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-rw-r--r--doc/classes/PhysicsDirectBodyState3D.xml30
1 files changed, 16 insertions, 14 deletions
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index 3266c02a1e..a809384642 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -76,6 +76,7 @@
<param index="0" name="torque" type="Vector3" />
<description>
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="apply_torque_impulse">
@@ -84,6 +85,7 @@
<description>
Applies a rotational impulse to the body without affecting the position.
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).
+ [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
</description>
</method>
<method name="get_constant_force" qualifiers="const">
@@ -214,45 +216,45 @@
</method>
</methods>
<members>
- <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">
The body's rotational velocity in [i]radians[/i] per second.
</member>
- <member name="center_of_mass" type="Vector3" setter="" getter="get_center_of_mass" default="Vector3(0, 0, 0)">
+ <member name="center_of_mass" type="Vector3" setter="" getter="get_center_of_mass">
The body's center of mass position relative to the body's center in the global coordinate system.
</member>
- <member name="center_of_mass_local" type="Vector3" setter="" getter="get_center_of_mass_local" default="Vector3(0, 0, 0)">
+ <member name="center_of_mass_local" type="Vector3" setter="" getter="get_center_of_mass_local">
The body's center of mass position in the body's local coordinate system.
</member>
- <member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia" default="Vector3(0, 0, 0)">
+ <member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
</member>
- <member name="inverse_inertia_tensor" type="Basis" setter="" getter="get_inverse_inertia_tensor" default="Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)">
+ <member name="inverse_inertia_tensor" type="Basis" setter="" getter="get_inverse_inertia_tensor">
The inverse of the inertia tensor of the body.
</member>
- <member name="inverse_mass" type="float" setter="" getter="get_inverse_mass" default="0.0">
+ <member name="inverse_mass" type="float" setter="" getter="get_inverse_mass">
The inverse of the mass of the body.
</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">
The body's linear velocity in units per second.
</member>
- <member name="principal_inertia_axes" type="Basis" setter="" getter="get_principal_inertia_axes" default="Basis(1, 0, 0, 0, 1, 0, 0, 0, 1)">
+ <member name="principal_inertia_axes" type="Basis" setter="" getter="get_principal_inertia_axes">
</member>
- <member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping" default="false">
+ <member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping">
If [code]true[/code], this body is currently sleeping (not active).
</member>
- <member name="step" type="float" setter="" getter="get_step" default="0.0">
+ <member name="step" type="float" setter="" getter="get_step">
The timestep (delta) used for the simulation.
</member>
- <member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp" default="0.0">
+ <member name="total_angular_damp" type="float" setter="" getter="get_total_angular_damp">
The rate at which the body stops rotating, if there are not any other forces moving it.
</member>
- <member name="total_gravity" type="Vector3" setter="" getter="get_total_gravity" default="Vector3(0, 0, 0)">
+ <member name="total_gravity" type="Vector3" setter="" getter="get_total_gravity">
The total gravity vector being currently applied to this body.
</member>
- <member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp" default="0.0">
+ <member name="total_linear_damp" type="float" setter="" getter="get_total_linear_damp">
The rate at which the body stops moving, if there are not any other forces moving it.
</member>
- <member name="transform" type="Transform3D" setter="set_transform" getter="get_transform" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
+ <member name="transform" type="Transform3D" setter="set_transform" getter="get_transform">
The body's transformation matrix.
</member>
</members>