diff options
Diffstat (limited to 'doc/classes/PhysicsDirectBodyState3D.xml')
-rw-r--r-- | doc/classes/PhysicsDirectBodyState3D.xml | 111 |
1 files changed, 37 insertions, 74 deletions
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 85feeef86e..6af62c2bcc 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -10,173 +10,136 @@ </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="integrate_forces"> - <return type="void"> - </return> + <return type="void" /> <description> Calls the built-in force integration code. </description> |