diff options
Diffstat (limited to 'doc/classes/PhysicsDirectBodyState3D.xml')
-rw-r--r-- | doc/classes/PhysicsDirectBodyState3D.xml | 15 |
1 files changed, 10 insertions, 5 deletions
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index b05960b035..a809384642 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -4,7 +4,7 @@ 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 dynamic bodies, and is intended for changing the direct state of that body. See [method RigidDynamicBody3D._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 rigid bodies, and is intended for changing the direct state of that body. See [method RigidBody3D._integrate_forces]. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> @@ -25,7 +25,7 @@ <param index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" /> <description> 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. + [param position] is the offset from the body origin in global coordinates. </description> </method> <method name="add_constant_torque"> @@ -58,7 +58,7 @@ <param 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. + [param position] is the offset from the body origin in global coordinates. </description> </method> <method name="apply_impulse"> @@ -68,7 +68,7 @@ <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). - [code]position[/code] is the offset from the body origin in global coordinates. + [param position] is the offset from the body origin in global coordinates. </description> </method> <method name="apply_torque"> @@ -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"> @@ -146,7 +148,7 @@ <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 RigidDynamicBody3D.contact_monitor]. + [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"> @@ -226,6 +228,9 @@ <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"> + The inverse of the inertia tensor of the body. + </member> <member name="inverse_mass" type="float" setter="" getter="get_inverse_mass"> The inverse of the mass of the body. </member> |