diff options
Diffstat (limited to 'doc/classes')
-rw-r--r-- | doc/classes/PhysicalBone3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/PhysicsDirectBodyState2D.xml | 8 | ||||
-rw-r--r-- | doc/classes/PhysicsDirectBodyState3D.xml | 12 | ||||
-rw-r--r-- | doc/classes/PhysicsServer2D.xml | 8 | ||||
-rw-r--r-- | doc/classes/PhysicsServer3D.xml | 6 | ||||
-rw-r--r-- | doc/classes/RigidBody2D.xml | 10 | ||||
-rw-r--r-- | doc/classes/RigidBody3D.xml | 6 |
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 9da739e57a..ca65487ec5 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 8379fc5b58..9bf1627a09 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 1db818d6af..91e2929e75 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. |