Add functions to apply impulse and force to SoftBody on GodotPhysics and JoltPhysics
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@@ -19,6 +19,38 @@
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Adds a body to the list of bodies that this body can't collide with.
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</description>
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</method>
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<method name="apply_central_force">
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<return type="void" />
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<param index="0" name="force" type="Vector3" />
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<description>
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Distributes and applies a force to all points. A force is time dependent and meant to be applied every physics update.
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</description>
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</method>
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<method name="apply_central_impulse">
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<return type="void" />
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<param index="0" name="impulse" type="Vector3" />
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<description>
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Distributes and applies an impulse to all points.
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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).
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</description>
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</method>
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<method name="apply_force">
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<return type="void" />
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<param index="0" name="point_index" type="int" />
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<param index="1" name="force" type="Vector3" />
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<description>
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Applies a force to a point. A force is time dependent and meant to be applied every physics update.
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</description>
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</method>
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<method name="apply_impulse">
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<return type="void" />
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<param index="0" name="point_index" type="int" />
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<param index="1" name="impulse" type="Vector3" />
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<description>
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Applies an impulse to a point.
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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).
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</description>
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</method>
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<method name="get_collision_exceptions">
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<return type="PhysicsBody3D[]" />
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<description>
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