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authorskyace65 <trekie96@hotmail.com>2020-08-27 09:57:03 -0400
committerskyace65 <trekie96@hotmail.com>2020-08-27 11:20:29 -0400
commit555f4f3e17a16d1d796691e2d83b17fe75ac67ae (patch)
tree72fe67b98d1b00f49045a9a9ceff7feba53fa561
parent7a62b94bcae4da685144ce11aa6f1c8ad19b7c71 (diff)
Document where the center of mass is for RigidBody nodes
-rw-r--r--doc/classes/RigidBody2D.xml1
-rw-r--r--doc/classes/RigidBody3D.xml1
2 files changed, 2 insertions, 0 deletions
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index a7efba518c..1fbcccdbb5 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -9,6 +9,7 @@
[b]Note:[/b] You should not change a RigidBody2D's [code]position[/code] or [code]linear_velocity[/code] every frame or even very often. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
Please also keep in mind that physics bodies manage their own transform which overwrites the ones you set. So any direct or indirect transformation (including scaling of the node or its parent) will be visible in the editor only, and immediately reset at runtime.
If you need to override the default physics behavior or add a transformation at runtime, you can write a custom force integration. See [member custom_integrator].
+ The center of mass is always located at the node's origin without taking into account the [CollisionShape2D] centroid offsets.
</description>
<tutorials>
</tutorials>
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 933885ba77..d53d6b001c 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -8,6 +8,7 @@
A RigidBody3D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
[b]Note:[/b] Don't change a RigidBody3D's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator].
+ With Bullet physics (the default), the center of mass is the RigidBody3D center. With GodotPhysics, the center of mass is the average of the [CollisionShape3D] centers.
</description>
<tutorials>
<link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>