diff options
Diffstat (limited to 'doc/classes/PhysicsDirectBodyState3D.xml')
-rw-r--r-- | doc/classes/PhysicsDirectBodyState3D.xml | 87 |
1 files changed, 73 insertions, 14 deletions
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 7aa46dec2f..16c53b0727 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="PhysicsDirectBodyState3D" inherits="Object" version="4.0"> +<class name="PhysicsDirectBodyState3D" inherits="Object" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Direct access object to a physics body in the [PhysicsServer3D]. </brief_description> @@ -11,35 +11,54 @@ <link title="Ray-casting">$DOCS_URL/tutorials/physics/ray-casting.html</link> </tutorials> <methods> - <method name="add_central_force"> + <method name="add_constant_central_force"> <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]. + Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code]. + This is equivalent to using [method add_constant_force] at the body's center of mass. </description> </method> - <method name="add_force"> + <method name="add_constant_force"> <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. + Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code]. + [code]position[/code] is the offset from the body origin in global coordinates. </description> </method> - <method name="add_torque"> + <method name="add_constant_torque"> <return type="void" /> <argument index="0" name="torque" type="Vector3" /> <description> - Adds a constant rotational force without affecting position. + Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = Vector3(0, 0, 0)[/code]. + </description> + </method> + <method name="apply_central_force"> + <return type="void" /> + <argument index="0" name="force" type="Vector3" default="Vector3(0, 0, 0)" /> + <description> + Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update. + This is equivalent to using [method apply_force] at the body's center of mass. </description> </method> <method name="apply_central_impulse"> <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]. + Applies a directional impulse without affecting rotation. + 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). + This is equivalent to using [method apply_impulse] at the body's center of mass. + </description> + </method> + <method name="apply_force"> + <return type="void" /> + <argument index="0" name="force" type="Vector3" /> + <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" /> + <description> + Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update. + [code]position[/code] is the offset from the body origin in global coordinates. </description> </method> <method name="apply_impulse"> @@ -47,14 +66,38 @@ <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. + 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). + [code]position[/code] is the offset from the body origin in global coordinates. + </description> + </method> + <method name="apply_torque"> + <return type="void" /> + <argument 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. </description> </method> <method name="apply_torque_impulse"> <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. + 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). + </description> + </method> + <method name="get_constant_force" qualifiers="const"> + <return type="Vector3" /> + <description> + Returns the body's total constant positional forces applied during each physics update. + See [method add_constant_force] and [method add_constant_central_force]. + </description> + </method> + <method name="get_constant_torque" qualifiers="const"> + <return type="Vector3" /> + <description> + Returns the body's total constant rotational forces applied during each physics update. + See [method add_constant_torque]. </description> </method> <method name="get_contact_collider" qualifiers="const"> @@ -153,10 +196,26 @@ Calls the built-in force integration code. </description> </method> + <method name="set_constant_force"> + <return type="void" /> + <argument index="0" name="force" type="Vector3" /> + <description> + Sets the body's total constant positional forces applied during each physics update. + See [method add_constant_force] and [method add_constant_central_force]. + </description> + </method> + <method name="set_constant_torque"> + <return type="void" /> + <argument index="0" name="torque" type="Vector3" /> + <description> + Sets the body's total constant rotational forces applied during each physics update. + See [method add_constant_torque]. + </description> + </method> </methods> <members> <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity"> - The body's rotational 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"> The body's center of mass position relative to the body's center in the global coordinate system. @@ -171,7 +230,7 @@ The inverse of the mass of the body. </member> <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity"> - The body's 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"> </member> |