mirror of https://github.com/godotengine/godot
Merge 9c91da8725 into 15ff450680
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commit
78549aeace
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@ -27,6 +27,7 @@
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<param index="0" name="force" type="Vector2" />
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<description>
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Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
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[param force] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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This is equivalent to using [method add_constant_force] at the body's center of mass.
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</description>
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</method>
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@ -36,6 +37,7 @@
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<param index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Adds a constant positioned force to the body that keeps being applied over time until cleared with [code]constant_force = Vector2(0, 0)[/code].
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[param force] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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[param position] is the offset from the body origin in global coordinates.
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</description>
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</method>
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@ -51,6 +53,7 @@
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<param index="0" name="force" type="Vector2" />
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<description>
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Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
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[param force] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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This is equivalent to using [method apply_force] at the body's center of mass.
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</description>
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</method>
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@ -60,6 +63,7 @@
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<description>
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Applies a directional impulse without affecting rotation.
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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).
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[param impulse] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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This is equivalent to using [method apply_impulse] at the body's center of mass.
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</description>
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</method>
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@ -69,6 +73,7 @@
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<param index="1" name="position" type="Vector2" default="Vector2(0, 0)" />
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<description>
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Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
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[param force] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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[param position] is the offset from the body origin in global coordinates.
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</description>
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</method>
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@ -79,6 +84,7 @@
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<description>
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Applies a positioned impulse to the body.
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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).
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[param impulse] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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[param position] is the offset from the body origin in global coordinates.
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</description>
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</method>
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@ -28,6 +28,7 @@
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<param index="0" name="force" type="Vector3" />
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<description>
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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].
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[param force] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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This is equivalent to using [method add_constant_force] at the body's center of mass.
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</description>
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</method>
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@ -37,6 +38,7 @@
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<param index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
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<description>
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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].
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[param force] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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[param position] is the offset from the body origin in global coordinates.
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</description>
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</method>
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@ -45,6 +47,7 @@
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<param index="0" name="torque" type="Vector3" />
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<description>
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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].
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[param torque] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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</description>
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</method>
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<method name="apply_central_force">
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@ -52,6 +55,7 @@
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<param index="0" name="force" type="Vector3" />
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<description>
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Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
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[param force] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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This is equivalent to using [method apply_force] at the body's center of mass.
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</description>
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</method>
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@ -61,6 +65,7 @@
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<description>
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Applies a directional impulse without affecting rotation.
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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).
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[param impulse] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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This is equivalent to using [method apply_impulse] at the body's center of mass.
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</description>
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</method>
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@ -70,6 +75,7 @@
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<param index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
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<description>
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Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
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[param force] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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[param position] is the offset from the body origin in global coordinates.
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</description>
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</method>
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@ -80,6 +86,7 @@
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<description>
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Applies a positioned impulse to the body.
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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).
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[param impulse] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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[param position] is the offset from the body origin in global coordinates.
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</description>
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</method>
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@ -88,6 +95,7 @@
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<param index="0" name="torque" type="Vector3" />
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<description>
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Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
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[param torque] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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[b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].
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</description>
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</method>
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@ -97,6 +105,7 @@
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<description>
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Applies a rotational impulse to the body without affecting the position.
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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).
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[param impulse] is interpreted in global coordinates and applied as given, without modification by the body's transform.
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[b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia].
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</description>
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</method>
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