constant directional force (i.e. acceleration).
@@ -71,7 +71,7 @@
</return>
<argument index="0" name="impulse" type="Vector3">
</argument>
- <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )">
+ <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)">
</argument>
<description>
Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin.
@@ -116,7 +116,7 @@
Damps RigidBody3D's rotational forces.
See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
</member>
- <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3( 0, 0, 0 )">
+ <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)">
RigidBody3D's rotational velocity.
</member>
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
@@ -143,7 +143,7 @@
The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden.
See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
</member>
- <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3( 0, 0, 0 )">
+ <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
The body's linear velocity. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">