diff --git a/doc/classes/SpringBoneSimulator3D.xml b/doc/classes/SpringBoneSimulator3D.xml index 3ea48c0d63..6012121685 100644 --- a/doc/classes/SpringBoneSimulator3D.xml +++ b/doc/classes/SpringBoneSimulator3D.xml @@ -447,7 +447,7 @@ - Sets the gravity amount of the bone chain. + 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]. 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. The value is scaled by [method set_gravity_damping_curve] and cached in each joint setting in the joint list. @@ -465,7 +465,7 @@ - Sets the gravity direction of the bone chain. + Sets the gravity direction of the bone chain. This value is internally normalized and then multiplied by [method set_gravity]. The value is cached in each joint setting in the joint list. diff --git a/scene/3d/spring_bone_simulator_3d.cpp b/scene/3d/spring_bone_simulator_3d.cpp index b470b73bcf..37681e9b9a 100644 --- a/scene/3d/spring_bone_simulator_3d.cpp +++ b/scene/3d/spring_bone_simulator_3d.cpp @@ -302,7 +302,7 @@ void SpringBoneSimulator3D::_get_property_list(List *p_list) const p_list->push_back(PropertyInfo(Variant::OBJECT, path + "stiffness/damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve")); p_list->push_back(PropertyInfo(Variant::FLOAT, path + "drag/value", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater")); p_list->push_back(PropertyInfo(Variant::OBJECT, path + "drag/damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve")); - p_list->push_back(PropertyInfo(Variant::FLOAT, path + "gravity/value", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater")); + p_list->push_back(PropertyInfo(Variant::FLOAT, path + "gravity/value", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater,or_less,suffix:m/s")); p_list->push_back(PropertyInfo(Variant::OBJECT, path + "gravity/damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve")); p_list->push_back(PropertyInfo(Variant::VECTOR3, path + "gravity/direction")); p_list->push_back(PropertyInfo(Variant::INT, path + "joint_count", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_ARRAY, "Joints," + path + "joints/,static,const")); @@ -314,7 +314,7 @@ void SpringBoneSimulator3D::_get_property_list(List *p_list) const p_list->push_back(PropertyInfo(Variant::FLOAT, joint_path + "radius", PROPERTY_HINT_RANGE, "0,1,0.001,or_greater,suffix:m")); p_list->push_back(PropertyInfo(Variant::FLOAT, joint_path + "stiffness", PROPERTY_HINT_RANGE, "0,4,0.01,or_greater")); p_list->push_back(PropertyInfo(Variant::FLOAT, joint_path + "drag", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater")); - p_list->push_back(PropertyInfo(Variant::FLOAT, joint_path + "gravity", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater")); + p_list->push_back(PropertyInfo(Variant::FLOAT, joint_path + "gravity", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater,or_less,suffix:m/s")); p_list->push_back(PropertyInfo(Variant::VECTOR3, joint_path + "gravity_direction")); } p_list->push_back(PropertyInfo(Variant::BOOL, path + "enable_all_child_collisions"));