1a001ad964
And fixups: - Add missing bindings in RenderingServer - Remove duplicate ArrayMesh enum bindings (they're in Mesh already) - Remove redundant _unhandled_key_input binding in Control (it's in Node already)
135 lines
5.5 KiB
XML
135 lines
5.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="PhysicalBone3D" inherits="PhysicsBody3D" version="4.0">
|
|
<brief_description>
|
|
</brief_description>
|
|
<description>
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<methods>
|
|
<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>
|
|
<argument index="0" name="impulse" type="Vector3">
|
|
</argument>
|
|
<argument index="1" name="position" type="Vector3" default="Vector3( 0, 0, 0 )">
|
|
</argument>
|
|
<description>
|
|
</description>
|
|
</method>
|
|
<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>
|
|
<method name="get_bone_id" qualifiers="const">
|
|
<return type="int">
|
|
</return>
|
|
<description>
|
|
</description>
|
|
</method>
|
|
<method name="get_simulate_physics">
|
|
<return type="bool">
|
|
</return>
|
|
<description>
|
|
</description>
|
|
</method>
|
|
<method name="is_simulating_physics">
|
|
<return type="bool">
|
|
</return>
|
|
<description>
|
|
</description>
|
|
</method>
|
|
<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>
|
|
</methods>
|
|
<members>
|
|
<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>
|
|
<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 )">
|
|
Sets the body's transform.
|
|
</member>
|
|
<member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0">
|
|
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.
|
|
</member>
|
|
<member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0">
|
|
The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] (max friction).
|
|
</member>
|
|
<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
|
|
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.
|
|
</member>
|
|
<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 )">
|
|
Sets the joint's transform.
|
|
</member>
|
|
<member name="joint_rotation" type="Vector3" setter="set_joint_rotation" getter="get_joint_rotation">
|
|
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.
|
|
</member>
|
|
<member name="joint_type" type="int" setter="set_joint_type" getter="get_joint_type" enum="PhysicalBone3D.JointType" default="0">
|
|
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].
|
|
</member>
|
|
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
|
|
The body's mass.
|
|
</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>
|