diff options
Diffstat (limited to 'doc/classes/PhysicsDirectBodyState2D.xml')
-rw-r--r-- | doc/classes/PhysicsDirectBodyState2D.xml | 6 |
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. |