diff options
author | RĂ©mi Verschelde <rverschelde@gmail.com> | 2019-02-10 12:56:12 +0100 |
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committer | GitHub <noreply@github.com> | 2019-02-10 12:56:12 +0100 |
commit | 2975f6e3c4709bc5f69b43fdfb1ea1de159b9b26 (patch) | |
tree | ab5195eb043eeb8c7f7ca9cb40722fdd67ad8eba /doc/classes | |
parent | 67f801f52306746c0674d91fe015478bf94004c3 (diff) | |
parent | ef99f034b427d5b7fdb2ae4fc25579aa3c793e08 (diff) |
Merge pull request #25412 from toger5/Doc_impulse_fore
[DOCS] rephrased impulse
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/PhysicsDirectBodyState.xml | 2 | ||||
-rw-r--r-- | doc/classes/RigidBody.xml | 2 | ||||
-rw-r--r-- | doc/classes/RigidBody2D.xml | 2 |
3 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/PhysicsDirectBodyState.xml b/doc/classes/PhysicsDirectBodyState.xml index 2b4125aef4..cf718f06b2 100644 --- a/doc/classes/PhysicsDirectBodyState.xml +++ b/doc/classes/PhysicsDirectBodyState.xml @@ -57,7 +57,7 @@ <argument index="1" name="j" type="Vector3"> </argument> <description> - Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to the object's origin. + 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. </description> </method> <method name="apply_torque_impulse"> diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index 3f28156915..3c253c3bea 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -72,7 +72,7 @@ <argument index="1" name="impulse" type="Vector3"> </argument> <description> - Applies a positioned impulse which will be affected by the body mass and shape. This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to the object's origin. + 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. </description> </method> <method name="apply_torque_impulse"> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 68e78ba5d4..9b74dbedb4 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -69,7 +69,7 @@ <argument index="1" name="impulse" type="Vector2"> </argument> <description> - Applies a positioned impulse to the body (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied instantaneously. Both the impulse and the offset from the body origin are in global coordinates. + 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 (use the "_force" functions otherwise). The position uses the rotation of the global coordinate system, but is centered at the object's origin. </description> </method> <method name="apply_torque_impulse"> |