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Diffstat (limited to 'doc/classes/ProjectSettings.xml')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 39 |
1 files changed, 39 insertions, 0 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index e0371a6a4a..1af5a42d01 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1420,6 +1420,26 @@ <member name="physics/2d/sleep_threshold_linear" type="float" setter="" getter="" default="2.0"> Threshold linear velocity under which a 2D physics body will be considered inactive. See [constant PhysicsServer2D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]. </member> + <member name="physics/2d/solver/contact_max_allowed_penetration" type="float" setter="" getter="" default="0.3"> + Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]. + </member> + <member name="physics/2d/solver/contact_max_separation" type="float" setter="" getter="" default="1.5"> + Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_MAX_SEPARATION]. + </member> + <member name="physics/2d/solver/contact_recycle_radius" type="float" setter="" getter="" default="1.0"> + Maximum distance a pair of bodies has to move before their collision status has to be recalculated. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS]. + </member> + <member name="physics/2d/solver/default_constraint_bias" type="float" setter="" getter="" default="0.2"> + Default solver bias for all physics constraints. Defines how much bodies react to enforce constraints. See [constant PhysicsServer2D.SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS]. + Individual constraints can have a specific bias value (see [member Joint2D.bias]). + </member> + <member name="physics/2d/solver/default_contact_bias" type="float" setter="" getter="" default="0.8"> + Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See [constant PhysicsServer2D.SPACE_PARAM_CONTACT_DEFAULT_BIAS]. + Individual shapes can have a specific bias value (see [member Shape2D.custom_solver_bias]). + </member> + <member name="physics/2d/solver/solver_iterations" type="int" setter="" getter="" default="16"> + Number of solver iterations for all contacts and constraints. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. See [constant PhysicsServer2D.SPACE_PARAM_SOLVER_ITERATIONS]. + </member> <member name="physics/2d/time_before_sleep" type="float" setter="" getter="" default="0.5"> Time (in seconds) of inactivity before which a 2D physics body will put to sleep. See [constant PhysicsServer2D.SPACE_PARAM_BODY_TIME_TO_SLEEP]. </member> @@ -1467,10 +1487,29 @@ Sets whether 3D physics is run on the main thread or a separate one. Running the server on a thread increases performance, but restricts API access to only physics process. </member> <member name="physics/3d/sleep_threshold_angular" type="float" setter="" getter="" default="0.139626"> + Threshold angular velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD]. </member> <member name="physics/3d/sleep_threshold_linear" type="float" setter="" getter="" default="0.1"> + Threshold linear velocity under which a 3D physics body will be considered inactive. See [constant PhysicsServer3D.SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD]. + </member> + <member name="physics/3d/solver/contact_max_allowed_penetration" type="float" setter="" getter="" default="0.01"> + Maximum distance a shape can penetrate another shape before it is considered a collision. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION]. + </member> + <member name="physics/3d/solver/contact_max_separation" type="float" setter="" getter="" default="0.05"> + Maximum distance a shape can be from another before they are considered separated and the contact is discarded. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_MAX_SEPARATION]. + </member> + <member name="physics/3d/solver/contact_recycle_radius" type="float" setter="" getter="" default="0.01"> + Maximum distance a pair of bodies has to move before their collision status has to be recalculated. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_RECYCLE_RADIUS]. + </member> + <member name="physics/3d/solver/default_contact_bias" type="float" setter="" getter="" default="0.8"> + Default solver bias for all physics contacts. Defines how much bodies react to enforce contact separation. See [constant PhysicsServer3D.SPACE_PARAM_CONTACT_DEFAULT_BIAS]. + Individual shapes can have a specific bias value (see [member Shape3D.custom_solver_bias]). + </member> + <member name="physics/3d/solver/solver_iterations" type="int" setter="" getter="" default="16"> + Number of solver iterations for all contacts and constraints. The greater the amount of iterations, the more accurate the collisions will be. However, a greater amount of iterations requires more CPU power, which can decrease performance. See [constant PhysicsServer3D.SPACE_PARAM_SOLVER_ITERATIONS]. </member> <member name="physics/3d/time_before_sleep" type="float" setter="" getter="" default="0.5"> + Time (in seconds) of inactivity before which a 3D physics body will put to sleep. See [constant PhysicsServer3D.SPACE_PARAM_BODY_TIME_TO_SLEEP]. </member> <member name="physics/common/enable_object_picking" type="bool" setter="" getter="" default="true"> Enables [member Viewport.physics_object_picking] on the root viewport. |