PhysicalBone

Inherits: PhysicsBody < CollisionObject < Spatial < Node < Object

Properties

Transformbody_offsetTransform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
floatbounce0.0
floatfriction1.0
floatgravity_scale1.0
Transformjoint_offsetTransform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
JointTypejoint_type0
floatmass1.0
floatweight9.8

Enumerations

enum JointType:

  • JOINT_TYPE_NONE = 0
  • JOINT_TYPE_PIN = 1
  • JOINT_TYPE_CONE = 2
  • JOINT_TYPE_HINGE = 3
  • JOINT_TYPE_SLIDER = 4
  • JOINT_TYPE_6DOF = 5

Property Descriptions

DefaultTransform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
Setterset_body_offset(value)
Getterget_body_offset()

Default0.0
Setterset_bounce(value)
Getterget_bounce()

Default1.0
Setterset_friction(value)
Getterget_friction()

Default1.0
Setterset_gravity_scale(value)
Getterget_gravity_scale()

DefaultTransform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )
Setterset_joint_offset(value)
Getterget_joint_offset()

Default0
Setterset_joint_type(value)
Getterget_joint_type()

Default1.0
Setterset_mass(value)
Getterget_mass()

Default9.8
Setterset_weight(value)
Getterget_weight()

Method Descriptions

  • void apply_central_impulse ( Vector3 impulse )


  • int get_bone_id ( ) const

  • bool get_simulate_physics ( )

  • bool is_simulating_physics ( )

  • bool is_static_body ( )

doradoro's advice! Getters and Setters will be deprecated! Avoid their use!

Disclaimer: This page has been automaticaly and directly extracted from the official Godot Docs website, the 2020-03-07 at 01:37:07. It's the English Stable version because it's what most Godot users should use. The Copyright owners are Juan Linietsky, Ariel Manzur and the Godot community. CC-BY 3.0. Thanks for your patience and generosity.