diff options
Diffstat (limited to 'doc/classes/RigidDynamicBody3D.xml')
-rw-r--r-- | doc/classes/RigidDynamicBody3D.xml | 74 |
1 files changed, 37 insertions, 37 deletions
diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml index 285176b8b0..83f24be418 100644 --- a/doc/classes/RigidDynamicBody3D.xml +++ b/doc/classes/RigidDynamicBody3D.xml @@ -17,14 +17,14 @@ <methods> <method name="_integrate_forces" qualifiers="virtual"> <return type="void" /> - <argument index="0" name="state" type="PhysicsDirectBodyState3D" /> + <param 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_constant_central_force"> <return type="void" /> - <argument index="0" name="force" type="Vector3" /> + <param index="0" name="force" type="Vector3" /> <description> Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code]. This is equivalent to using [method add_constant_force] at the body's center of mass. @@ -32,23 +32,23 @@ </method> <method name="add_constant_force"> <return type="void" /> - <argument index="0" name="force" type="Vector3" /> - <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" /> + <param index="0" name="force" type="Vector3" /> + <param index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" /> <description> Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector3(0, 0, 0)[/code]. - [code]position[/code] is the offset from the body origin in global coordinates. + [param position] is the offset from the body origin in global coordinates. </description> </method> <method name="add_constant_torque"> <return type="void" /> - <argument index="0" name="torque" type="Vector3" /> + <param index="0" name="torque" type="Vector3" /> <description> Adds a constant rotational force without affecting position that keeps being applied over time until cleared with [code]constant_torque = Vector3(0, 0, 0)[/code]. </description> </method> <method name="apply_central_force"> <return type="void" /> - <argument index="0" name="force" type="Vector3" /> + <param index="0" name="force" type="Vector3" /> <description> Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update. This is equivalent to using [method apply_force] at the body's center of mass. @@ -56,7 +56,7 @@ </method> <method name="apply_central_impulse"> <return type="void" /> - <argument index="0" name="impulse" type="Vector3" /> + <param index="0" name="impulse" type="Vector3" /> <description> Applies a directional impulse without affecting rotation. 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). @@ -65,33 +65,33 @@ </method> <method name="apply_force"> <return type="void" /> - <argument index="0" name="force" type="Vector3" /> - <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" /> + <param index="0" name="force" type="Vector3" /> + <param index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" /> <description> Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update. - [code]position[/code] is the offset from the body origin in global coordinates. + [param position] is the offset from the body origin in global coordinates. </description> </method> <method name="apply_impulse"> <return type="void" /> - <argument index="0" name="impulse" type="Vector3" /> - <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" /> + <param index="0" name="impulse" type="Vector3" /> + <param 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 (use the "_force" functions otherwise). - [code]position[/code] is the offset from the body origin in global coordinates. + [param position] is the offset from the body origin in global coordinates. </description> </method> <method name="apply_torque"> <return type="void" /> - <argument index="0" name="torque" type="Vector3" /> + <param index="0" name="torque" type="Vector3" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. </description> </method> <method name="apply_torque_impulse"> <return type="void" /> - <argument index="0" name="impulse" type="Vector3" /> + <param index="0" name="impulse" type="Vector3" /> <description> Applies a rotational impulse to the body without affecting the position. 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). @@ -112,7 +112,7 @@ </method> <method name="set_axis_velocity"> <return type="void" /> - <argument index="0" name="axis_velocity" type="Vector3" /> + <param 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> @@ -203,43 +203,43 @@ </members> <signals> <signal name="body_entered"> - <argument index="0" name="body" type="Node" /> + <param 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]. + [param body] 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" /> + <param 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]. + [param body] 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 index="1" name="body" type="Node" /> - <argument index="2" name="body_shape_index" type="int" /> - <argument index="3" name="local_shape_index" type="int" /> + <param index="0" name="body_rid" type="RID" /> + <param index="1" name="body" type="Node" /> + <param index="2" name="body_shape_index" type="int" /> + <param index="3" name="local_shape_index" type="int" /> <description> Emitted when one of this RigidDynamicBody3D'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_rid[/code] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. - [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. - [code]body_shape_index[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. - [code]local_shape_index[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + [param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. + [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. + [param body_shape_index] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. + [param local_shape_index] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. </description> </signal> <signal name="body_shape_exited"> - <argument index="0" name="body_rid" type="RID" /> - <argument index="1" name="body" type="Node" /> - <argument index="2" name="body_shape_index" type="int" /> - <argument index="3" name="local_shape_index" type="int" /> + <param index="0" name="body_rid" type="RID" /> + <param index="1" name="body" type="Node" /> + <param index="2" name="body_shape_index" type="int" /> + <param index="3" name="local_shape_index" type="int" /> <description> Emitted when the collision between one of this RigidDynamicBody3D'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_rid[/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. - [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. - [code]body_shape_index[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. - [code]local_shape_index[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. + [param body_rid] the [RID] of the other [PhysicsBody3D] or [MeshLibrary]'s [CollisionObject3D] used by the [PhysicsServer3D]. [GridMap]s are detected if the Meshes have [Shape3D]s. + [param body] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. + [param body_shape_index] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. + [param local_shape_index] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. </description> </signal> <signal name="sleeping_state_changed"> |