diff --git a/doc/classes/PhysicalBone3D.xml b/doc/classes/PhysicalBone3D.xml
index c3b202e0a568..bce1a805269f 100644
--- a/doc/classes/PhysicalBone3D.xml
+++ b/doc/classes/PhysicalBone3D.xml
@@ -13,7 +13,7 @@
- Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the [member custom_integrator] property allows you to disable the default behavior and do fully custom force integration for a body.
+ Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it is called before the standard force integration, but the [member custom_integrator] property allows you to disable the standard force integration and do fully custom force integration for a body.
@@ -67,7 +67,8 @@
If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awakened by an external force.
- If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
+ If [code]true[/code], the standard force integration (like gravity or damping) will be disabled for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] method, if that virtual method is overridden.
+ Setting this property will call the method [method PhysicsServer3D.body_set_omit_force_integration] internally.
The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] (max friction).
diff --git a/doc/classes/PhysicsDirectBodyState2D.xml b/doc/classes/PhysicsDirectBodyState2D.xml
index 7051663a781a..d60cc1ee6b11 100644
--- a/doc/classes/PhysicsDirectBodyState2D.xml
+++ b/doc/classes/PhysicsDirectBodyState2D.xml
@@ -202,7 +202,7 @@
- Calls the built-in force integration code.
+ Updates the body's linear and angular velocity by applying gravity and damping for the equivalent of one physics tick.
diff --git a/doc/classes/PhysicsDirectBodyState3D.xml b/doc/classes/PhysicsDirectBodyState3D.xml
index 42c65763aab5..e8c3f3f89dbe 100644
--- a/doc/classes/PhysicsDirectBodyState3D.xml
+++ b/doc/classes/PhysicsDirectBodyState3D.xml
@@ -202,7 +202,7 @@
- Calls the built-in force integration code.
+ Updates the body's linear and angular velocity by applying gravity and damping for the equivalent of one physics tick.
diff --git a/doc/classes/PhysicsServer2D.xml b/doc/classes/PhysicsServer2D.xml
index 8be92edbad26..d40326fa2182 100644
--- a/doc/classes/PhysicsServer2D.xml
+++ b/doc/classes/PhysicsServer2D.xml
@@ -501,7 +501,7 @@
- Returns [code]true[/code] if the body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).
+ Returns [code]true[/code] if the body is omitting the standard force integration. See [method body_set_omit_force_integration].
@@ -592,11 +592,12 @@
- Sets the function used to calculate physics for the body, if that body allows it (see [method body_set_omit_force_integration]).
- The force integration function takes the following two parameters:
- 1. a [PhysicsDirectBodyState2D] [code]state[/code]: used to retrieve and modify the body's state,
- 2. a [Variant] [param userdata]: optional user data.
- [b]Note:[/b] This callback is currently not called in Godot Physics.
+ Sets the body's custom force integration callback function to [param callable]. Use an empty [Callable] ([code skip-lint]Callable()[/code]) to clear the custom callback.
+ The function [param callable] will be called every physics tick, before the standard force integration (see [method body_set_omit_force_integration]). It can be used for example to update the body's linear and angular velocity based on contact with other bodies.
+ If [param userdata] is not [code]null[/code], the function [param callable] must take the following two parameters:
+ 1. [code]state[/code]: a [PhysicsDirectBodyState2D] used to retrieve and modify the body's state,
+ 2. [code skip-lint]userdata[/code]: a [Variant]; its value will be the [param userdata] passed into this method.
+ If [param userdata] is [code]null[/code], then [param callable] must take only the [code]state[/code] parameter.
@@ -620,7 +621,8 @@
- Sets whether the body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).
+ Sets whether the body omits the standard force integration. If [param enable] is [code]true[/code], the body will not automatically use applied forces, torques, and damping to update the body's linear and angular velocity. In this case, [method body_set_force_integration_callback] can be used to manually update the linear and angular velocity instead.
