diff options
Diffstat (limited to 'doc/classes/RigidBody2D.xml')
-rw-r--r-- | doc/classes/RigidBody2D.xml | 6 |
1 files changed, 2 insertions, 4 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 68e78ba5d4..16ee1a444c 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -1,5 +1,5 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="RigidBody2D" inherits="PhysicsBody2D" category="Core" version="3.1"> +<class name="RigidBody2D" inherits="PhysicsBody2D" category="Core" version="3.2"> <brief_description> A body that is controlled by the 2D physics engine. </brief_description> @@ -11,8 +11,6 @@ </description> <tutorials> </tutorials> - <demos> - </demos> <methods> <method name="_integrate_forces" qualifiers="virtual"> <return type="void"> @@ -69,7 +67,7 @@ <argument index="1" name="impulse" type="Vector2"> </argument> <description> - Applies a positioned impulse to the body (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 instantaneously. Both the impulse and the offset from the body origin are in global coordinates. + 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 (use the "_force" functions otherwise). 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"> |