virtualx-engine/doc/classes/PhysicalBone2D.xml
Rémi Verschelde 81064cc239
Doctool: Remove version attribute from XML header
We don't use that info for anything, and it generates unnecessary diffs
every time we bump the minor version (and CI failures if we forget to
sync some files from opt-in modules (mono, text_server_fb).
2023-07-06 10:08:21 +02:00

45 lines
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XML

<?xml version="1.0" encoding="UTF-8" ?>
<class name="PhysicalBone2D" inherits="RigidBody2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A [RigidBody2D]-derived node used to make [Bone2D]s in a [Skeleton2D] react to physics.
</brief_description>
<description>
The [PhysicalBone2D] node is a [RigidBody2D]-based node that can be used to make [Bone2D]s in a [Skeleton2D] react to physics.
[b]Note:[/b] To make the [Bone2D]s visually follow the [PhysicalBone2D] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] parent.
[b]Note:[/b] The [PhysicalBone2D] node does not automatically create a [Joint2D] node to keep [PhysicalBone2D] nodes together. They must be created manually. For most cases, you want to use a [PinJoint2D] node. The [PhysicalBone2D] node will automatically configure the [Joint2D] node once it's been added 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 [PhysicalBone2D] is autoconfiguring.
</description>
</method>
<method name="is_simulating_physics" qualifiers="const">
<return type="bool" />
<description>
Returns a boolean that indicates whether the [PhysicalBone2D] 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 [PhysicalBone2D] 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] that this [PhysicalBone2D] should simulate.
</member>
<member name="bone2d_nodepath" type="NodePath" setter="set_bone2d_nodepath" getter="get_bone2d_nodepath" default="NodePath(&quot;&quot;)">
The [NodePath] to the [Bone2D] that this [PhysicalBone2D] isshould simulate.
</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 [PhysicalBone2D] 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 [PhysicalBone2D] will start simulating using physics. If [code]false[/code], the [PhysicalBone2D] will follow the transform of the [Bone2D] node.
[b]Note:[/b] To have the [Bone2D]s visually follow the [PhysicalBone2D], use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes.
</member>
</members>
</class>