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https://github.com/godotengine/godot
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75688772b3
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
96 lines
3.9 KiB
XML
96 lines
3.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicalBone3D" inherits="PhysicsBody3D" version="4.0">
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<brief_description>
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</brief_description>
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<description>
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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="apply_central_impulse">
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<return type="void">
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</return>
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<argument index="0" name="impulse" type="Vector3">
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</argument>
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<description>
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</description>
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</method>
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<method name="apply_impulse">
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<return type="void">
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</return>
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<argument index="0" name="impulse" type="Vector3">
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</argument>
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<argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)">
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</argument>
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<description>
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</description>
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</method>
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<method name="get_bone_id" qualifiers="const">
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<return type="int">
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</return>
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<description>
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</description>
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</method>
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<method name="get_simulate_physics">
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<return type="bool">
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</return>
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<description>
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</description>
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</method>
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<method name="is_simulating_physics">
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<return type="bool">
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</return>
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<description>
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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="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
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Damps the body's rotation if greater than [code]0[/code].
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</member>
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<member name="body_offset" type="Transform3D" setter="set_body_offset" getter="get_body_offset" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
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Sets the body's transform.
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</member>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0">
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The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
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</member>
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<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
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If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awakened by an external force.
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0">
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The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] (max friction).
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</member>
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<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
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This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce the body's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
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</member>
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<member name="joint_offset" type="Transform3D" setter="set_joint_offset" getter="get_joint_offset" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
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Sets the joint's transform.
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</member>
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<member name="joint_rotation" type="Vector3" setter="set_joint_rotation" getter="get_joint_rotation" default="Vector3(0, 0, 0)">
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Sets the joint's rotation in radians.
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</member>
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<member name="joint_type" type="int" setter="set_joint_type" getter="get_joint_type" enum="PhysicalBone3D.JointType" default="0">
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Sets the joint type. See [enum JointType] for possible values.
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</member>
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<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
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Damps the body's movement if greater than [code]0[/code].
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</member>
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<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
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The body's mass.
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</member>
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</members>
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<constants>
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<constant name="JOINT_TYPE_NONE" value="0" enum="JointType">
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</constant>
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<constant name="JOINT_TYPE_PIN" value="1" enum="JointType">
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</constant>
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<constant name="JOINT_TYPE_CONE" value="2" enum="JointType">
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</constant>
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<constant name="JOINT_TYPE_HINGE" value="3" enum="JointType">
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</constant>
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<constant name="JOINT_TYPE_SLIDER" value="4" enum="JointType">
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</constant>
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<constant name="JOINT_TYPE_6DOF" value="5" enum="JointType">
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</constant>
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</constants>
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</class>
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