mirror of
https://github.com/stan220/godot-docs.git
synced 2026-09-08 17:28:58 +00:00
classref: Sync with current master branch (46a568e0a)
This commit is contained in:
@@ -19,7 +19,7 @@ Direct access object to a physics body in the :ref:`PhysicsServer3D<class_Physic
|
||||
Description
|
||||
-----------
|
||||
|
||||
Provides direct access to a physics body in the :ref:`PhysicsServer3D<class_PhysicsServer3D>`, allowing safe changes to physics properties. This object is passed via the direct state callback of dynamic bodies, and is intended for changing the direct state of that body. See :ref:`RigidDynamicBody3D._integrate_forces<class_RigidDynamicBody3D_method__integrate_forces>`.
|
||||
Provides direct access to a physics body in the :ref:`PhysicsServer3D<class_PhysicsServer3D>`, allowing safe changes to physics properties. This object is passed via the direct state callback of rigid bodies, and is intended for changing the direct state of that body. See :ref:`RigidBody3D._integrate_forces<class_RigidBody3D_method__integrate_forces>`.
|
||||
|
||||
Tutorials
|
||||
---------
|
||||
@@ -300,7 +300,7 @@ This is equivalent to using :ref:`add_constant_force<class_PhysicsDirectBodyStat
|
||||
|
||||
Adds a constant positioned force to the body that keeps being applied over time until cleared with ``constant_force = Vector3(0, 0, 0)``.
|
||||
|
||||
\ ``position`` is the offset from the body origin in global coordinates.
|
||||
``position`` is the offset from the body origin in global coordinates.
|
||||
|
||||
----
|
||||
|
||||
@@ -340,7 +340,7 @@ This is equivalent to using :ref:`apply_impulse<class_PhysicsDirectBodyState3D_m
|
||||
|
||||
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
|
||||
|
||||
\ ``position`` is the offset from the body origin in global coordinates.
|
||||
``position`` is the offset from the body origin in global coordinates.
|
||||
|
||||
----
|
||||
|
||||
@@ -352,7 +352,7 @@ 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).
|
||||
|
||||
\ ``position`` is the offset from the body origin in global coordinates.
|
||||
``position`` is the offset from the body origin in global coordinates.
|
||||
|
||||
----
|
||||
|
||||
@@ -448,7 +448,7 @@ Returns the linear velocity vector at the collider's contact point.
|
||||
|
||||
Returns the number of contacts this body has with other bodies.
|
||||
|
||||
\ **Note:** By default, this returns 0 unless bodies are configured to monitor contacts. See :ref:`RigidDynamicBody3D.contact_monitor<class_RigidDynamicBody3D_property_contact_monitor>`.
|
||||
\ **Note:** By default, this returns 0 unless bodies are configured to monitor contacts. See :ref:`RigidBody3D.contact_monitor<class_RigidBody3D_property_contact_monitor>`.
|
||||
|
||||
----
|
||||
|
||||
|
||||
Reference in New Issue
Block a user