diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 6e3535f14af..937d0910ecd 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -176,6 +176,28 @@
The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
If set to [code]0[/code], inertia is automatically computed (default value).
+ [b]Note:[/b] This value does not change when inertia is automatically computed. Use [PhysicsServer2D] to get the computed inertia.
+ [codeblocks]
+ [gdscript]
+ @onready var ball = $Ball
+
+ func get_ball_inertia():
+ return 1.0 / PhysicsServer2D.body_get_direct_state(ball.get_rid()).inverse_inertia
+ [/gdscript]
+ [csharp]
+ private RigidBody2D _ball;
+
+ public override void _Ready()
+ {
+ _ball = GetNode<RigidBody2D>("Ball");
+ }
+
+ private float GetBallInertia()
+ {
+ return 1.0f / PhysicsServer2D.BodyGetDirectState(_ball.GetRid()).InverseInertia;
+ }
+ [/csharp]
+ [/codeblocks]
Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 2d[/b] or any value override set by an [Area2D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index 148cdf96ee4..a066254b4f5 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -183,6 +183,28 @@
The body's moment of inertia. This is like mass, but for rotation: it determines how much torque it takes to rotate the body on each axis. The moment of inertia is usually computed automatically from the mass and the shapes, but this property allows you to set a custom value.
If set to [code]Vector3.ZERO[/code], inertia is automatically computed (default value).
+ [b]Note:[/b] This value does not change when inertia is automatically computed. Use [PhysicsServer3D] to get the computed inertia.
+ [codeblocks]
+ [gdscript]
+ @onready var ball = $Ball
+
+ func get_ball_inertia():
+ return PhysicsServer3D.body_get_direct_state(ball.get_rid()).inverse_inertia.inverse()
+ [/gdscript]
+ [csharp]
+ private RigidBody3D _ball;
+
+ public override void _Ready()
+ {
+ _ball = GetNode<RigidBody3D>("Ball");
+ }
+
+ private Vector3 GetBallInertia()
+ {
+ return PhysicsServer3D.BodyGetDirectState(_ball.GetRid()).InverseInertia.Inverse();
+ }
+ [/csharp]
+ [/codeblocks]
Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
diff --git a/editor/animation_track_editor.cpp b/editor/animation_track_editor.cpp
index 3233bd79d55..f33fd1d4ddb 100644
--- a/editor/animation_track_editor.cpp
+++ b/editor/animation_track_editor.cpp
@@ -2003,7 +2003,6 @@ void AnimationTrackEdit::_notification(int p_what) {
draw_texture(down_icon, Vector2(ofs, int(get_size().height - down_icon->get_height()) / 2));
update_mode_rect.size.x += down_icon->get_width();
} else if (animation->track_get_type(track) == Animation::TYPE_BEZIER) {
- Ref bezier_icon = get_theme_icon(SNAME("EditBezier"), SNAME("EditorIcons"));
update_mode_rect.size.x += down_icon->get_width();
update_mode_rect = Rect2();
} else {
@@ -3311,25 +3310,15 @@ void AnimationTrackEditor::set_animation(const Ref &p_anim, bool p_re
snap->set_disabled(false);
snap_mode->set_disabled(false);
- bezier_edit_icon->set_disabled(true);
-
imported_anim_warning->hide();
- bool import_warning_done = false;
- bool bezier_done = false;
for (int i = 0; i < animation->get_track_count(); i++) {
if (animation->track_is_imported(i)) {
imported_anim_warning->show();
- import_warning_done = true;
- }
- if (animation->track_get_type(i) == Animation::TrackType::TYPE_BEZIER) {
- bezier_edit_icon->set_disabled(false);
- bezier_done = true;
- }
- if (import_warning_done && bezier_done) {
break;
}
}
+ _check_bezier_exist();
} else {
hscroll->hide();
edit->set_disabled(true);
@@ -3343,6 +3332,24 @@ void AnimationTrackEditor::set_animation(const Ref &p_anim, bool p_re
}
}
+void AnimationTrackEditor::_check_bezier_exist() {
+ bool is_exist = false;
+ for (int i = 0; i < animation->get_track_count(); i++) {
+ if (animation->track_get_type(i) == Animation::TrackType::TYPE_BEZIER) {
+ is_exist = true;
+ break;
+ }
+ }
+ if (is_exist) {
+ bezier_edit_icon->set_disabled(false);
+ } else {
+ if (bezier_edit->is_visible()) {
+ _cancel_bezier_edit();
+ }
+ bezier_edit_icon->set_disabled(true);
+ }
+}
+
Ref AnimationTrackEditor::get_current_animation() const {
return animation;
}
@@ -4490,6 +4497,8 @@ void AnimationTrackEditor::_animation_changed() {
return; // All will be updated, don't bother with anything.
}
+ _check_bezier_exist();
+
if (key_edit) {
if (key_edit->setting) {
// If editing a key, just redraw the edited track, makes refresh less costly.
@@ -4710,7 +4719,6 @@ void AnimationTrackEditor::_new_track_node_selected(NodePath p_path) {
adding_track_path = path_to;
prop_selector->set_type_filter(filter);
prop_selector->select_property_from_instance(node);
- bezier_edit_icon->set_disabled(false);
} break;
case Animation::TYPE_AUDIO: {
if (!node->is_class("AudioStreamPlayer") && !node->is_class("AudioStreamPlayer2D") && !node->is_class("AudioStreamPlayer3D")) {
diff --git a/editor/animation_track_editor.h b/editor/animation_track_editor.h
index 2a59bda2a49..c733f397e3c 100644
--- a/editor/animation_track_editor.h
+++ b/editor/animation_track_editor.h
@@ -399,6 +399,7 @@ class AnimationTrackEditor : public VBoxContainer {
void _update_tracks();
void _redraw_tracks();
void _redraw_groups();
+ void _check_bezier_exist();
void _name_limit_changed();
void _timeline_changed(float p_new_pos, bool p_drag, bool p_timeline_only);