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Merge pull request #68098 from compmstr/apply-torque-inertia-note
Add note about inertia being required for apply_torque on various Node types
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56e1520f82
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@ -76,6 +76,7 @@
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<param index="0" name="torque" type="float" />
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<description>
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Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
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[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].
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</description>
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</method>
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<method name="apply_torque_impulse">
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@ -84,6 +85,7 @@
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<description>
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Applies a rotational impulse to the body without affecting the position.
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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).
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[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].
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</description>
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</method>
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<method name="get_constant_force" qualifiers="const">
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@ -76,6 +76,7 @@
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<param index="0" name="torque" type="Vector3" />
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<description>
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Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
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[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].
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</description>
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</method>
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<method name="apply_torque_impulse">
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@ -84,6 +85,7 @@
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<description>
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Applies a rotational impulse to the body without affecting the position.
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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).
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[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].
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</description>
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</method>
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<method name="get_constant_force" qualifiers="const">
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@ -87,6 +87,7 @@
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<param index="0" name="torque" type="float" />
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<description>
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Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
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[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].
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</description>
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</method>
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<method name="apply_torque_impulse">
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@ -95,6 +96,7 @@
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<description>
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Applies a rotational impulse to the body without affecting the position.
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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).
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[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].
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</description>
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</method>
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<method name="get_colliding_bodies" qualifiers="const">
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@ -87,6 +87,7 @@
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<param index="0" name="torque" type="Vector3" />
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<description>
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Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
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[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].
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</description>
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</method>
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<method name="apply_torque_impulse">
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@ -95,6 +96,7 @@
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<description>
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Applies a rotational impulse to the body without affecting the position.
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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).
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[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].
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</description>
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</method>
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<method name="get_colliding_bodies" qualifiers="const">
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