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-rw-r--r--doc/classes/RigidDynamicBody3D.xml74
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">