Inherits: PhysicsBody3D < CollisionObject3D < Node3D < Node < Object
A physics body used to make bones in a Skeleton3D react to physics.
The PhysicalBone3D node is a physics body that can be used to make bones in a Skeleton3D react to physics.
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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 | |
0
In this mode, the body's damping value is added to any value set in areas or the default value.
1
In this mode, the body's damping value replaces any value set in areas or the default value.
0
1
2
3
4
5
0.0
Damps the body's rotation. By default, the body will use the Default Angular Damp in Project > Project Settings > Physics > 3d or any value override set by an Area3D the body is in. Depending on angular_damp_mode, you can set angular_damp to be added to or to replace the body's damping value.
See ProjectSettings.physics/3d/default_angular_damp for more details about damping.
0
Defines how angular_damp is applied. See DampMode for possible values.
Vector3(0, 0, 0)
The PhysicalBone3D's rotational velocity in radians per second.
Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
Sets the body's transform.
0.0
The body's bounciness. Values range from 0 (no bounce) to 1 (full bounciness).
Note: Even with bounce set to 1.0, some energy will be lost over time due to linear and angular damping. To have a PhysicalBone3D that preserves all its energy over time, set bounce to 1.0, linear_damp_mode to DAMP_MODE_REPLACE, linear_damp to 0.0, angular_damp_mode to DAMP_MODE_REPLACE, and angular_damp to 0.0.
true
If true, 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.
false
If true, internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the _integrate_forces function, if defined.
1.0
The body's friction, from 0 (frictionless) to 1 (max friction).
1.0
This is multiplied by the global 3D gravity setting found in Project > Project Settings > Physics > 3d 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.
Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
Sets the joint's transform.
Vector3(0, 0, 0)
Sets the joint's rotation in radians.
0
Sets the joint type. See JointType for possible values.
0.0
Damps the body's movement. By default, the body will use the Default Linear Damp in Project > Project Settings > Physics > 3d or any value override set by an Area3D the body is in. Depending on linear_damp_mode, you can set linear_damp to be added to or to replace the body's damping value.
See ProjectSettings.physics/3d/default_linear_damp for more details about damping.
0
Defines how linear_damp is applied. See DampMode for possible values.
Vector3(0, 0, 0)
The body's linear velocity in units per second. Can be used sporadically, but don't set this every frame, because physics may run in another thread and runs at a different granularity. Use _integrate_forces as your process loop for precise control of the body state.
1.0
The body's mass.
Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the custom_integrator property allows you to disable the default behavior and do fully custom force integration for a body.
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
There is currently no description for this method. Please help us by contributing one!
© 2014–present Juan Linietsky, Ariel Manzur and the Godot community
Licensed under the Creative Commons Attribution Unported License v3.0.
https://docs.godotengine.org/en/4.2/classes/class_physicalbone3d.html