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-rw-r--r--doc/classes/PhysicalBone3D.xml4
-rw-r--r--doc/classes/PhysicsDirectBodyState2D.xml8
-rw-r--r--doc/classes/PhysicsDirectBodyState3D.xml12
-rw-r--r--doc/classes/PhysicsServer2D.xml8
-rw-r--r--doc/classes/PhysicsServer3D.xml6
-rw-r--r--doc/classes/RigidBody2D.xml10
-rw-r--r--doc/classes/RigidBody3D.xml6
7 files changed, 27 insertions, 27 deletions
diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml
index 58930aae37..0808e4a724 100644
--- a/doc/classes/PhysicalBone3D.xml
+++ b/doc/classes/PhysicalBone3D.xml
@@ -18,9 +18,9 @@
<method name="apply_impulse">
<return type="void">
</return>
- <argument index="0" name="position" type="Vector3">
+ <argument index="0" name="impulse" type="Vector3">
</argument>
- <argument index="1" name="impulse" type="Vector3">
+ <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )">
</argument>
<description>
</description>
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index 46205fecd1..30519e11be 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -22,9 +22,9 @@
<method name="add_force">
<return type="void">
</return>
- <argument index="0" name="offset" type="Vector2">
+ <argument index="0" name="force" type="Vector2">
</argument>
- <argument index="1" name="force" type="Vector2">
+ <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
@@ -51,9 +51,9 @@
<method name="apply_impulse">
<return type="void">
</return>
- <argument index="0" name="offset" type="Vector2">
+ <argument index="0" name="impulse" type="Vector2">
</argument>
- <argument index="1" name="impulse" type="Vector2">
+ <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<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). The offset uses the rotation of the global coordinate system, but is centered at the object's origin.
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index 1ee520fe5f..eea681e696 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -12,7 +12,7 @@
<method name="add_central_force">
<return type="void">
</return>
- <argument index="0" name="force" type="Vector3">
+ <argument index="0" name="force" type="Vector3" default="Vector3( 0, 0, 0 )">
</argument>
<description>
Adds a constant directional force without affecting rotation.
@@ -24,7 +24,7 @@
</return>
<argument index="0" name="force" type="Vector3">
</argument>
- <argument index="1" name="position" type="Vector3">
+ <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )">
</argument>
<description>
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
@@ -42,7 +42,7 @@
<method name="apply_central_impulse">
<return type="void">
</return>
- <argument index="0" name="j" type="Vector3">
+ <argument index="0" name="impulse" type="Vector3" default="Vector3( 0, 0, 0 )">
</argument>
<description>
Applies a single directional impulse without affecting rotation.
@@ -52,9 +52,9 @@
<method name="apply_impulse">
<return type="void">
</return>
- <argument index="0" name="position" type="Vector3">
+ <argument index="0" name="impulse" type="Vector3">
</argument>
- <argument index="1" name="j" type="Vector3">
+ <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )">
</argument>
<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.
@@ -63,7 +63,7 @@
<method name="apply_torque_impulse">
<return type="void">
</return>
- <argument index="0" name="j" type="Vector3">
+ <argument index="0" name="impulse" type="Vector3">
</argument>
<description>
Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector [code]j[/code] passed as parameter.
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index d7821b1045..b2904c6538 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -331,9 +331,9 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
- <argument index="1" name="offset" type="Vector2">
+ <argument index="1" name="force" type="Vector2">
</argument>
- <argument index="2" name="force" type="Vector2">
+ <argument index="2" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
Adds a positioned force to the applied force and torque. As with [method body_apply_impulse], both the force and the offset from the body origin are in global coordinates. A force differs from an impulse in that, while the two are forces, the impulse clears itself after being applied.
@@ -379,9 +379,9 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
- <argument index="1" name="position" type="Vector2">
+ <argument index="1" name="impulse" type="Vector2">
</argument>
- <argument index="2" name="impulse" type="Vector2">
+ <argument index="2" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
Adds a positioned impulse to the applied force and torque. Both the force and the offset from the body origin are in global coordinates.
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index e9e1552c92..5fd3ef5db2 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -334,7 +334,7 @@
</argument>
<argument index="1" name="force" type="Vector3">
</argument>
- <argument index="2" name="position" type="Vector3">
+ <argument index="2" name="position" type="Vector3" default="Vector3( 0, 0, 0 )">
</argument>
<description>
</description>
@@ -379,9 +379,9 @@
</return>
<argument index="0" name="body" type="RID">
</argument>
- <argument index="1" name="position" type="Vector3">
+ <argument index="1" name="impulse" type="Vector3">
</argument>
- <argument index="2" name="impulse" type="Vector3">
+ <argument index="2" name="position" type="Vector3" default="Vector3( 0, 0, 0 )">
</argument>
<description>
Gives the body a push at a [code]position[/code] in the direction of the [code]impulse[/code].
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index a3fd2e81fd..d56dc1e17c 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -34,9 +34,9 @@
<method name="add_force">
<return type="void">
</return>
- <argument index="0" name="offset" type="Vector2">
+ <argument index="0" name="force" type="Vector2">
</argument>
- <argument index="1" name="force" type="Vector2">
+ <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
@@ -54,7 +54,7 @@
<method name="apply_central_impulse">
<return type="void">
</return>
- <argument index="0" name="impulse" type="Vector2">
+ <argument index="0" name="impulse" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<description>
Applies a directional impulse without affecting rotation.
@@ -63,9 +63,9 @@
<method name="apply_impulse">
<return type="void">
</return>
- <argument index="0" name="offset" type="Vector2">
+ <argument index="0" name="impulse" type="Vector2">
</argument>
- <argument index="1" name="impulse" type="Vector2">
+ <argument index="1" name="position" type="Vector2" default="Vector2( 0, 0 )">
</argument>
<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). The position uses the rotation of the global coordinate system, but is centered at the object's origin.
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 063cc3ca59..efd55f5566 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -37,7 +37,7 @@
</return>
<argument index="0" name="force" type="Vector3">
</argument>
- <argument index="1" name="position" type="Vector3">
+ <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )">
</argument>
<description>
Adds a constant directional force (i.e. acceleration).
@@ -66,9 +66,9 @@
<method name="apply_impulse">
<return type="void">
</return>
- <argument index="0" name="position" type="Vector3">
+ <argument index="0" name="impulse" type="Vector3">
</argument>
- <argument index="1" name="impulse" type="Vector3">
+ <argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )">
</argument>
<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.