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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-11-08 10:48:33 +0100 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-11-08 10:48:33 +0100 |
commit | 56e1520f8258a195e53e4187299c07dbaede9450 (patch) | |
tree | 12dccaf6396135c9ba204a33ecd6b35bde5aaec8 /doc | |
parent | 2f0d3d5424c393c756f4cd5cac26287c95aaf4fe (diff) | |
parent | f19de2ae4c65ea5cc77949cbb356f0af3d98548e (diff) |
Merge pull request #68098 from compmstr/apply-torque-inertia-note
Add note about inertia being required for apply_torque on various Node types
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/PhysicsDirectBodyState2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/PhysicsDirectBodyState3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/RigidBody2D.xml | 2 | ||||
-rw-r--r-- | doc/classes/RigidBody3D.xml | 2 |
4 files changed, 8 insertions, 0 deletions
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index 80afe3b784..e8062f3e94 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -76,6 +76,7 @@ <param index="0" name="torque" type="float" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="apply_torque_impulse"> @@ -84,6 +85,7 @@ <description> Applies a rotational impulse to the body without affecting the position. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). + [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="get_constant_force" qualifiers="const"> diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 3266c02a1e..4c6d51c85a 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -76,6 +76,7 @@ <param index="0" name="torque" type="Vector3" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="apply_torque_impulse"> @@ -84,6 +85,7 @@ <description> Applies a rotational impulse to the body without affecting the position. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). + [b]Note:[/b] [member inverse_inertia] is required for this to work. To have [member inverse_inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inverse_inertia]. </description> </method> <method name="get_constant_force" qualifiers="const"> diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index 9eedc3a24c..6e3535f14a 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -87,6 +87,7 @@ <param index="0" name="torque" type="float" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="apply_torque_impulse"> @@ -95,6 +96,7 @@ <description> Applies a rotational impulse to the body without affecting the position. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape2D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="get_colliding_bodies" qualifiers="const"> diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 3ee3f25df1..8380d56de3 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -87,6 +87,7 @@ <param index="0" name="torque" type="Vector3" /> <description> Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update. + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="apply_torque_impulse"> @@ -95,6 +96,7 @@ <description> Applies a rotational impulse to the body without affecting the position. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason, it should only be used when simulating one-time impacts (use the "_force" functions otherwise). + [b]Note:[/b] [member inertia] is required for this to work. To have [member inertia], an active [CollisionShape3D] must be a child of the node, or you can manually set [member inertia]. </description> </method> <method name="get_colliding_bodies" qualifiers="const"> |