diff options
Diffstat (limited to 'doc/classes/RigidBody.xml')
-rw-r--r-- | doc/classes/RigidBody.xml | 21 |
1 files changed, 15 insertions, 6 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index c42ed78a65..3190aed5ed 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -1,16 +1,16 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="RigidBody" inherits="PhysicsBody" category="Core" version="3.0-rc1"> +<class name="RigidBody" inherits="PhysicsBody" category="Core" version="3.1"> <brief_description> Physics Body whose position is determined through physics simulation in 3D space. </brief_description> <description> This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. - This node can use custom force integration, for writing complex physics motion behavior per node. - This node can shift state between regular Rigid body, Kinematic, Character or Static. - Character mode forbids this node from being rotated. - As a warning, don't change RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior. + A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic. + [b]Note:[/b] Don't change a RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. + If you need to override the default physics behavior, you can write a custom force integration. See [member custom_integrator]. </description> <tutorials> + http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html </tutorials> <demos> </demos> @@ -32,7 +32,16 @@ <argument index="1" name="impulse" type="Vector3"> </argument> <description> - Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the offset from the body origin are in global coordinates. + Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to the object's origin. + </description> + </method> + <method name="apply_torque_impulse"> + <return type="void"> + </return> + <argument index="0" name="impulse" type="Vector3"> + </argument> + <description> + Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the passed in vector. </description> </method> <method name="get_colliding_bodies" qualifiers="const"> |