godot/doc/classes/PhysicalBoneSimulator3D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicalBoneSimulator3D" inherits="SkeletonModifier3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Node that can be the parent of [PhysicalBone3D] and can apply the simulation results to [Skeleton3D].
</brief_description>
<description>
Node that can be the parent of [PhysicalBone3D] and can apply the simulation results to [Skeleton3D].
</description>
<tutorials>
</tutorials>
<methods>
<method name="is_simulating_physics" qualifiers="const">
<return type="bool" />
<description>
Returns a boolean that indicates whether the [PhysicalBoneSimulator3D] is running and simulating.
</description>
</method>
<method name="physical_bones_add_collision_exception">
<return type="void" />
<param index="0" name="exception" type="RID" />
<description>
Adds a collision exception to the physical bone.
Works just like the [RigidBody3D] node.
</description>
</method>
<method name="physical_bones_remove_collision_exception">
<return type="void" />
<param index="0" name="exception" type="RID" />
<description>
Removes a collision exception to the physical bone.
Works just like the [RigidBody3D] node.
</description>
</method>
<method name="physical_bones_start_simulation">
<return type="void" />
<param index="0" name="bones" type="StringName[]" default="[]" />
<description>
Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and reacting to the physics world.
Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated.
</description>
</method>
<method name="physical_bones_stop_simulation">
<return type="void" />
<description>
Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating.
</description>
</method>
</methods>
</class>