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@@ -15,6 +15,8 @@
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<argument index="0" name="force" type="Vector3">
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</argument>
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<description>
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+ Adds a constant directional force without affecting rotation.
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+ This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code].
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</description>
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</method>
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<method name="add_force">
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@@ -25,6 +27,7 @@
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<argument index="1" name="position" type="Vector3">
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</argument>
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<description>
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+ Adds a constant force (i.e. acceleration).
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</description>
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</method>
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<method name="add_torque">
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@@ -33,6 +36,7 @@
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<argument index="0" name="torque" type="Vector3">
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</argument>
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<description>
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+ Adds a constant rotational force (i.e. a motor) without affecting position.
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</description>
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</method>
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<method name="apply_central_impulse">
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@@ -41,6 +45,8 @@
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<argument index="0" name="j" type="Vector3">
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</argument>
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<description>
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+ Applies a single directional impulse without affecting rotation.
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+ This is equivalent to ``apply_impulse(Vector3(0,0,0), impulse)``.
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</description>
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</method>
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<method name="apply_impulse">
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@@ -51,6 +57,7 @@
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<argument index="1" name="j" type="Vector3">
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</argument>
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<description>
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+ Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to the object's origin.
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</description>
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</method>
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<method name="apply_torque_impulse">
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@@ -59,6 +66,7 @@
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<argument index="0" name="j" type="Vector3">
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</argument>
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<description>
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+ Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the passed in vector.
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</description>
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</method>
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<method name="get_contact_collider" qualifiers="const">
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