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-rw-r--r--doc/classes/RigidBody.xml42
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>