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1c1524a651
Can't stop, won't stop, they said, huh?
45 lines
3.5 KiB
XML
45 lines
3.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicalBone2D" inherits="RigidBody2D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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A 2D node that can be used for physically aware bones in 2D.
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</brief_description>
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<description>
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The [code]PhysicalBone2D[/code] node is a [RigidBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D.
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[b]Note:[/b] To have the Bone2D nodes visually follow the [code]PhysicalBone2D[/code] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes.
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[b]Note:[/b] The PhysicalBone2D node does not automatically create a [Joint2D] node to keep [code]PhysicalBone2D[/code] nodes together. You will need to create these manually. For most cases, you want to use a [PinJoint2D] node. The [code]PhysicalBone2D[/code] node can automatically configure the [Joint2D] node once it's been created as a child node.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_joint" qualifiers="const">
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<return type="Joint2D" />
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<description>
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Returns the first [Joint2D] child node, if one exists. This is mainly a helper function to make it easier to get the [Joint2D] that the [code]PhysicalBone2D[/code] is autoconfiguring.
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</description>
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</method>
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<method name="is_simulating_physics" qualifiers="const">
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<return type="bool" />
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<description>
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Returns a boolean that indicates whether the [code]PhysicalBone2D[/code] node is running and simulating using the Godot 2D physics engine. When [code]true[/code], the PhysicalBone2D node is using physics.
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</description>
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</method>
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</methods>
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<members>
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<member name="auto_configure_joint" type="bool" setter="set_auto_configure_joint" getter="get_auto_configure_joint" default="true">
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If [code]true[/code], the [code]PhysicalBone2D[/code] node will automatically configure the first [Joint2D] child node. The automatic configuration is limited to setting up the node properties and positioning the [Joint2D].
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</member>
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<member name="bone2d_index" type="int" setter="set_bone2d_index" getter="get_bone2d_index" default="-1">
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The index of the [Bone2D] node that this [code]PhysicalBone2D[/code] node is supposed to be simulating.
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</member>
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<member name="bone2d_nodepath" type="NodePath" setter="set_bone2d_nodepath" getter="get_bone2d_nodepath" default="NodePath("")">
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The [NodePath] to the [Bone2D] node that this [code]PhysicalBone2D[/code] node is supposed to be simulating.
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</member>
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<member name="follow_bone_when_simulating" type="bool" setter="set_follow_bone_when_simulating" getter="get_follow_bone_when_simulating" default="false">
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If [code]true[/code], the [code]PhysicalBone2D[/code] will keep the transform of the bone it is bound to when simulating physics.
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</member>
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<member name="simulate_physics" type="bool" setter="set_simulate_physics" getter="get_simulate_physics" default="false">
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If [code]true[/code], the [code]PhysicalBone2D[/code] will start simulating using physics. If [code]false[/code], the [code]PhysicalBone2D[/code] will follow the transform of the [Bone2D] node.
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[b]Note:[/b] To have the Bone2D nodes visually follow the [code]PhysicalBone2D[/code] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes.
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</member>
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</members>
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</class>
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