PhysicalBone3D
Inherits: PhysicsBody3D < CollisionObject3D < Node3D < Node < Object
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Properties
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Methods
void |
_integrate_forces ( PhysicsDirectBodyState3D state ) virtual |
void |
apply_central_impulse ( Vector3 impulse ) |
void |
apply_impulse ( Vector3 impulse, Vector3 position=Vector3(0, 0, 0) ) |
get_bone_id ( ) const |
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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
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DampMode angular_damp_mode = 0
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Vector3 angular_velocity = Vector3(0, 0, 0)
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Transform3D body_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
void set_body_offset ( Transform3D value )
Transform3D get_body_offset ( )
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float bounce = 0.0
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bool can_sleep = true
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bool custom_integrator = false
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float friction = 1.0
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float gravity_scale = 1.0
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Transform3D joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
void set_joint_offset ( Transform3D value )
Transform3D get_joint_offset ( )
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Vector3 joint_rotation = Vector3(0, 0, 0)
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JointType joint_type = 0
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float linear_damp = 0.0
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DampMode linear_damp_mode = 0
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Vector3 linear_velocity = Vector3(0, 0, 0)
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float mass = 1.0
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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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