diff options
Diffstat (limited to 'doc/classes/RigidBody.xml')
| -rw-r--r-- | doc/classes/RigidBody.xml | 274 |
1 files changed, 0 insertions, 274 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index b4af674225..b04687e80c 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -35,34 +35,6 @@ 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 offset from the body origin are in global coordinates. </description> </method> - <method name="get_angular_damp" qualifiers="const"> - <return type="float"> - </return> - <description> - Return the current body angular damp. Default is -1. - </description> - </method> - <method name="get_angular_velocity" qualifiers="const"> - <return type="Vector3"> - </return> - <description> - Return the current body angular velocity. - </description> - </method> - <method name="get_axis_lock" qualifiers="const"> - <return type="int" enum="RigidBody.AxisLock"> - </return> - <description> - Return the current axis lock of the body. One of AXIS_LOCK_* enum. - </description> - </method> - <method name="get_bounce" qualifiers="const"> - <return type="float"> - </return> - <description> - Return the current body bounciness. - </description> - </method> <method name="get_colliding_bodies" qualifiers="const"> <return type="Array"> </return> @@ -70,124 +42,6 @@ Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it. </description> </method> - <method name="get_friction" qualifiers="const"> - <return type="float"> - </return> - <description> - Return the current body friction, from 0 (frictionless) to 1 (max friction). - </description> - </method> - <method name="get_gravity_scale" qualifiers="const"> - <return type="float"> - </return> - <description> - Return the current body gravity scale. - </description> - </method> - <method name="get_linear_damp" qualifiers="const"> - <return type="float"> - </return> - <description> - Return the current body linear damp. Default is -1. - </description> - </method> - <method name="get_linear_velocity" qualifiers="const"> - <return type="Vector3"> - </return> - <description> - Return the current body linear velocity. - </description> - </method> - <method name="get_mass" qualifiers="const"> - <return type="float"> - </return> - <description> - Return the current body mass. - </description> - </method> - <method name="get_max_contacts_reported" qualifiers="const"> - <return type="int"> - </return> - <description> - Return the maximum contacts that can be reported. See [method set_max_contacts_reported]. - </description> - </method> - <method name="get_mode" qualifiers="const"> - <return type="int" enum="RigidBody.Mode"> - </return> - <description> - Return the current body mode, see [method set_mode]. - </description> - </method> - <method name="get_weight" qualifiers="const"> - <return type="float"> - </return> - <description> - Return the current body weight, given standard earth-weight (gravity 9.8). - </description> - </method> - <method name="is_able_to_sleep" qualifiers="const"> - <return type="bool"> - </return> - <description> - Return whether the body has the ability to fall asleep when not moving. See [method set_can_sleep]. - </description> - </method> - <method name="is_contact_monitor_enabled" qualifiers="const"> - <return type="bool"> - </return> - <description> - Return whether contact monitoring is enabled. - </description> - </method> - <method name="is_sleeping" qualifiers="const"> - <return type="bool"> - </return> - <description> - Return whether the body is sleeping. - </description> - </method> - <method name="is_using_continuous_collision_detection" qualifiers="const"> - <return type="bool"> - </return> - <description> - Return whether this body is using continuous collision detection. - </description> - </method> - <method name="is_using_custom_integrator"> - <return type="bool"> - </return> - <description> - Return whether the body is using a custom integrator. - </description> - </method> - <method name="set_angular_damp"> - <return type="void"> - </return> - <argument index="0" name="angular_damp" type="float"> - </argument> - <description> - Set the angular damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any angular damp derived from the world or areas will be overridden. - </description> - </method> - <method name="set_angular_velocity"> - <return type="void"> - </return> - <argument index="0" name="angular_velocity" type="Vector3"> - </argument> - <description> - Set the body angular velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state. - </description> - </method> - <method name="set_axis_lock"> - <return type="void"> - </return> - <argument index="0" name="axis_lock" type="int" enum="RigidBody.AxisLock"> - </argument> - <description> - Set the axis lock of the body, from the