PhysicalBone3D

Inherits: PhysicsBody3D < CollisionObject3D < Node3D < Node < Object

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Properties

float

angular_damp

0.0

DampMode

angular_damp_mode

0

Vector3

angular_velocity

Vector3(0, 0, 0)

Transform3D

body_offset

Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)

float

bounce

0.0

bool

can_sleep

true

bool

custom_integrator

false

float

friction

1.0

float

gravity_scale

1.0

Transform3D

joint_offset

Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)

Vector3

joint_rotation

Vector3(0, 0, 0)

JointType

joint_type

0

float

linear_damp

0.0

DampMode

linear_damp_mode

0

Vector3

linear_velocity

Vector3(0, 0, 0)

float

mass

1.0

Methods

void

_integrate_forces ( PhysicsDirectBodyState3D state ) virtual

void

apply_central_impulse ( Vector3 impulse )

void

apply_impulse ( Vector3 impulse, Vector3 position=Vector3(0, 0, 0) )

int

get_bone_id ( ) const

bool

get_simulate_physics ( )

bool

is_simulating_physics ( )


Enumerations

enum DampMode:

DampMode DAMP_MODE_COMBINE = 0

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DampMode DAMP_MODE_REPLACE = 1

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enum JointType:

JointType JOINT_TYPE_NONE = 0

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JointType JOINT_TYPE_PIN = 1

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JointType JOINT_TYPE_CONE = 2

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JointType JOINT_TYPE_HINGE = 3

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JointType JOINT_TYPE_SLIDER = 4

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JointType JOINT_TYPE_6DOF = 5

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Property Descriptions

float angular_damp = 0.0

  • void set_angular_damp ( float value )

  • float get_angular_damp ( )

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DampMode angular_damp_mode = 0

  • void set_angular_damp_mode ( DampMode value )

  • DampMode get_angular_damp_mode ( )

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Vector3 angular_velocity = Vector3(0, 0, 0)

  • void set_angular_velocity ( Vector3 value )

  • Vector3 get_angular_velocity ( )

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Transform3D body_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)

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float bounce = 0.0

  • void set_bounce ( float value )

  • float get_bounce ( )

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bool can_sleep = true

  • void set_can_sleep ( bool value )

  • bool is_able_to_sleep ( )

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bool custom_integrator = false

  • void set_use_custom_integrator ( bool value )

  • bool is_using_custom_integrator ( )

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float friction = 1.0

  • void set_friction ( float value )

  • float get_friction ( )

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float gravity_scale = 1.0

  • void set_gravity_scale ( float value )

  • float get_gravity_scale ( )

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Transform3D joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)

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Vector3 joint_rotation = Vector3(0, 0, 0)

  • void set_joint_rotation ( Vector3 value )

  • Vector3 get_joint_rotation ( )

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JointType joint_type = 0

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float linear_damp = 0.0

  • void set_linear_damp ( float value )

  • float get_linear_damp ( )

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DampMode linear_damp_mode = 0

  • void set_linear_damp_mode ( DampMode value )

  • DampMode get_linear_damp_mode ( )

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Vector3 linear_velocity = Vector3(0, 0, 0)

  • void set_linear_velocity ( Vector3 value )

  • Vector3 get_linear_velocity ( )

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float mass = 1.0

  • void set_mass ( float value )

  • float get_mass ( )

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Method Descriptions

void _integrate_forces ( PhysicsDirectBodyState3D state ) virtual

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void apply_central_impulse ( Vector3 impulse )

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void apply_impulse ( Vector3 impulse, Vector3 position=Vector3(0, 0, 0) )

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int get_bone_id ( ) const

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bool get_simulate_physics ( )

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bool is_simulating_physics ( )

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