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-rw-r--r--doc/classes/RigidBody.xml38
1 files changed, 22 insertions, 16 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index eea1e0321b..4ff332402b 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -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>
- <link>http://docs.godotengine.org/en/3.0/tutorials/physics/physics_introduction.html</link>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
</tutorials>
<demos>
</demos>
@@ -60,8 +60,8 @@
<argument index="0" name="impulse" type="Vector3">
</argument>
<description>
- Applies a single directional impulse without affecting rotation.
- This is equivalent to ``apply_impulse(Vector3(0,0,0), impulse)``.
+ Applies a directional impulse without affecting rotation.
+ This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code].
</description>
</method>
<method name="apply_impulse">
@@ -72,7 +72,7 @@
<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 position are in global coordinates, and the position is relative to the object's origin.
+ Applies 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">
@@ -81,7 +81,7 @@
<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.
+ Applies 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">
@@ -97,7 +97,7 @@
<argument index="0" name="axis_velocity" type="Vector3">
</argument>
<description>
- Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
+ Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
</description>
</method>
</methods>
@@ -109,16 +109,22 @@
RigidBody's rotational velocity.
</member>
<member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ Lock the body's rotation in the x-axis.
</member>
<member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ Lock the body's rotation in the y-axis.
</member>
<member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ Lock the body's rotation in the z-axis.
</member>
<member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ Lock the body's movement in the x-axis.
</member>
<member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ Lock the body's movement in the x-axis.
</member>
<member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock">
+ Lock the body's movement in the x-axis.
</member>
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
RigidBody's bounciness.
@@ -127,7 +133,7 @@
If [code]true[/code] the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used.
</member>
<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled">
- If true, the RigidBody will emit signals when it collides with another RigidBody.
+ If [code]true[/code] the RigidBody will emit signals when it collides with another RigidBody.
</member>
<member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported">
The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
@@ -140,19 +146,19 @@
If [code]true[/code] internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
</member>
<member name="friction" type="float" setter="set_friction" getter="get_friction">
- The body friction, from 0 (frictionless) to 1 (max friction).
+ The body's friction, from 0 (frictionless) to 1 (max friction).
</member>
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale">
This is multiplied by the global 3D gravity setting found in "Project &gt; Project Settings &gt; Physics &gt; 3d" to produce RigidBody's gravity. E.g. a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
</member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp">
- RigidBody's linear damp. Default value: -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
+ The body's linear damp. Default value: -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
</member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity">
- RigidBody's linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
+ The body's linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass">
- RigidBody's mass.
+ The body's mass.
</member>
<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.
@@ -160,10 +166,10 @@
<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.
+ If [code]true[/code] the body is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method.
</member>
<member name="weight" type="float" setter="set_weight" getter="get_weight">
- RigidBody's weight based on its mass and the global 3D gravity. Global values are set in "Project &gt; Project Settings &gt; Physics &gt; 3d".
+ The body's weight based on its mass and the global 3D gravity. Global values are set in "Project &gt; Project Settings &gt; Physics &gt; 3d".
</member>
</members>
<signals>
@@ -217,16 +223,16 @@
</signals>
<constants>
<constant name="MODE_RIGID" value="0" enum="Mode">
- Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
+ Rigid body mode. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
</constant>
<constant name="MODE_STATIC" value="1" enum="Mode">
Static mode. The body behaves like a [StaticBody], and can only move by user code.
</constant>
<constant name="MODE_CHARACTER" value="2" enum="Mode">
- Character body. This behaves like a rigid body, but can not rotate.
+ Character body mode. This behaves like a rigid body, but can not rotate.
</constant>
<constant name="MODE_KINEMATIC" value="3" enum="Mode">
- Kinematic body. The body behaves like a [KinematicBody], and can only move by user code.
+ Kinematic body mode. The body behaves like a [KinematicBody], and can only move by user code.
</constant>
</constants>
</class>