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path: root/doc/classes/PhysicsDirectBodyState3D.xml
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* Fix force integration documentationRicardo Buring2024-03-161-1/+1
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* Doctool: Remove version attribute from XML headerRémi Verschelde2023-07-061-1/+1
| | | | | | We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
* Bump version to 4.2-devRémi Verschelde2023-07-051-1/+1
| | | | Keep on waitin'
* Overhaul the top sections of the class reference (Physics classes)VolTer2023-05-201-2/+2
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* PhysicsDirectBodyState3D: report contact points using global coordinatesRicardo Buring2023-04-151-2/+2
| | | | Also update the documentation to reflect this in both 2D and 3D.
* Resolved issues with script PhysicsDirectBodyState3d contactsTim Gift2023-04-121-0/+7
| | | | Resolved a problem with PhysicsDirectBodyState3D sometimes returning incorrect contact positions and added a new get_contact_local_velocity_at_position method to compliment the existing one for the collider.
* Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | Can't stop, won't stop, they said, huh?
* Implement collision impulse in Godot Physics 3DLily Garcia2023-01-071-2/+2
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* Fix default values on virtual classes causing errors in projectsAaron Franke2022-11-091-14/+14
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* Merge pull request #68098 from compmstr/apply-torque-inertia-noteRémi Verschelde2022-11-081-0/+2
|\ | | | | | | Add note about inertia being required for apply_torque on various Node types
| * Add note about inertia being required for apply_torque on various NodesCorey Williams2022-11-061-0/+2
| | | | | | | | | | | | | | - RigidBody2D - PhysicsDirectBodyState2D - RigidBody3D - PhysicsDirectBodyState3D
* | Fix default values not showing up on virtual classesAaron Franke2022-11-061-14/+14
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* Bind PhysicsDirectBodyState3D::get_inverse_inertia_tensorMikael Hermansson2022-10-051-0/+3
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* Restore RigidBody2/3D, SoftBody names in physicsfabriceci2022-08-261-2/+2
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* [doc] Use "param" instead of "code" to refer to parameters (4)Andy Maloney2022-08-111-3/+3
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* Rename the argument tag to param in XML documentationYuri Sizov2022-08-081-25/+25
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* Add an XML schema for documentationHugo Locurcio2022-02-151-1/+1
| | | | | | | | This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
* Document RigidBody2D/3D and particles' angular velocity unitsHugo Locurcio2021-12-111-2/+2
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* Improve RigidDynamicBody force and torque APIPouleyKetchoupp2021-12-101-11/+70
| | | | | | | | | | | | | Makes the API for forces and impulses more flexible, easier to understand and harmonized between 2D and 3D. Rigid bodies now have 3 sets of methods for forces and impulses: -apply_impulse() for impulses (one-shot and time independent) -apply_force() for forces (time dependent) applied for the current step -add_constant_force() for forces that keeps being applied each step Also updated the documentation to clarify the different methods and parameters in rigid body nodes, body direct state and physics servers.
* Replace Godot docs URL with `$DOCS_URL` in XML class referenceRémi Verschelde2021-11-151-2/+2
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* Expose local center of mass in physics serversPouleyKetchoupp2021-11-081-1/+4
| | | | | | | | | | | | | | | | | | | | Center of mass in body's local space is more useful than the transformed one in some cases, like drawing its position for debug. It's especially useful to get the generated local center of mass when in auto mode (by default). Physics Server BODY_PARAM_CENTER_OF_MASS: Now always returns the local center of mass, instead of setting a local center of mass and getting a transformed one. This causes compatibility breaking, but it makes more sense for the parameter to be consistent between getter and setter. Direct Body State: There are now two properties, because both of them can be useful in different situations. center_of_mass: relative position in global coordinates (same as before) center_of_mass_local: position in local coordinates
* Don't generate empty doc sections and reduce code duplicationAaron Franke2021-09-201-2/+0
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* Merge pull request #52681 from nekomatata/rename-rigid-bodyCamille Mohr-Daurat2021-09-161-2/+2
|\ | | | | Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBody
| * Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBodyPouleyKetchoupp2021-09-161-2/+2
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* | Merge pull request #52306 from CinchBlue/masterMax Hilbrunner2021-09-091-0/+2
|\ \ | |/ |/| Add "Physics intro" docs link for State classes
| * Add "Physics intro" docs link for State classesAustin Tasato2021-09-011-0/+2
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* | Proper support for custom mass properties in 2D/3D physics bodiesPouleyKetchoupp2021-09-061-0/+1
|/ | | | | | | | | | | | Changes: -Added support for custom inertia and center of mass in 3D -Added support for custom center of mass in 2D -Calculated center of mass from shapes in 2D (same as in 3D) -Fixed mass properties calculation with disabled shapes in 2D/3D -Removed first_integration which is not used in 2D and doesn't seem to make a lot of sense (prevents omit_force_integration to work during the first frame) -Support for custom inertia on different axes for RigidBody3D
* Fix applied rotation from moving platforms in move_and_slidePouleyKetchoupp2021-08-091-0/+7
| | | | | | | | | When synchronizing CharacterBody motion with moving the platform using direct body state, only the linear velocity was taken into account. This change exposes velocity at local point in direct body state and uses it in move_and_slide to get the proper velocity that includes rotations.
* doc: Use self-closing tags for `return` and `argument`Rémi Verschelde2021-07-301-74/+37
| | | | | | | | For the time being we don't support writing a description for those, preferring having all details in the method's description. Using self-closing tags saves half the lines, and prevents contributors from thinking that they should write the argument or return documentation there.
* Better format arguments in variant parserMichael Alexsander Silva Dias2021-06-181-4/+4
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* More explanatory names for RigidBody modesPouleyKetchoupp2021-06-041-1/+1
| | | | | | | | | MODE_DYNAMIC instead of MODE_RIGID MODE_DYNAMIC_LOCKED instead of MODE_CHARACTER No more special case for sleeping behavior for MODE_DYNAMIC_LOCKED (MODE_CHARACTER was forcing the body not to sleep, which is redundant with can_sleep and wasn't done in Bullet).
* Update documentation for Transform3DAaron Franke2021-06-031-1/+1
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* Refactor physics force and impulse codeAaron Franke2020-06-021-6/+6
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* doc: Update classref with node renamesRémi Verschelde2020-03-301-0/+223
A few extra renames for classes which were missed in last week's PRs.