godot/doc/classes/Joint.xml
Hugo Locurcio f7f6115f76
Proofread and improve the whole class reference
- Document a few more properties and methods
- Add more information to many classes
- Fix lots of typos and gramar mistakes
- Use [code] tags for parameters consistently
- Use [b] and [i] tags consistently
- Put "Warning:" and "Note:" on their own line to be more visible,
  and make them always bold
- Tweak formatting in code examples to be more readable
- Use double quotes consistently
- Add more links to third-party technologies
2019-06-27 22:30:19 +02:00

30 lines
1.3 KiB
XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="Joint" inherits="Spatial" category="Core" version="3.2">
<brief_description>
Base class for all 3D joints.
</brief_description>
<description>
Joints are used to bind together two physics bodies. They have a solver priority and can define if the bodies of the two attached nodes should be able to collide with each other.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="collision/exclude_nodes" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision">
If [code]true[/code], the two bodies of the nodes are not able to collide with each other.
</member>
<member name="nodes/node_a" type="NodePath" setter="set_node_a" getter="get_node_a">
The node attached to the first side (A) of the joint.
</member>
<member name="nodes/node_b" type="NodePath" setter="set_node_b" getter="get_node_b">
The node attached to the second side (B) of the joint.
</member>
<member name="solver/priority" type="int" setter="set_solver_priority" getter="get_solver_priority">
The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.
</member>
</members>
<constants>
</constants>
</class>