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path: root/doc/classes/RigidBody3D.xml
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* Docs: Add links to project settingstetrapod002024-11-121-2/+2
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* Fix miscellaneous oddities around the class referenceMicky2024-08-181-1/+1
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* Merge pull request #90310 from mhilbrunner/OutdatedDemosRémi Verschelde2024-04-081-2/+2
|\ | | | | | | Update links to outdated asset library demos
| * Update links to outdated asset library demosskyace652024-04-071-2/+2
| | | | | | | | | | | | Update links to outdated asset library demos Co-authored-by: Max Hilbrunner <m.hilbrunner@gmail.com>
* | Fix force integration documentationRicardo Buring2024-03-161-2/+3
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* Validate `code` tags for class and member referencesYuri Sizov2023-10-031-1/+1
| | | | | | | | This commit also adds means to manually disable warnings in `code` tags where it's a false positive with the new `skip-lint` attribute. Warnings are now enabled on CI to prevent future errors.
* Fix rigid body property descriptionChris Bradfield2023-07-091-1/+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)VolTer2023-05-201-5/+5
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* Document automatic center mode using shape originsWinston2023-04-261-1/+1
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* Bump version to 4.1-devRémi Verschelde2023-03-011-1/+1
| | | | Can't stop, won't stop, they said, huh?
* Add how to retrieve RigidBody2D and RigidBody3D autocomputed inertia[Error_27]2023-02-101-0/+22
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* Merge pull request #67847 from rburing/warn_non-uniformistsRémi Verschelde2023-01-231-0/+1
|\ | | | | | | Warn against using non-uniform scale for 3D physics (in the editor and class reference)
| * Warn against using non-uniform scale for 3D physicsRicardo Buring2022-10-241-0/+1
| | | | | | | | | | | | | | Using non-uniform scale is known to cause many issues. Add warnings to the editor and to the class reference. Also remove the warning from SoftBody3D since it is not relevant there: it simulates in global space.
* | Add note about inertia being required for apply_torque on various NodesCorey Williams2022-11-061-0/+2
|/ | | | | | | - RigidBody2D - PhysicsDirectBodyState2D - RigidBody3D - PhysicsDirectBodyState3D
* Restore RigidBody2/3D, SoftBody names in physicsfabriceci2022-08-261-0/+280
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* Rename RigidBody to RigidDynamicBody and SoftBody to SoftDynamicBodyPouleyKetchoupp2021-09-161-225/+0
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* Proper support for custom mass properties in 2D/3D physics bodiesPouleyKetchoupp2021-09-061-0/+17
| | | | | | | | | | | | 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
* Add AnimatableBody inherited from StaticBody for moving platformsPouleyKetchoupp2021-08-311-3/+4
| | | | | | | | | | | | | Instead of having a physics node named Static that can be either Static or Kinematic, AnimatableBody is added again as a separate node: -Inherited from StaticBody to make its usage clearer -Still separated from CharacterBody to make its usage more focused Properly implemented constant velocity for kinematic bodies in godot physics servers (induced velocity without actually moving). Also updated description for the different physics nodes to make their usage clearer.
* doc: Use self-closing tags for `return` and `argument`Rémi Verschelde2021-07-301-60/+30
| | | | | | | | 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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* Support for kinematic_motion in StaticBodyPouleyKetchoupp2021-06-041-1/+1
| | | | | | | | | | | Does the same thing as simulate motion from RigidBody in Kinematic mode, and CharacterBody (previously KinematicBody). Added support for constant linear/angular velocity with kinematic_motion in StaticBody, which moves the body in physics. Updated documentation for StaticBody and CharacterBody to describe their functionalities more accurately.
* More explanatory names for RigidBody modesPouleyKetchoupp2021-06-041-6/+5
| | | | | | | | | 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).
* KinematicBody split between new CharacterBody and PhysicsBodyPouleyKetchoupp2021-06-041-41/+3
| | | | | | | | | | | PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
* Merge pull request #48860 from JohnM666/fix-basis-variant-initializationRémi Verschelde2021-05-201-1/+1
|\ | | | | Fix RigidBody3D.get_inverse_inertia_tensor() crash
| * Fix #46282 Executing RigidBody3D.get_inverse_inertia_tensor() crashes GodotJohnM6662021-05-201-1/+1
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* | Return RID instead of Object id in area-body_shape_entered-exited signals.Marcel Admiraal2021-03-061-2/+2
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* Update area-body_shape_entered-exited signal documentation.Marcel Admiraal2021-01-091-6/+14
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* Merge pull request #42881 from madmiraal/fix-39767Rémi Verschelde2020-12-281-0/+2
|\ | | | | Set Bullet collision shape index to zero when using a single shape or ConcavePolygonShape
| * Set Bullet collision shape index to zero when using a single shapeMarcel Admiraal2020-10-191-0/+2
| | | | | | | | or ConcavePolygonShape3D.
* | Remove RigidBody weight propertyMarcel Admiraal2020-11-271-3/+0
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* Correct the doc about linear dampingTomasz Chabora2020-10-131-0/+2
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* Link to demos from within the class referenceAaron Franke2020-10-011-0/+2
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* Document RigidBodies in character mode never sleeping automaticallyHugo Locurcio2020-09-011-0/+1
| | | | See #7996.
* Add link titles for all links in the class referenceHugo Locurcio2020-08-311-1/+1
| | | | | This makes them display in a nicer way in the editor help. (The title will display instead of the full URL.)
* Document where the center of mass is for RigidBody nodesskyace652020-08-271-0/+1
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* Clarify the difference between contacts and collisions.Marcel Admiraal2020-07-271-7/+8
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* Add Method get_inverse_inertia_tensorYerik2020-07-211-0/+7
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* Merge pull request #37350 from aaronfranke/force-impulseRémi Verschelde2020-07-021-3/+3
|\ | | | | Refactor physics force and impulse code to use (force, position) order
| * Refactor physics force and impulse codeAaron Franke2020-06-021-3/+3
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* | Update Rigidbody 2D and 3D sleep documentation.Marcel Admiraal2020-06-091-3/+4
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* Merge pull request #37824 from nekomatata/rigid-body-force-docRémi Verschelde2020-04-161-2/+3
|\ | | | | More details in Rigid Body add_force documentation
| * More details in Rigid Body add_force documentationPouleyKetchoupp2020-04-121-2/+3
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* | Add PhysicalBone rotation, damping, axis lock & can sleepPouleyKetchoupp2020-04-141-1/+1
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* doc: Update classref with node renamesRémi Verschelde2020-03-301-0/+253
A few extra renames for classes which were missed in last week's PRs.