From f19de2ae4c65ea5cc77949cbb356f0af3d98548e Mon Sep 17 00:00:00 2001 From: Corey Williams Date: Sun, 6 Nov 2022 10:14:04 -0500 Subject: Add note about inertia being required for apply_torque on various Nodes - RigidBody2D - PhysicsDirectBodyState2D - RigidBody3D - PhysicsDirectBodyState3D --- doc/classes/PhysicsDirectBodyState2D.xml | 2 ++ doc/classes/PhysicsDirectBodyState3D.xml | 2 ++ doc/classes/RigidBody2D.xml | 2 ++ doc/classes/RigidBody3D.xml | 2 ++ 4 files changed, 8 insertions(+) diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml index fdc3a44e9d..eca6a1cbc7 100644 --- a/doc/classes/PhysicsDirectBodyState2D.xml +++ b/doc/classes/PhysicsDirectBodyState2D.xml @@ -76,6 +76,7 @@ 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]. @@ -84,6 +85,7 @@ 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]. diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml index 04087cbfb6..a809384642 100644 --- a/doc/classes/PhysicsDirectBodyState3D.xml +++ b/doc/classes/PhysicsDirectBodyState3D.xml @@ -76,6 +76,7 @@ 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]. @@ -84,6 +85,7 @@ 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]. 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 @@ 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]. @@ -95,6 +96,7 @@ 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]. 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 @@ 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]. @@ -95,6 +96,7 @@ 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]. -- cgit v1.2.3