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<?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 >
</brief_description>
<description >
</description>
<tutorials >
</tutorials>
<methods >
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<method name= "apply_central_impulse" >
<return type= "void" >
</return>
<argument index= "0" name= "impulse" type= "Vector3" >
</argument>
<description >
</description>
</method>
<method name= "apply_impulse" >
<return type= "void" >
</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>
<description >
</description>
</method>
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<method name= "get_axis_lock" qualifiers= "const" >
<return type= "bool" >
</return>
<argument index= "0" name= "axis" type= "int" enum= "PhysicsServer3D.BodyAxis" >
</argument>
<description >
</description>
</method>
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<method name= "get_bone_id" qualifiers= "const" >
<return type= "int" >
</return>
<description >
</description>
</method>
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<method name= "get_simulate_physics" >
<return type= "bool" >
</return>
<description >
</description>
</method>
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<method name= "is_simulating_physics" >
<return type= "bool" >
</return>
<description >
</description>
</method>
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<method name= "set_axis_lock" >
<return type= "void" >
</return>
<argument index= "0" name= "axis" type= "int" enum= "PhysicsServer3D.BodyAxis" >
</argument>
<argument index= "1" name= "lock" type= "bool" >
</argument>
<description >
</description>
</method>
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</methods>
<members >
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<member name= "angular_damp" type= "float" setter= "set_angular_damp" getter= "get_angular_damp" default= "-1.0" >
Damps the body's rotation if greater than [code]0[/code].
</member>
<member name= "axis_lock_angular_x" type= "bool" setter= "set_axis_lock" getter= "get_axis_lock" default= "false" >
Lock the body's rotation in the X axis.
</member>
<member name= "axis_lock_angular_y" type= "bool" setter= "set_axis_lock" getter= "get_axis_lock" default= "false" >
Lock the body's rotation in the Y axis.
</member>
<member name= "axis_lock_angular_z" type= "bool" setter= "set_axis_lock" getter= "get_axis_lock" default= "false" >
Lock the body's rotation in the Z axis.
</member>
<member name= "axis_lock_linear_x" type= "bool" setter= "set_axis_lock" getter= "get_axis_lock" default= "false" >
Lock the body's movement in the X axis.
</member>
<member name= "axis_lock_linear_y" type= "bool" setter= "set_axis_lock" getter= "get_axis_lock" default= "false" >
Lock the body's movement in the Y axis.
</member>
<member name= "axis_lock_linear_z" type= "bool" setter= "set_axis_lock" getter= "get_axis_lock" default= "false" >
Lock the body's movement in the Z axis.
</member>
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<member name= "body_offset" type= "Transform" setter= "set_body_offset" getter= "get_body_offset" default= "Transform( 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).
</member>
<member name= "can_sleep" type= "bool" setter= "set_can_sleep" getter= "is_able_to_sleep" default= "true" >
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 awaken 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= "Transform" setter= "set_joint_offset" getter= "get_joint_offset" default= "Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )" >
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Sets the joint's transform.
</member>
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<member name= "joint_rotation" type= "Vector3" setter= "set_joint_rotation" getter= "get_joint_rotation" >
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Sets the joint's rotation in radians.
</member>
<member name= "joint_rotation_degrees" type= "Vector3" setter= "set_joint_rotation_degrees" getter= "get_joint_rotation_degrees" default= "Vector3( 0, 0, 0 )" >
Sets the joint's rotation in degrees.
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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.
</member>
<member name= "linear_damp" type= "float" setter= "set_linear_damp" getter= "get_linear_damp" default= "-1.0" >
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>
</members>
<constants >
<constant name= "JOINT_TYPE_NONE" value= "0" enum= "JointType" >
</constant>
<constant name= "JOINT_TYPE_PIN" value= "1" enum= "JointType" >
</constant>
<constant name= "JOINT_TYPE_CONE" value= "2" enum= "JointType" >
</constant>
<constant name= "JOINT_TYPE_HINGE" value= "3" enum= "JointType" >
</constant>
<constant name= "JOINT_TYPE_SLIDER" value= "4" enum= "JointType" >
</constant>
<constant name= "JOINT_TYPE_6DOF" value= "5" enum= "JointType" >
</constant>
</constants>
</class>