From 5ffc22b06f28b5b2cdfab4e040830914692b0e5b Mon Sep 17 00:00:00 2001 From: Micky Date: Tue, 9 Jan 2024 16:27:09 +0100 Subject: [PATCH] Add missing descriptions to PrimitiveMesh and SoftBody3D (cherry picked from commit a33777d49d4c5a42b60e761db9bcb8d2542dbe25) --- doc/classes/PrimitiveMesh.xml | 1 + doc/classes/SoftBody3D.xml | 5 +++++ 2 files changed, 6 insertions(+) diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml index 7bcf3ce46b6..e468e3ef547 100644 --- a/doc/classes/PrimitiveMesh.xml +++ b/doc/classes/PrimitiveMesh.xml @@ -12,6 +12,7 @@ + Override this method to customize how this primitive mesh should be generated. Should return an [Array] where each element is another Array of values required for the mesh (see the [enum Mesh.ArrayType] constants). diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml index c66b64f4bea..7d42d2b621b 100644 --- a/doc/classes/SoftBody3D.xml +++ b/doc/classes/SoftBody3D.xml @@ -41,6 +41,7 @@ + Returns the internal [RID] used by the [PhysicsServer3D] for this body. @@ -100,11 +101,14 @@ [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. + The body's damping coefficient. Higher values will slow down the body more noticeably when forces are applied. Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. + The body's drag coefficient. Higher values increase this body's air resistance. + [b]Note:[/b] This value is currently unused by Godot's default physics implementation. Higher values will result in a stiffer body, while lower values will increase the body's ability to bend. The value can be between [code]0.0[/code] and [code]1.0[/code] (inclusive). @@ -113,6 +117,7 @@ [NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping. + The pressure coefficient of this soft body. Simulate pressure build-up from inside this body. Higher values increase the strength of this effect. If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s.