Document that RigidBody angular velocity is in degrees per second
This will be changed to radians per second in Godot 4.0, but it can't be changed in 3.x to preserve compatibility with existing projects.
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Rotation randomness ratio.
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</member>
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<member name="angular_velocity" type="float" setter="set_param" getter="get_param" default="0.0">
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Initial angular velocity applied to each particle. Sets the speed of rotation of the particle.
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Initial angular velocity applied to each particle in [i]degrees[/i] per second. Sets the speed of rotation of the particle.
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</member>
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<member name="angular_velocity_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
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Each particle's angular velocity will vary along this [Curve].
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Rotation randomness ratio.
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</member>
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<member name="angular_velocity" type="float" setter="set_param" getter="get_param" default="0.0">
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Initial angular velocity applied to each particle. Sets the speed of rotation of the particle.
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Initial angular velocity applied to each particle in [i]degrees[/i] per second. Sets the speed of rotation of the particle.
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</member>
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<member name="angular_velocity_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
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Each particle's angular velocity will vary along this [Curve].
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@ -75,7 +75,7 @@
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<members>
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<member name="angle" type="float" setter="set_param" getter="get_param" default="0.0">
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Initial rotation applied to each particle, in degrees.
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Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES].
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[b]Note:[/b] Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES].
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</member>
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<member name="angle_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
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Each particle's rotation will be animated along this [CurveTexture].
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Rotation randomness ratio.
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</member>
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<member name="angular_velocity" type="float" setter="set_param" getter="get_param" default="0.0">
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Initial angular velocity applied to each particle. Sets the speed of rotation of the particle.
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Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES].
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Initial angular velocity applied to each particle in [i]degrees[/i] per second. Sets the speed of rotation of the particle.
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[b]Note:[/b] Only applied when [member flag_disable_z] or [member flag_rotate_y] are [code]true[/code] or the [SpatialMaterial] being used to draw the particle is using [constant SpatialMaterial.BILLBOARD_PARTICLES].
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</member>
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<member name="angular_velocity_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
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Each particle's angular velocity will vary along this [CurveTexture].
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</member>
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<member name="orbit_velocity" type="float" setter="set_param" getter="get_param">
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Orbital velocity applied to each particle. Makes the particles circle around origin. Specified in number of full rotations around origin per second.
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Only available when [member flag_disable_z] is [code]true[/code].
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[b]Note:[/b] Only available when [member flag_disable_z] is [code]true[/code].
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</member>
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<member name="orbit_velocity_curve" type="Texture" setter="set_param_texture" getter="get_param_texture">
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Each particle's orbital velocity will vary along this [CurveTexture].
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</methods>
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<members>
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<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
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The body's rotational velocity.
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The body's rotational velocity in [i]radians[/i] per second.
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</member>
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<member name="inverse_inertia" type="float" setter="" getter="get_inverse_inertia">
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The inverse of the inertia of the body.
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The inverse of the mass of the body.
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</member>
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<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity">
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The body's linear velocity.
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The body's linear velocity in pixels per second.
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</member>
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<member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping">
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If [code]true[/code], this body is currently sleeping (not active).
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</methods>
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<members>
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<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity">
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The body's rotational velocity.
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The body's rotational velocity in axis-angle format. The magnitude of the vector is the rotation rate in [i]radians[/i] per second.
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</member>
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<member name="center_of_mass" type="Vector3" setter="" getter="get_center_of_mass">
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</member>
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The inverse of the mass of the body.
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</member>
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<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity">
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The body's linear velocity.
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The body's linear velocity in units per second.
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</member>
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<member name="principal_inertia_axes" type="Basis" setter="" getter="get_principal_inertia_axes">
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</member>
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See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
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</member>
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<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3( 0, 0, 0 )">
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RigidBody's rotational velocity.
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The body's rotational velocity in axis-angle format. The magnitude of the vector is the rotation rate in [i]radians[/i] per second.
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</member>
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<member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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Lock the body's rotation in the X axis.
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See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
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</member>
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<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3( 0, 0, 0 )">
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The body's linear velocity. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
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The body's linear velocity in units per second. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
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</member>
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<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
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The body's mass.
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See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
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</member>
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<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
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The body's rotational velocity.
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The body's rotational velocity in [i]radians[/i] per second.
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</member>
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<member name="applied_force" type="Vector2" setter="set_applied_force" getter="get_applied_force" default="Vector2( 0, 0 )">
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The body's total applied force.
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See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
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</member>
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<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2( 0, 0 )">
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The body's linear velocity.
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The body's linear velocity in pixels per second. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
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</member>
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<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
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The body's mass.
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