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| author | Rémi Verschelde | 2018-02-19 21:38:33 +0100 |
|---|---|---|
| committer | GitHub | 2018-02-19 21:38:33 +0100 |
| commit | a41c45c3358b22e19ef8ac7772826e6b15fc9458 (patch) | |
| tree | 5776c8ed462d227edb1a3462d24c5372190dfa83 /doc/classes | |
| parent | aeed774fef63c37b6894d889d6dc98202ee24ed0 (diff) | |
| parent | cdd8334585a02ed3fe9766abe0e625d866f0b271 (diff) | |
| download | godot-a41c45c3358b22e19ef8ac7772826e6b15fc9458.tar.gz godot-a41c45c3358b22e19ef8ac7772826e6b15fc9458.tar.zst godot-a41c45c3358b22e19ef8ac7772826e6b15fc9458.zip | |
Diffstat (limited to 'doc/classes')
| -rw-r--r-- | doc/classes/RigidBody.xml | 9 |
1 files changed, 9 insertions, 0 deletions
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml index b3de3b970..a1aa479ea 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -35,6 +35,15 @@ 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 position are in global coordinates, and the position is relative to the object's origin. </description> </method> + <method name="apply_torque_impulse"> + <return type="void"> + </return> + <argument index="1" name="impulse" type="Vector3"> + </argument> + <description> + Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the passed in vector. + </description> + </method> <method name="get_colliding_bodies" qualifiers="const"> <return type="Array"> </return> |
