diff options
Diffstat (limited to 'doc/classes/RigidBody.xml')
-rw-r--r-- | doc/classes/RigidBody.xml | 38 |
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 > Project Settings > Physics > 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 > Project Settings > Physics > 3d". + The body's weight based on its mass and the global 3D gravity. Global values are set in "Project > Project Settings > Physics > 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> |