diff options
Diffstat (limited to 'doc')
-rw-r--r-- | doc/classes/ProjectSettings.xml | 6 | ||||
-rw-r--r-- | doc/classes/RigidDynamicBody3D.xml | 2 |
2 files changed, 1 insertions, 7 deletions
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index be2c1ad372..701e947fd1 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1493,7 +1493,7 @@ </member> <member name="physics/3d/physics_engine" type="String" setter="" getter="" default=""DEFAULT""> Sets which physics engine to use for 3D physics. - "DEFAULT" is currently the [url=https://bulletphysics.org]Bullet[/url] physics engine. The "GodotPhysics3D" engine is still supported as an alternative. + "DEFAULT" and "GodotPhysics3D" are the same, as there is currently no alternative 3D physics server implemented. </member> <member name="physics/3d/run_on_separate_thread" type="bool" setter="" getter="" default="false"> If [code]true[/code], the 3D physics server runs on a separate thread, making better use of multi-core CPUs. If [code]false[/code], the 3D physics server runs on the main thread. Running the physics server on a separate thread can increase performance, but restricts API access to only physics process. @@ -1504,10 +1504,6 @@ <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/smooth_trimesh_collision" type="bool" setter="" getter="" default="false"> - If [code]true[/code], smooths out collision with trimesh shapes ([ConcavePolygonShape3D]) by telling the Bullet physics engine to generate internal edge information for every trimesh shape created. - [b]Note:[/b] Only effective if [member physics/3d/physics_engine] is set to [code]Bullet[/code], [i]not[/i] [code]DEFAULT[/code] or [code]GodotPhysics[/code]. - </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> diff --git a/doc/classes/RigidDynamicBody3D.xml b/doc/classes/RigidDynamicBody3D.xml index 85cdcc7f8f..285176b8b0 100644 --- a/doc/classes/RigidDynamicBody3D.xml +++ b/doc/classes/RigidDynamicBody3D.xml @@ -227,7 +227,6 @@ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. [code]body_shape_index[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. [code]local_shape_index[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. - [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices. </description> </signal> <signal name="body_shape_exited"> @@ -241,7 +240,6 @@ [code]body[/code] the [Node], if it exists in the tree, of the other [PhysicsBody3D] or [GridMap]. [code]body_shape_index[/code] the index of the [Shape3D] of the other [PhysicsBody3D] or [GridMap] used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]body.shape_owner_get_owner(body.shape_find_owner(body_shape_index))[/code]. [code]local_shape_index[/code] the index of the [Shape3D] of this RigidDynamicBody3D used by the [PhysicsServer3D]. Get the [CollisionShape3D] node with [code]self.shape_owner_get_owner(self.shape_find_owner(local_shape_index))[/code]. - [b]Note:[/b] Bullet physics cannot identify the shape index when using a [ConcavePolygonShape3D]. Don't use multiple [CollisionShape3D]s when using a [ConcavePolygonShape3D] with Bullet physics if you need shape indices. </description> </signal> <signal name="sleeping_state_changed"> |