<?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicalBone2D" inherits="RigidBody2D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> A 2D node that can be used for physically aware bones in 2D. </brief_description> <description> 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. [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. [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. </description> <tutorials> </tutorials> <methods> <method name="get_joint" qualifiers="const"> <return type="Joint2D" /> <description> 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. </description> </method> <method name="is_simulating_physics" qualifiers="const"> <return type="bool" /> <description> 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. </description> </method> </methods> <members> <member name="auto_configure_joint" type="bool" setter="set_auto_configure_joint" getter="get_auto_configure_joint" default="true"> 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]. </member> <member name="bone2d_index" type="int" setter="set_bone2d_index" getter="get_bone2d_index" default="-1"> The index of the [Bone2D] node that this [code]PhysicalBone2D[/code] node is supposed to be simulating. </member> <member name="bone2d_nodepath" type="NodePath" setter="set_bone2d_nodepath" getter="get_bone2d_nodepath" default="NodePath("")"> The [NodePath] to the [Bone2D] node that this [code]PhysicalBone2D[/code] node is supposed to be simulating. </member> <member name="follow_bone_when_simulating" type="bool" setter="set_follow_bone_when_simulating" getter="get_follow_bone_when_simulating" default="false"> If [code]true[/code], the [code]PhysicalBone2D[/code] will keep the transform of the bone it is bound to when simulating physics. </member> <member name="simulate_physics" type="bool" setter="set_simulate_physics" getter="get_simulate_physics" default="false"> 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. [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. </member> </members> </class>