diff options
Diffstat (limited to 'doc/classes/RigidBody.xml')
-rw-r--r-- | doc/classes/RigidBody.xml | 42 |
1 files changed, 39 insertions, 3 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index a1aa479ea1..038464e127 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="RigidBody" inherits="PhysicsBody" category="Core" version="3.1-dev"> +<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> @@ -10,7 +10,7 @@ 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 + <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link> </tutorials> <demos> </demos> @@ -24,6 +24,40 @@ Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default it works in addition to the usual physics behavior, but [method set_use_custom_integrator] allows you to disable the default behavior and do fully custom force integration for a body. </description> </method> + <method name="add_central_force"> + <return type="void"> + </return> + <argument index="0" name="force" type="Vector3"> + </argument> + <description> + </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"> + </argument> + <description> + </description> + </method> + <method name="add_torque"> + <return type="void"> + </return> + <argument index="0" name="torque" type="Vector3"> + </argument> + <description> + </description> + </method> + <method name="apply_central_impulse"> + <return type="void"> + </return> + <argument index="0" name="impulse" type="Vector3"> + </argument> + <description> + </description> + </method> <method name="apply_impulse"> <return type="void"> </return> @@ -38,7 +72,7 @@ <method name="apply_torque_impulse"> <return type="void"> </return> - <argument index="1" name="impulse" type="Vector3"> + <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. @@ -117,6 +151,8 @@ <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody.Mode"> The body mode from the MODE_* enum. Modes include: MODE_STATIC, MODE_KINEMATIC, MODE_RIGID, and MODE_CHARACTER. </member> + <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> + </member> <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping"> If [code]true[/code] RigidBody is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method. </member> |