From 7adf4cc9b5de6701a41e27690a69b9892d5eed85 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?R=C3=A9mi=20Verschelde?= Date: Fri, 30 Jul 2021 15:28:05 +0200 Subject: doc: Use self-closing tags for `return` and `argument` For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there. --- doc/classes/PhysicsDirectBodyState3D.xml | 111 +++++++++++-------------------- 1 file changed, 37 insertions(+), 74 deletions(-) (limited to 'doc/classes/PhysicsDirectBodyState3D.xml') diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 85feeef86e..6af62c2bcc 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -10,173 +10,136 @@ - - - - + + Adds a constant directional force without affecting rotation. This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]. - - - - - - + + + Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates. - - - - + + Adds a constant rotational force without affecting position. - - - - + + Applies a single directional impulse without affecting rotation. This is equivalent to [code]apply_impulse(Vector3(0, 0, 0), impulse)[/code]. - - - - - - + + + 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. - - - - + + 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. - - - - + + Returns the collider's [RID]. - - - - + + Returns the collider's object id. - - - - + + Returns the collider object. - - - - + + Returns the contact position in the collider. - - - - + + Returns the collider's shape index. - - - - + + Returns the linear velocity vector at the collider's contact point. - - + Returns the number of contacts this body has with other bodies. [b]Note:[/b] By default, this returns 0 unless bodies are configured to monitor contacts. See [member RigidBody3D.contact_monitor]. - - - - + + Impulse created by the contact. Only implemented for Bullet physics. - - - - + + Returns the local normal at the contact point. - - - - + + Returns the local position of the contact point. - - - - + + Returns the local shape index of the collision. - - + Returns the current state of the space, useful for queries. - - + Calls the built-in force integration code. -- cgit v1.2.3