+ This method is called when the property [member RigidBody2D.custom_integrator] is set.
diff --git a/doc/classes/PhysicsServer3D.xml b/doc/classes/PhysicsServer3D.xml
index 4735091f2004..140633443809 100644
--- a/doc/classes/PhysicsServer3D.xml
+++ b/doc/classes/PhysicsServer3D.xml
@@ -482,7 +482,7 @@
- Returns whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).
+ Returns [code]true[/code] if the body is omitting the standard force integration. See [method body_set_omit_force_integration].
@@ -582,9 +582,12 @@
- Sets the function used to calculate physics for an object, if that object allows it (see [method body_set_omit_force_integration]). The force integration function takes 2 arguments:
- - [code]state[/code] — [PhysicsDirectBodyState3D] used to retrieve and modify the body's state.
- - [code skip-lint]userdata[/code] — optional user data passed to [method body_set_force_integration_callback].
+ Sets the body's custom force integration callback function to [param callable]. Use an empty [Callable] ([code skip-lint]Callable()[/code]) to clear the custom callback.
+ The function [param callable] will be called every physics tick, before the standard force integration (see [method body_set_omit_force_integration]). It can be used for example to update the body's linear and angular velocity based on contact with other bodies.
+ If [param userdata] is not [code]null[/code], the function [param callable] must take the following two parameters:
+ 1. [code]state[/code]: a [PhysicsDirectBodyState3D], used to retrieve and modify the body's state,
+ 2. [code skip-lint]userdata[/code]: a [Variant]; its value will be the [param userdata] passed into this method.
+ If [param userdata] is [code]null[/code], then [param callable] must take only the [code]state[/code] parameter.
@@ -608,7 +611,8 @@
- Sets whether a body uses a callback function to calculate its own physics (see [method body_set_force_integration_callback]).
+ Sets whether the body omits the standard force integration. If [param enable] is [code]true[/code], the body will not automatically use applied forces, torques, and damping to update the body's linear and angular velocity. In this case, [method body_set_force_integration_callback] can be used to manually update the linear and angular velocity instead.
+ This method is called when the property [member RigidBody3D.custom_integrator] is set.
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 269ead1298b8..e16c83f871b7 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -19,7 +19,7 @@
- Allows you to read and safely modify the simulation state for the object. Use this instead of [method Node._physics_process] if you need to directly change the body's [code]position[/code] or other physics properties. By default, it works in addition to the usual physics behavior, but [member custom_integrator] allows you to disable the default behavior and write custom force integration for a body.
+ Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it is called before the standard force integration, but the [member custom_integrator] property allows you to disable the standard force integration and do fully custom force integration for a body.
@@ -159,7 +159,8 @@
Continuous collision detection tries to predict where a moving body will collide instead of moving it and correcting its movement after collision. Continuous collision detection is slower, but more precise and misses fewer collisions with small, fast-moving objects. Raycasting and shapecasting methods are available. See [enum CCDMode] for details.
- If [code]true[/code], internal force integration is disabled for this body. Aside from collision response, the body will only move as determined by the [method _integrate_forces] function.
+ If [code]true[/code], the standard force integration (like gravity or damping) will be disabled for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] method, if that virtual method is overridden.
+ Setting this property will call the method [method PhysicsServer2D.body_set_omit_force_integration] internally.
If [code]true[/code], the body is frozen. Gravity and forces are not applied anymore.
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index c507a7c39ae2..715509a30e25 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -20,7 +20,7 @@
- Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the [member custom_integrator] property allows you to disable the default behavior and do fully custom force integration for a body.
+ Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it is called before the standard force integration, but the [member custom_integrator] property allows you to disable the standard force integration and do fully custom force integration for a body.
@@ -166,7 +166,8 @@
Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses fewer impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.
- If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
+ If [code]true[/code], the standard force integration (like gravity or damping) will be disabled for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] method, if that virtual method is overridden.
+ Setting this property will call the method [method PhysicsServer3D.body_set_omit_force_integration] internally.
If [code]true[/code], the body is frozen. Gravity and forces are not applied anymore.