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7764151bc1
This is a legacy of Godot 2 days before the inspector had support for groups. "Properties" with a slash in their name can't be accessed from script unless using `set()`/`get()` so they were not actual properties as far as script languages are concerned. Part of #17558.
27 lines
1.5 KiB
XML
27 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Joint3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base class for all 3D joints.
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</brief_description>
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<description>
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Joints are used to bind together two physics bodies. They have a solver priority and can define if the bodies of the two attached nodes should be able to collide with each other. See also [Generic6DOFJoint3D].
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</description>
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<tutorials>
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<link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link>
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</tutorials>
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<members>
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<member name="exclude_nodes_from_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true">
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If [code]true[/code], the two bodies of the nodes are not able to collide with each other.
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</member>
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<member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")">
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The node attached to the first side (A) of the joint.
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</member>
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<member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath("")">
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The node attached to the second side (B) of the joint.
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</member>
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<member name="solver_priority" type="int" setter="set_solver_priority" getter="get_solver_priority" default="1">
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The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.
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</member>
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</members>
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</class>
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