From 7ff1704b1bbe2906be696849d676901ec4c1c62e Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sat, 7 Oct 2023 16:57:46 +0200 Subject: [PATCH] Document Bounce = 1.0 not being sufficient for infinite energy conservation --- doc/classes/PhysicalBone3D.xml | 1 + doc/classes/PhysicsMaterial.xml | 1 + 2 files changed, 2 insertions(+) diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml index b62cebfdad7..c3b202e0a56 100644 --- a/doc/classes/PhysicalBone3D.xml +++ b/doc/classes/PhysicalBone3D.xml @@ -61,6 +61,7 @@ The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). + [b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy will be lost over time due to linear and angular damping. To have a [PhysicalBone3D] that preserves all its energy over time, set [member bounce] to [code]1.0[/code], [member linear_damp_mode] to [constant DAMP_MODE_REPLACE], [member linear_damp] to [code]0.0[/code], [member angular_damp_mode] to [constant DAMP_MODE_REPLACE], and [member angular_damp] to [code]0.0[/code]. If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awakened by an external force. diff --git a/doc/classes/PhysicsMaterial.xml b/doc/classes/PhysicsMaterial.xml index 30c24007753..1601a1040e3 100644 --- a/doc/classes/PhysicsMaterial.xml +++ b/doc/classes/PhysicsMaterial.xml @@ -14,6 +14,7 @@ The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). + [b]Note:[/b] Even with [member bounce] set to [code]1.0[/code], some energy will be lost over time due to linear and angular damping. To have a [PhysicsBody3D] that preserves all its energy over time, set [member bounce] to [code]1.0[/code], the body's linear damp mode to [b]Replace[/b] (if applicable), its linear damp to [code]0.0[/code], its angular damp mode to [b]Replace[/b] (if applicable), and its angular damp to [code]0.0[/code]. The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).