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-rw-r--r--doc/classes/PhysicsDirectBodyState3D.xml125
1 files changed, 49 insertions, 76 deletions
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index eea681e696..839a83cfc3 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -4,179 +4,151 @@
Direct access object to a physics body in the [PhysicsServer3D].
</brief_description>
<description>
- Provides direct access to a physics body in the [PhysicsServer3D], 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 RigidBody3D._integrate_forces].
+ Provides direct access to a physics body in the [PhysicsServer3D], 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 RigidBody3D._integrate_forces].
</description>
<tutorials>
+ <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
+ <link title="Ray-casting">https://docs.godotengine.org/en/latest/tutorials/physics/ray-casting.html</link>
</tutorials>
<methods>
<method name="add_central_force">
- <return type="void">
- </return>
- <argument index="0" name="force" type="Vector3" default="Vector3( 0, 0, 0 )">
- </argument>
+ <return type="void" />
+ <argument index="0" name="force" type="Vector3" default="Vector3(0, 0, 0)" />
<description>
Adds a constant directional force without affecting rotation.
This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code].
</description>
</method>
<method name="add_force">
- <return type="void">
- </return>
- <argument index="0" name="force" type="Vector3">
- </argument>
- <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )">
- </argument>
+ <return type="void" />
+ <argument index="0" name="force" type="Vector3" />
+ <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
<description>
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
</description>
</method>
<method name="add_torque">
- <return type="void">
- </return>
- <argument index="0" name="torque" type="Vector3">
- </argument>
+ <return type="void" />
+ <argument index="0" name="torque" type="Vector3" />
<description>
Adds a constant rotational force without affecting position.
</description>
</method>
<method name="apply_central_impulse">
- <return type="void">
- </return>
- <argument index="0" name="impulse" type="Vector3" default="Vector3( 0, 0, 0 )">
- </argument>
+ <return type="void" />
+ <argument index="0" name="impulse" type="Vector3" default="Vector3(0, 0, 0)" />
<description>
Applies a single directional impulse without affecting rotation.
This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code].
</description>
</method>
<method name="apply_impulse">
- <return type="void">
- </return>
- <argument index="0" name="impulse" type="Vector3">
- </argument>
- <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )">
- </argument>
+ <return type="void" />
+ <argument index="0" name="impulse" type="Vector3" />
+ <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
<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. 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">
- <return type="void">
- </return>
- <argument index="0" name="impulse" type="Vector3">
- </argument>
+ <return type="void" />
+ <argument index="0" name="impulse" type="Vector3" />
<description>
Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector [code]j[/code] passed as parameter.
</description>
</method>
<method name="get_contact_collider" qualifiers="const">
- <return type="RID">
- </return>
- <argument index="0" name="contact_idx" type="int">
- </argument>
+ <return type="RID" />
+ <argument index="0" name="contact_idx" type="int" />
<description>
Returns the collider's [RID].
</description>
</method>
<method name="get_contact_collider_id" qualifiers="const">
- <return type="int">
- </return>
- <argument index="0" name="contact_idx" type="int">
- </argument>
+ <return type="int" />
+ <argument index="0" name="contact_idx" type="int" />
<description>
Returns the collider's object id.
</description>
</method>
<method name="get_contact_collider_object" qualifiers="const">
- <return type="Object">
- </return>
- <argument index="0" name="contact_idx" type="int">
- </argument>
+ <return type="Object" />
+ <argument index="0" name="contact_idx" type="int" />
<description>
Returns the collider object.
</description>
</method>
<method name="get_contact_collider_position" qualifiers="const">
- <return type="Vector3">
- </return>
- <argument index="0" name="contact_idx" type="int">
- </argument>
+ <return type="Vector3" />
+ <argument index="0" name="contact_idx" type="int" />
<description>
Returns the contact position in the collider.
</description>
</method>
<method name="get_contact_collider_shape" qualifiers="const">
- <return type="int">
- </return>
- <argument index="0" name="contact_idx" type="int">
- </argument>
+ <return type="int" />
+ <argument index="0" name="contact_idx" type="int" />
<description>
Returns the collider's shape index.
</description>
</method>
<method name="get_contact_collider_velocity_at_position" qualifiers="const">
- <return type="Vector3">
- </return>
- <argument index="0" name="contact_idx" type="int">
- </argument>
+ <return type="Vector3" />
+ <argument index="0" name="contact_idx" type="int" />
<description>
Returns the linear velocity vector at the collider's contact point.
</description>
</method>
<method name="get_contact_count" qualifiers="const">
- <return type="int">
- </return>
+ <return type="int" />
<description>
Returns the number of contacts this body has with other bodies.
[b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody3D.contact_monitor].
</description>
</method>
<method name="get_contact_impulse" qualifiers="const">
- <return type="float">
- </return>
- <argument index="0" name="contact_idx" type="int">
- </argument>
+ <return type="float" />
+ <argument index="0" name="contact_idx" type="int" />
<description>
Impulse created by the contact. Only implemented for Bullet physics.
</description>
</method>
<method name="get_contact_local_normal" qualifiers="const">
- <return type="Vector3">
- </return>
- <argument index="0" name="contact_idx" type="int">
- </argument>
+ <return type="Vector3" />
+ <argument index="0" name="contact_idx" type="int" />
<description>
Returns the local normal at the contact point.
</description>
</method>
<method name="get_contact_local_position" qualifiers="const">
- <return type="Vector3">
- </return>
- <argument index="0" name="contact_idx" type="int">
- </argument>
+ <return type="Vector3" />
+ <argument index="0" name="contact_idx" type="int" />
<description>
Returns the local position of the contact point.
</description>
</method>
<method name="get_contact_local_shape" qualifiers="const">
- <return type="int">
- </return>
- <argument index="0" name="contact_idx" type="int">
- </argument>
+ <return type="int" />
+ <argument index="0" name="contact_idx" type="int" />
<description>
Returns the local shape index of the collision.
</description>
</method>
<method name="get_space_state">
- <return type="PhysicsDirectSpaceState3D">
- </return>
+ <return type="PhysicsDirectSpaceState3D" />
<description>
Returns the current state of the space, useful for queries.
</description>
</method>
+ <method name="get_velocity_at_local_position" qualifiers="const">
+ <return type="Vector3" />
+ <argument index="0" name="local_position" type="Vector3" />
+ <description>
+ Returns the body's velocity at the given relative position, including both translation and rotation.
+ </description>
+ </method>
<method name="integrate_forces">
- <return type="void">
- </return>
+ <return type="void" />
<description>
Calls the built-in force integration code.
</description>
@@ -187,6 +159,7 @@
The body's rotational velocity.
</member>
<member name="center_of_mass" type="Vector3" setter="" getter="get_center_of_mass">
+ The body's center of mass.
</member>
<member name="inverse_inertia" type="Vector3" setter="" getter="get_inverse_inertia">
The inverse of the inertia of the body.
@@ -214,7 +187,7 @@
<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="Transform" setter="set_transform" getter="get_transform">
+ <member name="transform" type="Transform3D" setter="set_transform" getter="get_transform">
The body's transformation matrix.
</member>
</members>