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-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml6
1 files changed, 3 insertions, 3 deletions
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index dfc0ab909a..65cb3e7f38 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -4,7 +4,7 @@
Direct access object to a physics body in the [PhysicsServer2D].
</brief_description>
<description>
- Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
+ Provides direct access to a physics body in the [PhysicsServer2D], allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See [method RigidBody2D._integrate_forces].
</description>
<tutorials>
<link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
@@ -24,7 +24,7 @@
</return>
<argument index="0" name="force" type="Vector2">
</argument>
- <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )">
+ <argument index="1" name="position" type="Vector2" default="Vector2(0, 0)">
</argument>
<description>
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
@@ -53,7 +53,7 @@
</return>
<argument index="0" name="impulse" type="Vector2">
</argument>
- <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )">
+ <argument index="1" name="position" type="Vector2" default="Vector2(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 (use the "_force" functions otherwise). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.