diff options
Diffstat (limited to 'doc/classes/RigidBody3D.xml')
-rw-r--r-- | doc/classes/RigidBody3D.xml | 90 |
1 files changed, 30 insertions, 60 deletions
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index fb2b9690a3..f4299335bf 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -17,95 +17,75 @@ </tutorials> <methods> <method name="_integrate_forces" qualifiers="virtual"> - <return type="void"> - </return> - <argument index="0" name="state" type="PhysicsDirectBodyState3D"> - </argument> + <return type="void" /> + <argument index="0" name="state" type="PhysicsDirectBodyState3D" /> <description> Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the [member custom_integrator] property allows you to disable the default behavior and do fully custom force integration for a body. </description> </method> <method name="add_central_force"> - <return type="void"> - </return> - <argument index="0" name="force" type="Vector3"> - </argument> + <return type="void" /> + <argument index="0" name="force" type="Vector3" /> <description> Adds a constant directional force (i.e. acceleration) without affecting rotation. This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]. </description> </method> <method name="add_force"> - <return type="void"> - </return> - <argument index="0" name="force" type="Vector3"> - </argument> - <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)"> - </argument> + <return type="void" /> + <argument index="0" name="force" type="Vector3" /> + <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" /> <description> Adds a constant directional force (i.e. acceleration). The position uses the rotation of the global coordinate system, but is centered at the object's origin. </description> </method> <method name="add_torque"> - <return type="void"> - </return> - <argument index="0" name="torque" type="Vector3"> - </argument> + <return type="void" /> + <argument index="0" name="torque" type="Vector3" /> <description> Adds a constant rotational force (i.e. a motor) without affecting position. </description> </method> <method name="apply_central_impulse"> - <return type="void"> - </return> - <argument index="0" name="impulse" type="Vector3"> - </argument> + <return type="void" /> + <argument index="0" name="impulse" type="Vector3" /> <description> 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"> - <return type="void"> - </return> - <argument index="0" name="impulse" type="Vector3"> - </argument> - <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)"> - </argument> + <return type="void" /> + <argument index="0" name="impulse" type="Vector3" /> + <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" /> <description> 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"> - <return type="void"> - </return> - <argument index="0" name="impulse" type="Vector3"> - </argument> + <return type="void" /> + <argument index="0" name="impulse" type="Vector3" /> <description> 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_colliding_bodies" qualifiers="const"> - <return type="Array"> - </return> + <return type="Array" /> <description> Returns a list of the bodies colliding with this one. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead. </description> </method> <method name="get_inverse_inertia_tensor" qualifiers="const"> - <return type="Basis"> - </return> + <return type="Basis" /> <description> 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_velocity"> - <return type="void"> - </return> - <argument index="0" name="axis_velocity" type="Vector3"> - </argument> + <return type="void" /> + <argument index="0" name="axis_velocity" type="Vector3" /> <description> 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> @@ -162,30 +142,24 @@ </members> <signals> <signal name="body_entered"> - <argument index="0" name="body" type="Node"> - </argument> + <argument index="0" name="body" type="Node" /> <description> Emitted when a collision with another [PhysicsBody3D] or [GridMap] occurs. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. </description> </signal> <signal name="body_exited"> - <argument index="0" name="body" type="Node"> - </argument> + <argument index="0" name="body" type="Node" /> <description> Emitted when the collision with another [PhysicsBody3D] or [GridMap] ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. </description> </signal> <signal name="body_shape_entered"> - <argument index="0" name="body_rid" type="RID"> - </argument> - <argument index="1" name="body" type="Node"> - </argument> - <argument index="2" name="body_shape" type="int"> - </argument> - <argument index="3" name="local_shape" type="int"> - </argument> + <argument index="0" name="body_rid" type="RID" /> + <argument index="1" name="body" type="Node" /> + <argument index="2" name="body_shape" type="int" /> + <argument index="3" name="local_shape" type="int" /> <description> Emitted when one of this RigidBody3D's [Shape3D]s collides with another [PhysicsBody3D] or [GridMap]'s [Shape3D]s. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [code]body_id[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. @@ -196,14 +170,10 @@ </description> </signal> <signal name="body_shape_exited"> - <argument index="0" name="body_rid" type="RID"> - </argument> - <argument index="1" name="body" type="Node"> - </argument> - <argument index="2" name="body_shape" type="int"> - </argument> - <argument index="3" name="local_shape" type="int"> - </argument> + <argument index="0" name="body_rid" type="RID" /> + <argument index="1" name="body" type="Node" /> + <argument index="2" name="body_shape" type="int" /> + <argument index="3" name="local_shape" type="int" /> <description> Emitted when the collision between one of this RigidBody3D's [Shape3D]s and another [PhysicsBody3D] or [GridMap]'s [Shape3D]s ends. Requires [member contact_monitor] to be set to [code]true[/code] and [member contacts_reported] to be set high enough to detect all the collisions. [GridMap]s are detected if the [MeshLibrary] has Collision [Shape3D]s. [code]body_id[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if the Meshes have [Shape3D]s. |