diff options
Diffstat (limited to 'doc/classes/RigidBody.xml')
-rw-r--r-- | doc/classes/RigidBody.xml | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index 3f28156915..25b896ec3a 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"> +<class name="RigidBody" inherits="PhysicsBody" category="Core" version="3.2"> <brief_description> Physics Body whose position is determined through physics simulation in 3D space. </brief_description> @@ -12,8 +12,6 @@ <tutorials> <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> - <demos> - </demos> <methods> <method name="_integrate_forces" qualifiers="virtual"> <return type="void"> @@ -72,7 +70,7 @@ <argument index="1" name="impulse" type="Vector3"> </argument> <description> - 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. + Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin. </description> </method> <method name="apply_torque_impulse"> |