diff options
author | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-05-19 18:14:33 -0700 |
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committer | PouleyKetchoupp <pouleyketchoup@gmail.com> | 2021-06-04 11:40:36 -0700 |
commit | ba13d23140cb008cc4ca204fa92adefdddc2d2b2 (patch) | |
tree | db6c5ebdc3f9606e1887a974cb5aea09d9d6a67c /doc/classes/RigidBody3D.xml | |
parent | 766c6dbb24c736eb1e24ca69eb15398eac654c2c (diff) |
KinematicBody split between new CharacterBody and PhysicsBody
PhysicsBody now has methods move_and_collide/test_move and needed
properties for these methods: safe margin, locked axes (3D only).
Moved collision_exceptions from StaticBody to PhysicsBody for 3D
(same as 2D, and conforms to documentation).
RigidBody doesn't have test_motion method anymore, it's now redundant
with PhysicsBody.test_move.
Diffstat (limited to 'doc/classes/RigidBody3D.xml')
-rw-r--r-- | doc/classes/RigidBody3D.xml | 44 |
1 files changed, 3 insertions, 41 deletions
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 2ee8e2697c..fdcc59c3f9 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -86,15 +86,6 @@ Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the [code]impulse[/code] vector passed. </description> </method> - <method name="get_axis_lock" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis"> - </argument> - <description> - Returns [code]true[/code] if the specified linear or rotational axis is locked. - </description> - </method> <method name="get_colliding_bodies" qualifiers="const"> <return type="Array"> </return> @@ -110,17 +101,6 @@ Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D]. </description> </method> - <method name="set_axis_lock"> - <return type="void"> - </return> - <argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis"> - </argument> - <argument index="1" name="lock" type="bool"> - </argument> - <description> - Locks the specified linear or rotational axis. - </description> - </method> <method name="set_axis_velocity"> <return type="void"> </return> @@ -139,24 +119,6 @@ <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="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> - Lock the body's rotation in the X axis. - </member> - <member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> - Lock the body's rotation in the Y axis. - </member> - <member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> - Lock the body's rotation in the Z axis. - </member> - <member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> - Lock the body's movement in the X axis. - </member> - <member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> - Lock the body's movement in the Y axis. - </member> - <member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> - Lock the body's movement in the Z axis. - </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. [b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code]. @@ -264,13 +226,13 @@ Rigid body mode. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code. </constant> <constant name="MODE_STATIC" value="1" enum="Mode"> - Static mode. The body behaves like a [StaticBody3D], and can only move by user code. + Static body mode. The body behaves like a [StaticBody3D], and can only move by user code. </constant> <constant name="MODE_CHARACTER" value="2" enum="Mode"> - Character body mode. This behaves like a rigid body, but can not rotate. + Character body mode. Similar to [constant MODE_RIGID], but the body can not rotate. </constant> <constant name="MODE_KINEMATIC" value="3" enum="Mode"> - Kinematic body mode. The body behaves like a [KinematicBody3D], and can only move by user code. + Kinematic body mode. The body behaves like a [StaticBody3D] with [code]kinematic_motion[/code] enabled, and can only move by user code. </constant> </constants> </class> |