Add note about inertia being required for apply_torque on various Nodes
- RigidBody2D - PhysicsDirectBodyState2D - RigidBody3D - PhysicsDirectBodyState3D
This commit is contained in:
parent
889868cbbc
commit
f19de2ae4c
@ -76,6 +76,7 @@
|
||||
<param index="0" name="torque" type="float" />
|
||||
<description>
|
||||
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
|
||||
[b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_torque_impulse">
|
||||
@ -84,6 +85,7 @@
|
||||
<description>
|
||||
Applies a rotational impulse to the body without affecting the position.
|
||||
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).
|
||||
[b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia].
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_constant_force" qualifiers="const">
|
||||
|
@ -76,6 +76,7 @@
|
||||
<param index="0" name="torque" type="Vector3" />
|
||||
<description>
|
||||
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
|
||||
[b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_torque_impulse">
|
||||
@ -84,6 +85,7 @@
|
||||
<description>
|
||||
Applies a rotational impulse to the body without affecting the position.
|
||||
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).
|
||||
[b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia].
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_constant_force" qualifiers="const">
|
||||
|
@ -87,6 +87,7 @@
|
||||
<param index="0" name="torque" type="float" />
|
||||
<description>
|
||||
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
|
||||
[b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia].
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_torque_impulse">
|
||||
@ -95,6 +96,7 @@
|
||||
<description>
|
||||
Applies a rotational impulse to the body without affecting the position.
|
||||
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).
|
||||
[b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia].
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_colliding_bodies" qualifiers="const">
|
||||
|
@ -87,6 +87,7 @@
|
||||
<param index="0" name="torque" type="Vector3" />
|
||||
<description>
|
||||
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
|
||||
[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].
|
||||
</description>
|
||||
</method>
|
||||
<method name="apply_torque_impulse">
|
||||
@ -95,6 +96,7 @@
|
||||
<description>
|
||||
Applies a rotational impulse to the body without affecting the position.
|
||||
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).
|
||||
[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].
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_colliding_bodies" qualifiers="const">
|
||||
|
Loading…
Reference in New Issue
Block a user