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PhysicalBoneSimulator3D

Inherits: SkeletonModifier3D < Node3D < Node < Object

Node that can be the parent of PhysicalBone3D and can apply the simulation results to Skeleton3D.

Description​

Node that can be the parent of PhysicalBone3D and can apply the simulation results to Skeleton3D.

Methods​

boolis_simulating_physics\ (\ ) const
voidphysical_bones_add_collision_exception\ (\ exception: RID\ )
voidphysical_bones_remove_collision_exception\ (\ exception: RID\ )
voidphysical_bones_start_simulation\ (\ bones: Array[StringName] = []\ )
voidphysical_bones_stop_simulation\ (\ )

Method Descriptions​

bool is_simulating_physics\ (\ ) const 🔗

Returns a boolean that indicates whether the PhysicalBoneSimulator3D is running and simulating.


void physical_bones_add_collision_exception\ (\ exception: RID\ ) 🔗

Adds a collision exception to the physical bone.

Works just like the RigidBody3D node.


void physical_bones_remove_collision_exception\ (\ exception: RID\ ) 🔗

Removes a collision exception to the physical bone.

Works just like the RigidBody3D node.


void physical_bones_start_simulation\ (\ bones: Array[StringName] = []\ ) 🔗

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.


void physical_bones_stop_simulation\ (\ ) 🔗

Tells the PhysicalBone3D nodes in the Skeleton to stop simulating.