diff options
Diffstat (limited to 'doc/classes/RigidBody3D.xml')
-rw-r--r-- | doc/classes/RigidBody3D.xml | 53 |
1 files changed, 7 insertions, 46 deletions
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 2ee8e2697c..e3349169ff 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -5,7 +5,7 @@ </brief_description> <description> This is the node that implements full 3D physics. This means that you do not control a RigidBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. - A RigidBody3D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic. + A RigidBody3D has 4 behavior [member mode]s: Dynamic, Static, DynamicLocked, and Kinematic. [b]Note:[/b] Don't change a RigidBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state. If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers. @@ -86,15 +86,6 @@ Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the [code]impulse[/code] vector passed. </description> </method> - <method name="get_axis_lock" qualifiers="const"> - <return type="bool"> - </return> - <argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis"> - </argument> - <description> - Returns [code]true[/code] if the specified linear or rotational axis is locked. - </description> - </method> <method name="get_colliding_bodies" qualifiers="const"> <return type="Array"> </return> @@ -110,17 +101,6 @@ Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D]. </description> </method> - <method name="set_axis_lock"> - <return type="void"> - </return> - <argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis"> - </argument> - <argument index="1" name="lock" type="bool"> - </argument> - <description> - Locks the specified linear or rotational axis. - </description> - </method> <method name="set_axis_velocity"> <return type="void"> </return> @@ -139,27 +119,8 @@ <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3( 0, 0, 0 )"> RigidBody3D's rotational velocity. </member> - <member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> - 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" default="false"> - 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" default="false"> - 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" default="false"> - 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" default="false"> - Lock the body's movement in the Y axis. - </member> - <member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> - Lock the body's movement in the Z axis. - </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping]. - [b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code]. </member> <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. See also [member contacts_reported]. @@ -260,17 +221,17 @@ </signal> </signals> <constants> - <constant name="MODE_RIGID" value="0" enum="Mode"> - 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 name="MODE_DYNAMIC" value="0" enum="Mode"> + Dynamic body mode. This is the default mode 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 [StaticBody3D], and can only move by user code. + Static body mode. The body behaves like a [StaticBody3D], and can only move by user code. </constant> - <constant name="MODE_CHARACTER" value="2" enum="Mode"> - Character body mode. This behaves like a rigid body, but can not rotate. + <constant name="MODE_DYNAMIC_LOCKED" value="2" enum="Mode"> + Locked dynamic body mode. Similar to [constant MODE_DYNAMIC], but the body can not rotate. </constant> <constant name="MODE_KINEMATIC" value="3" enum="Mode"> - Kinematic body mode. The body behaves like a [KinematicBody3D], and can only move by user code. + Kinematic body mode. The body behaves like a [StaticBody3D] with [member StaticBody3D.kinematic_motion] enabled, and can only move by user code. </constant> </constants> </class> |