From f7ea1e6b38d727e912641eea58f37fd7fd239e0e Mon Sep 17 00:00:00 2001 From: Tomasz Chabora Date: Tue, 6 Oct 2020 20:01:33 +0200 Subject: [PATCH] Correct the doc about linear damping (cherry picked from commit ebca7d4e4ebadc28bb364343ab37bef427937400) --- doc/classes/Area.xml | 6 ++++-- doc/classes/Area2D.xml | 6 ++++-- doc/classes/ProjectSettings.xml | 4 ++++ doc/classes/RigidBody.xml | 2 ++ doc/classes/RigidBody2D.xml | 2 ++ 5 files changed, 16 insertions(+), 4 deletions(-) diff --git a/doc/classes/Area.xml b/doc/classes/Area.xml index b0f8cf91ebc..dcb389bf593 100644 --- a/doc/classes/Area.xml +++ b/doc/classes/Area.xml @@ -87,7 +87,8 @@ - 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. @@ -114,7 +115,8 @@ 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/Area2D.xml b/doc/classes/Area2D.xml index 0614c5bee33..e301412ece5 100644 --- a/doc/classes/Area2D.xml +++ b/doc/classes/Area2D.xml @@ -88,7 +88,8 @@ - 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. @@ -115,7 +116,8 @@ 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/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index c19d6d1a99d..69b0275a8d9 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -902,6 +902,7 @@ 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. @@ -921,6 +922,7 @@ 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. @@ -947,6 +949,7 @@ 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. @@ -966,6 +969,7 @@ 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/RigidBody.xml b/doc/classes/RigidBody.xml index 973d33a396f..623a9daeee7 100644 --- a/doc/classes/RigidBody.xml +++ b/doc/classes/RigidBody.xml @@ -132,6 +132,7 @@ Damps RigidBody's rotational forces. + See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping. RigidBody's rotational velocity. @@ -185,6 +186,7 @@ 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. diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml index db38dddd40f..5be3cdb2610 100644 --- a/doc/classes/RigidBody2D.xml +++ b/doc/classes/RigidBody2D.xml @@ -117,6 +117,7 @@ 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. @@ -161,6 +162,7 @@ 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.