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Correct the doc about linear damping
(cherry picked from commit ebca7d4e4e
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@ -87,7 +87,8 @@
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</methods>
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<members>
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<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.1">
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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).
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The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
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See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
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</member>
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<member name="audio_bus_name" type="String" setter="set_audio_bus" getter="get_audio_bus" default=""Master"">
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The name of the area's audio bus.
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@ -114,7 +115,8 @@
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The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction.
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</member>
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<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.1">
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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).
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The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
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See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
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</member>
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<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" default="true">
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If [code]true[/code], other monitoring areas can detect this area.
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@ -88,7 +88,8 @@
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</methods>
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<members>
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<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="1.0">
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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).
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The rate at which objects stop spinning in this area. Represents the angular velocity lost per second.
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See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
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</member>
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<member name="audio_bus_name" type="String" setter="set_audio_bus_name" getter="get_audio_bus_name" default=""Master"">
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The name of the area's audio bus.
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@ -115,7 +116,8 @@
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The area's gravity vector (not normalized). If gravity is a point (see [member gravity_point]), this will be the point of attraction.
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</member>
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<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.1">
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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).
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The rate at which objects stop moving in this area. Represents the linear velocity lost per second.
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See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
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</member>
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<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" default="true">
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If [code]true[/code], other monitoring areas can detect this area.
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@ -902,6 +902,7 @@
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</member>
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<member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0">
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The default angular damp in 2D.
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[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.
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</member>
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<member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98">
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The default gravity strength in 2D.
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@ -921,6 +922,7 @@
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</member>
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<member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1">
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The default linear damp in 2D.
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[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.
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</member>
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<member name="physics/2d/large_object_surface_threshold_in_cells" type="int" setter="" getter="" default="512">
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Threshold defining the surface size that constitutes a large object with regard to cells in the broad-phase 2D hash grid algorithm.
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@ -947,6 +949,7 @@
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</member>
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<member name="physics/3d/default_angular_damp" type="float" setter="" getter="" default="0.1">
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The default angular damp in 3D.
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[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.
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</member>
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<member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8">
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The default gravity strength in 3D.
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@ -966,6 +969,7 @@
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</member>
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<member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1">
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The default linear damp in 3D.
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[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.
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</member>
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<member name="physics/3d/physics_engine" type="String" setter="" getter="" default=""DEFAULT"">
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Sets which physics engine to use for 3D physics.
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@ -132,6 +132,7 @@
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<members>
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<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
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Damps RigidBody's rotational forces.
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See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
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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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RigidBody's rotational velocity.
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@ -185,6 +186,7 @@
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</member>
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<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
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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.
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See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
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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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@ -117,6 +117,7 @@
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<members>
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<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
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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].
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See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
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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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@ -161,6 +162,7 @@
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</member>
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<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
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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].
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See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
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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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