Browse Source

Merge pull request #42604 from KoBeWi/da100mp

Correct the doc about linear damping
Rémi Verschelde 4 years ago
parent
commit
7baefe812a

+ 4 - 2
doc/classes/Area2D.xml

@@ -91,7 +91,8 @@
 	</methods>
 	<members>
 		<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="1.0">
-			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.
 		</member>
 		<member name="audio_bus_name" type="StringName" setter="set_audio_bus_name" getter="get_audio_bus_name" default="@&quot;Master&quot;">
 			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.
 		</member>
 		<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.1">
-			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.
 		</member>
 		<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" default="true">
 			If [code]true[/code], other monitoring areas can detect this area.

+ 4 - 2
doc/classes/Area3D.xml

@@ -89,7 +89,8 @@
 	</methods>
 	<members>
 		<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.1">
-			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.
 		</member>
 		<member name="audio_bus_name" type="StringName" setter="set_audio_bus" getter="get_audio_bus" default="@&quot;Master&quot;">
 			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.
 		</member>
 		<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.1">
-			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.
 		</member>
 		<member name="monitorable" type="bool" setter="set_monitorable" getter="is_monitorable" default="true">
 			If [code]true[/code], other monitoring areas can detect this area.

+ 4 - 0
doc/classes/ProjectSettings.xml

@@ -883,6 +883,7 @@
 		</member>
 		<member name="physics/2d/default_angular_damp" type="float" setter="" getter="" default="1.0">
 			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.
 		</member>
 		<member name="physics/2d/default_gravity" type="int" setter="" getter="" default="98">
 			The default gravity strength in 2D.
@@ -902,6 +903,7 @@
 		</member>
 		<member name="physics/2d/default_linear_damp" type="float" setter="" getter="" default="0.1">
 			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.
 		</member>
 		<member name="physics/2d/large_object_surface_threshold_in_cells" type="int" setter="" getter="" default="512">
 			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 @@
 		</member>
 		<member name="physics/3d/default_angular_damp" type="float" setter="" getter="" default="0.1">
 			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.
 		</member>
 		<member name="physics/3d/default_gravity" type="float" setter="" getter="" default="9.8">
 			The default gravity strength in 3D.
@@ -947,6 +950,7 @@
 		</member>
 		<member name="physics/3d/default_linear_damp" type="float" setter="" getter="" default="0.1">
 			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.
 		</member>
 		<member name="physics/3d/physics_engine" type="String" setter="" getter="" default="&quot;DEFAULT&quot;">
 			Sets which physics engine to use for 3D physics.

+ 2 - 0
doc/classes/RigidBody2D.xml

@@ -119,6 +119,7 @@
 	<members>
 		<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
 			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 &gt; Project Settings &gt; Physics &gt; 2d[/b].
+			See [member ProjectSettings.physics/2d/default_angular_damp] for more details about damping.
 		</member>
 		<member name="angular_velocity" type="float" setter="set_angular_velocity" getter="get_angular_velocity" default="0.0">
 			The body's rotational velocity.
@@ -155,6 +156,7 @@
 		</member>
 		<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
 			Damps the body's [member linear_velocity]. If [code]-1[/code], the body will use the [b]Default Linear Damp[/b] in [b]Project &gt; Project Settings &gt; Physics &gt; 2d[/b].
+			See [member ProjectSettings.physics/2d/default_linear_damp] for more details about damping.
 		</member>
 		<member name="linear_velocity" type="Vector2" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector2( 0, 0 )">
 			The body's linear velocity.

+ 2 - 0
doc/classes/RigidBody3D.xml

@@ -134,6 +134,7 @@
 	<members>
 		<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
 			Damps RigidBody3D's rotational forces.
+			See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
 		</member>
 		<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3( 0, 0, 0 )">
 			RigidBody3D's rotational velocity.
@@ -179,6 +180,7 @@
 		</member>
 		<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
 			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.
 		</member>
 		<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3( 0, 0, 0 )">
 			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.