AXIS_LOCK_* enum. Axis lock stops the body from moving along the specified axis(X/Y/Z) and rotating along the other two axes. - </description> - </method> <method name="set_axis_velocity"> <return type="void"> </return> @@ -197,134 +51,6 @@ Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior. </description> </method> - <method name="set_bounce"> - <return type="void"> - </return> - <argument index="0" name="bounce" type="float"> - </argument> - <description> - Set the body bounciness, from 0 (no bounciness) to 1 (max bounciness). - </description> - </method> - <method name="set_can_sleep"> - <return type="void"> - </return> - <argument index="0" name="able_to_sleep" type="bool"> - </argument> - <description> - Set the body ability to fall asleep when not moving. This saves an enormous amount of processor time when there are plenty of rigid bodies (non static) in a scene. - Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] / [method set_applied_force] wakes them up. Until then, they behave like a static body. - </description> - </method> - <method name="set_contact_monitor"> - <return type="void"> - </return> - <argument index="0" name="enabled" type="bool"> - </argument> - <description> - Enable contact monitoring. This allows the body to emit signals when it collides with another. - </description> - </method> - <method name="set_friction"> - <return type="void"> - </return> - <argument index="0" name="friction" type="float"> - </argument> - <description> - Set the body friction, from 0 (frictionless) to 1 (max friction). - </description> - </method> - <method name="set_gravity_scale"> - <return type="void"> - </return> - <argument index="0" name="gravity_scale" type="float"> - </argument> - <description> - Set the gravity factor. This factor multiplies gravity intensity just for this body. - </description> - </method> - <method name="set_linear_damp"> - <return type="void"> - </return> - <argument index="0" name="linear_damp" type="float"> - </argument> - <description> - Set the linear damp for this body. Default of -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden. - </description> - </method> - <method name="set_linear_velocity"> - <return type="void"> - </return> - <argument index="0" name="linear_velocity" type="Vector3"> - </argument> - <description> - Set the body linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may be running in another thread and definitely runs at a different granularity. Use [method _integrate_forces] as your process loop if you want to have precise control of the body state. - </description> - </method> - <method name="set_mass"> - <return type="void"> - </return> - <argument index="0" name="mass" type="float"> - </argument> - <description> - Set the body mass. - </description> - </method> - <method name="set_max_contacts_reported"> - <return type="void"> - </return> - <argument index="0" name="amount" type="int"> - </argument> - <description> - Set the maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0. - </description> - </method> - <method name="set_mode"> - <return type="void"> - </return> - <argument index="0" name="mode" type="int" enum="RigidBody.Mode"> - </argument> - <description> - Set the body mode, from the MODE_* enum. This allows to change to a static body or a character body. - </description> - </method> - <method name="set_sleeping"> - <return type="void"> - </return> - <argument index="0" name="sleeping" type="bool"> - </argument> - <description> - Set whether a body is sleeping or not. Sleeping bodies are not affected by forces until a collision or an [method apply_impulse] wakes them up. Until then, they behave like a static body. - </description> - </method> - <method name="set_use_continuous_collision_detection"> - <return type="void"> - </return> - <argument index="0" name="enable" type="bool"> - </argument> - <description> - Set the continuous collision detection mode from the enum CCD_MODE_*. - Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. The first is more precise, and misses less impacts by small, fast-moving objects. The second is faster to compute, but can miss small, fast-moving objects. - </description> - </method> - <method name="set_use_custom_integrator"> - <return type="void"> - </return> - <argument index="0" name="enable" type="bool"> - </argument> - <description> - Pass true to disable the internal force integration (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined. - </description> - </method> - <method name="set_weight"> - <return type="void"> - </return> - <argument index="0" name="weight" type="float"> - </argument> - <description> - Set the body weight given standard earth-weight (gravity 9.8). - </description> - </method> </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp"> |
