From ebca7d4e4ebadc28bb364343ab37bef427937400 Mon Sep 17 00:00:00 2001 From: Tomasz Chabora Date: Tue, 6 Oct 2020 20:01:33 +0200 Subject: Correct the doc about linear damping --- doc/classes/Area2D.xml | 6 ++++-- doc/classes/Area3D.xml | 6 ++++-- doc/classes/ProjectSettings.xml | 4 ++++ doc/classes/RigidBody2D.xml | 2 ++ doc/classes/RigidBody3D.xml | 2 ++ 5 files changed, 16 insertions(+), 4 deletions(-) diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml index 4f8d102393..72c40478bb 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -91,7 +91,8 @@ - The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). + The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. + See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping. The name of the area's audio bus. @@ -118,7 +119,8 @@ The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction. - The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). + The rate at which objects stop moving in this area. Represents the linear velocity lost per second. + See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping. If [code]true[/code], other monitoring areas can detect this area. diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml index db1c96c8cb..92a8465762 100644 --- a/doc/classes/Area3D.xml +++ b/doc/classes/Area3D.xml @@ -89,7 +89,8 @@ - The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). + The rate at which objects stop spinning in this area. Represents the angular velocity lost per second. + See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping. The name of the area's audio bus. @@ -116,7 +117,8 @@ The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction. - The rate at which objects stop moving in this area. Represents the linear velocity lost per second. Values range from [code]0[/code] (no damping) to [code]1[/code] (full damping). + The rate at which objects stop moving in this area. Represents the linear velocity lost per second. + See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping. If [code]true[/code], other monitoring areas can detect this area. diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index e9865a6198..efc2606e64 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -883,6 +883,7 @@ The default angular damp in 2D. + [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. The default gravity strength in 2D. @@ -902,6 +903,7 @@ The default linear damp in 2D. + [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm. @@ -928,6 +930,7 @@ The default angular damp in 3D. + [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. The default gravity strength in 3D. @@ -947,6 +950,7 @@ The default linear damp in 3D. + [b]Note:[/b] Good values are in the range [code]0[/code] to [code]1[/code]. At value [code]0[/code] objects will keep moving with the same velocity. Values greater than [code]1[/code] will aim to reduce the velocity to [code]0[/code] in less than a second e.g. a value of [code]2[/code] will aim to reduce the velocity to [code]0[/code] in half a second. A value equal to or greater than the physics frame rate ([member ProjectSettings.physics/common/physics_fps], [code]60[/code] by default) will bring the object to a stop in one iteration. Sets which physics engine to use for 3D physics. diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index eca5b8054d..6f41d5ba27 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -119,6 +119,7 @@ Damps the body's [member angular_velocity]. If [code]-1[/code], the body will use the [b]Default Angular Damp[/b] defined in [b]Project > Project Settings > Physics > 2d[/b]. + See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping. The body's rotational velocity. @@ -155,6 +156,7 @@ Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b]. + See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping. The body's linear velocity. diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml index 8d92c8b066..f8dc9887a9 100644 --- a/doc/classes/RigidBody3D.xml +++ b/doc/classes/RigidBody3D.xml @@ -134,6 +134,7 @@ Damps RigidBody3D's rotational forces. + See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping. RigidBody3D's rotational velocity. @@ -179,6 +180,7 @@ The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden. + See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping. The body's linear velocity. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state. -- cgit v1.2.3