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Document RigidBody2D/3D and particles' angular velocity units
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@ -96,13 +96,13 @@
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Minimum angle.
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</member>
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<member name="angular_velocity_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
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Each particle's angular velocity will vary along this [Curve].
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Each particle's angular velocity (rotation speed) will vary along this [Curve] over its lifetime.
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</member>
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<member name="angular_velocity_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
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Maximum angular velocity.
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Maximum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
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</member>
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<member name="angular_velocity_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
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Minimum angular velocity.
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Minimum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
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</member>
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<member name="anim_offset_curve" type="Curve" setter="set_param_curve" getter="get_param_curve">
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Each particle's animation offset will vary along this [Curve].
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@ -83,13 +83,13 @@
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Minimum angle.
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</member>
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<member name="angular_velocity_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
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Each particle's angular velocity will vary along this [CurveTexture].
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Each particle's angular velocity (rotation speed) will vary along this [CurveTexture] over its lifetime.
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</member>
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<member name="angular_velocity_max" type="float" setter="set_param_max" getter="get_param_max" default="0.0">
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Maximum angular velocity.
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Maximum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
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</member>
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<member name="angular_velocity_min" type="float" setter="set_param_min" getter="get_param_min" default="0.0">
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Minimum angular velocity.
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Minimum initial angular velocity (rotation speed) applied to each particle in [i]degrees[/i] per second.
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</member>
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<member name="anim_offset_curve" type="Texture2D" setter="set_param_texture" getter="get_param_texture">
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Each particle's animation offset will vary along this [CurveTexture].
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@ -208,7 +208,7 @@
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</methods>
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<members>
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<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity">
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The body's rotational velocity.
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The body's rotational velocity in [i]radians[/i] per second.
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</member>
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<member name="center_of_mass" type="Vector2" setter="" getter="get_center_of_mass">
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The body's center of mass position relative to the body's center in the global coordinate system.
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@ -223,7 +223,7 @@
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The inverse of the mass of the body.
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</member>
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<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity">
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The body's linear velocity.
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The body's linear velocity in pixels per second.
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</member>
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<member name="sleeping" type="bool" setter="set_sleep_state" getter="is_sleeping">
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If [code]true[/code], this body is currently sleeping (not active).
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@ -215,7 +215,7 @@
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</methods>
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<members>
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<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity">
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The body's rotational velocity.
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The body's rotational velocity in [i]radians[/i] per second.
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</member>
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<member name="center_of_mass" type="Vector3" setter="" getter="get_center_of_mass">
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The body's center of mass position relative to the body's center in the global coordinate system.
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@ -230,7 +230,7 @@
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The inverse of the mass of the body.
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</member>
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<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity">
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The body's linear velocity.
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The body's linear velocity in units per second.
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</member>
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<member name="principal_inertia_axes" type="Basis" setter="" getter="get_principal_inertia_axes">
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</member>
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@ -121,7 +121,7 @@
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Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
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</member>
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<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
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The body's rotational velocity.
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The body's rotational velocity in [i]radians[/i] per second.
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</member>
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<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
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If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
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@ -179,7 +179,7 @@
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Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
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</member>
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<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2(0, 0)">
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The body's linear velocity.
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The body's linear velocity in pixels per second. 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.
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</member>
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<member name="lock_rotation" type="bool" setter="set_lock_rotation_enabled" getter="is_lock_rotation_enabled" default="false">
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If [code]true[/code], the body cannot rotate. Gravity and forces only apply linear movement.
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@ -127,7 +127,7 @@
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Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
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</member>
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<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)">
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RigidDynamicBody3D's rotational velocity.
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The RigidDynamicBody3D's rotational velocity in [i]radians[/i] per second.
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</member>
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<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
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If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
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@ -185,7 +185,7 @@
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Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
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</member>
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<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
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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.
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The body's linear velocity in units per second. 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.
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</member>
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<member name="lock_rotation" type="bool" setter="set_lock_rotation_enabled" getter="is_lock_rotation_enabled" default="false">
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If [code]true[/code], the body cannot rotate. Gravity and forces only apply linear movement.
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