Merge pull request #42604 from KoBeWi/da100mp

Correct the doc about linear damping
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Rémi Verschelde 2020-10-13 11:53:01 +02:00 committed by GitHub
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5 changed files with 16 additions and 4 deletions

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</methods> </methods>
<members> <members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="1.0"> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="1.0">
The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
</member> </member>
<member name="audio_bus_name" type="StringName" setter="set_audio_bus_name" getter="get_audio_bus_name" default="@&quot;Master&quot;"> <member name="audio_bus_name" type="StringName" setter="set_audio_bus_name" getter="get_audio_bus_name" default="@&quot;Master&quot;">
The name of the area's audio bus. The name of the area's audio bus.
@ -118,7 +119,8 @@
The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction. The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction.
</member> </member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.1"> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.1">
The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
</member> </member>
<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" default="true"> <member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" default="true">
If [code]true[/code], other monitoring areas can detect this area. If [code]true[/code], other monitoring areas can detect this area.

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</methods> </methods>
<members> <members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.1"> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.1">
The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
</member> </member>
<member name="audio_bus_name" type="StringName" setter="set_audio_bus" getter="get_audio_bus" default="@&quot;Master&quot;"> <member name="audio_bus_name" type="StringName" setter="set_audio_bus" getter="get_audio_bus" default="@&quot;Master&quot;">
The name of the area's audio bus. The name of the area's audio bus.
@ -116,7 +117,8 @@
The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction. The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction.
</member> </member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.1"> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.1">
The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
</member> </member>
<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" default="true"> <member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" default="true">
If [code]true[/code], other monitoring areas can detect this area. If [code]true[/code], other monitoring areas can detect this area.

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</member> </member>
<member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0"> <member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0">
The default angular damp in 2D. The default angular damp in 2D.
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member> </member>
<member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98"> <member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98">
The default gravity strength in 2D. The default gravity strength in 2D.
@ -902,6 +903,7 @@
</member> </member>
<member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1"> <member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1">
The default linear damp in 2D. The default linear damp in 2D.
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member> </member>
<member name="physics/2d/large_object_surface_threshold_in_cells" type="int" setter="" getter="" default="512"> <member name="physics/2d/large_object_surface_threshold_in_cells" type="int" setter="" getter="" default="512">
Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm. Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm.
@ -928,6 +930,7 @@
</member> </member>
<member name="physics/3d/default_angular_damp" type="float" setter="" getter="" default="0.1"> <member name="physics/3d/default_angular_damp" type="float" setter="" getter="" default="0.1">
The default angular damp in 3D. The default angular damp in 3D.
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member> </member>
<member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8"> <member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8">
The default gravity strength in 3D. The default gravity strength in 3D.
@ -947,6 +950,7 @@
</member> </member>
<member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1"> <member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1">
The default linear damp in 3D. The default linear damp in 3D.
[b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration.
</member> </member>
<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;"> <member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
Sets which physics engine to use for 3D physics. Sets which physics engine to use for 3D physics.

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<members> <members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0"> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
Damps the body's [member angular_velocity]. If [code]-1[/code], the body will use the [b]Default Angular Damp[/b] defined in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b]. Damps the body's [member angular_velocity]. If [code]-1[/code], the body will use the [b]Default Angular Damp[/b] defined in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b].
See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
</member> </member>
<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0"> <member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
The body's rotational velocity. The body's rotational velocity.
@ -155,6 +156,7 @@
</member> </member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0"> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b]. Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b].
See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
</member> </member>
<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2( 0, 0 )"> <member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2( 0, 0 )">
The body's linear velocity. The body's linear velocity.

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<members> <members>
<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0"> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
Damps RigidBody3D's rotational forces. Damps RigidBody3D's rotational forces.
See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
</member> </member>
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3( 0, 0, 0 )"> <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3( 0, 0, 0 )">
RigidBody3D's rotational velocity. RigidBody3D's rotational velocity.
@ -179,6 +180,7 @@
</member> </member>
<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0"> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden. The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden.
See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
</member> </member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3( 0, 0, 0 )"> <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3( 0, 0, 0 )">
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. 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.