summaryrefslogtreecommitdiff
path: root/doc/classes/RigidBody3D.xml
AgeCommit message (Collapse)Author
2023-01-23Merge pull request #67847 from rburing/warn_non-uniformistsRémi Verschelde
Warn against using non-uniform scale for 3D physics (in the editor and class reference)
2022-11-06Add note about inertia being required for apply_torque on various NodesCorey Williams
- RigidBody2D - PhysicsDirectBodyState2D - RigidBody3D - PhysicsDirectBodyState3D
2022-10-24Warn against using non-uniform scale for 3D physicsRicardo Buring
Using non-uniform scale is known to cause many issues. Add warnings to the editor and to the class reference. Also remove the warning from SoftBody3D since it is not relevant there: it simulates in global space.
2022-08-26Restore RigidBody2/3D, SoftBody names in physicsfabriceci
2021-09-16Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBodyPouleyKetchoupp
2021-09-06Proper support for custom mass properties in 2D/3D physics bodiesPouleyKetchoupp
Changes: -Added support for custom inertia and center of mass in 3D -Added support for custom center of mass in 2D -Calculated center of mass from shapes in 2D (same as in 3D) -Fixed mass properties calculation with disabled shapes in 2D/3D -Removed first_integration which is not used in 2D and doesn't seem to make a lot of sense (prevents omit_force_integration to work during the first frame) -Support for custom inertia on different axes for RigidBody3D
2021-08-31Add AnimatableBody inherited from StaticBody for moving platformsPouleyKetchoupp
Instead of having a physics node named Static that can be either Static or Kinematic, AnimatableBody is added again as a separate node: -Inherited from StaticBody to make its usage clearer -Still separated from CharacterBody to make its usage more focused Properly implemented constant velocity for kinematic bodies in godot physics servers (induced velocity without actually moving). Also updated description for the different physics nodes to make their usage clearer.
2021-07-30doc: Use self-closing tags for `return` and `argument`Rémi Verschelde
For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
2021-06-18Better format arguments in variant parserMichael Alexsander Silva Dias
2021-06-04Support for kinematic_motion in StaticBodyPouleyKetchoupp
Does the same thing as simulate motion from RigidBody in Kinematic mode, and CharacterBody (previously KinematicBody). Added support for constant linear/angular velocity with kinematic_motion in StaticBody, which moves the body in physics. Updated documentation for StaticBody and CharacterBody to describe their functionalities more accurately.
2021-06-04More explanatory names for RigidBody modesPouleyKetchoupp
MODE_DYNAMIC instead of MODE_RIGID MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED (MODE_CHARACTER was forcing the body not to sleep, which is redundant with can_sleep and wasn't done in Bullet).
2021-06-04KinematicBody split between new CharacterBody and PhysicsBodyPouleyKetchoupp
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
2021-05-20Merge pull request #48860 from JohnM666/fix-basis-variant-initializationRémi Verschelde
Fix RigidBody3D.get_inverse_inertia_tensor() crash
2021-05-20Fix #46282 Executing RigidBody3D.get_inverse_inertia_tensor() crashes GodotJohnM666
2021-03-06Return RID instead of Object id in area-body_shape_entered-exited signals.Marcel Admiraal
2021-01-09Update area-body_shape_entered-exited signal documentation.Marcel Admiraal
2020-12-28Merge pull request #42881 from madmiraal/fix-39767Rémi Verschelde
Set Bullet collision shape index to zero when using a single shape or ConcavePolygonShape
2020-11-27Remove RigidBody weight propertyMarcel Admiraal
2020-10-19Set Bullet collision shape index to zero when using a single shapeMarcel Admiraal
or ConcavePolygonShape3D.
2020-10-13Correct the doc about linear dampingTomasz Chabora
2020-10-01Link to demos from within the class referenceAaron Franke
2020-09-01Document RigidBodies in character mode never sleeping automaticallyHugo Locurcio
See #7996.
2020-08-31Add link titles for all links in the class referenceHugo Locurcio
This makes them display in a nicer way in the editor help. (The title will display instead of the full URL.)
2020-08-27Document where the center of mass is for RigidBody nodesskyace65
2020-07-27Clarify the difference between contacts and collisions.Marcel Admiraal
2020-07-21Add Method get_inverse_inertia_tensorYerik
2020-07-02Merge pull request #37350 from aaronfranke/force-impulseRémi Verschelde
Refactor physics force and impulse code to use (force, position) order
2020-06-09Update Rigidbody 2D and 3D sleep documentation.Marcel Admiraal
2020-06-02Refactor physics force and impulse codeAaron Franke
2020-04-16Merge pull request #37824 from nekomatata/rigid-body-force-docRémi Verschelde
More details in Rigid Body add_force documentation
2020-04-14Add PhysicalBone rotation, damping, axis lock & can sleepPouleyKetchoupp
2020-04-12More details in Rigid Body add_force documentationPouleyKetchoupp
2020-03-30doc: Update classref with node renamesRémi Verschelde
A few extra renames for classes which were missed in last week's PRs.