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Clarify SpringBone's gravity unit and improve documentation
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+4
-4
lines changed

2 files changed

+4
-4
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doc/classes/SpringBoneSimulator3D.xml

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -459,7 +459,7 @@
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<param index="0" name="index" type="int" />
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<param index="1" name="gravity" type="float" />
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<description>
462-
Sets the gravity amount of the bone chain.
462+
Sets the gravity amount of the bone chain. This value is not an acceleration, but a constant velocity of movement in [method set_gravity_direction].
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If [param gravity] is not [code]0[/code], the modified pose will not return to the original pose since it is always affected by gravity.
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The value is scaled by [method set_gravity_damping_curve] and cached in each joint setting in the joint list.
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</description>
@@ -477,7 +477,7 @@
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<param index="0" name="index" type="int" />
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<param index="1" name="gravity_direction" type="Vector3" />
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<description>
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Sets the gravity direction of the bone chain.
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Sets the gravity direction of the bone chain. This value is internally normalized and then multiplied by [method set_gravity].
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The value is cached in each joint setting in the joint list.
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</description>
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</method>

scene/3d/spring_bone_simulator_3d.cpp

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -307,7 +307,7 @@ void SpringBoneSimulator3D::_get_property_list(List<PropertyInfo> *p_list) const
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p_list->push_back(PropertyInfo(Variant::OBJECT, path + "stiffness/damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"));
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p_list->push_back(PropertyInfo(Variant::FLOAT, path + "drag/value", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"));
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p_list->push_back(PropertyInfo(Variant::OBJECT, path + "drag/damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"));
310-
p_list->push_back(PropertyInfo(Variant::FLOAT, path + "gravity/value", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"));
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p_list->push_back(PropertyInfo(Variant::FLOAT, path + "gravity/value", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater,or_less,suffix:m/s"));
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p_list->push_back(PropertyInfo(Variant::OBJECT, path + "gravity/damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"));
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p_list->push_back(PropertyInfo(Variant::VECTOR3, path + "gravity/direction"));
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p_list->push_back(PropertyInfo(Variant::INT, path + "joint_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ARRAY, "Joints," + path + "joints/,static,const"));
@@ -319,7 +319,7 @@ void SpringBoneSimulator3D::_get_property_list(List<PropertyInfo> *p_list) const
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p_list->push_back(PropertyInfo(Variant::FLOAT, joint_path + "radius", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m"));
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p_list->push_back(PropertyInfo(Variant::FLOAT, joint_path + "stiffness", PROPERTY_HINT_RANGE, "0,4,0.01,or_greater"));
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p_list->push_back(PropertyInfo(Variant::FLOAT, joint_path + "drag", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"));
322-
p_list->push_back(PropertyInfo(Variant::FLOAT, joint_path + "gravity", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"));
322+
p_list->push_back(PropertyInfo(Variant::FLOAT, joint_path + "gravity", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater,or_less,suffix:m/s"));
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p_list->push_back(PropertyInfo(Variant::VECTOR3, joint_path + "gravity_direction"));
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}
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p_list->push_back(PropertyInfo(Variant::BOOL, path + "enable_all_child_collisions"));

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