Class PhysicalBoneSimulator3D
- Namespace
- Godot
- Assembly
- GodotSharp.dll
Node that can be the parent of PhysicalBone3D and can apply the simulation results to Skeleton3D.
public class PhysicalBoneSimulator3D : SkeletonModifier3D, IDisposable
- Inheritance
-
PhysicalBoneSimulator3D
- Implements
- Inherited Members
Constructors
PhysicalBoneSimulator3D()
public PhysicalBoneSimulator3D()
Methods
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
IsSimulatingPhysics()
Returns a boolean that indicates whether the PhysicalBoneSimulator3D is running and simulating.
public bool IsSimulatingPhysics()
Returns
PhysicalBonesAddCollisionException(Rid)
Adds a collision exception to the physical bone.
Works just like the RigidBody3D node.
public void PhysicalBonesAddCollisionException(Rid exception)
Parameters
exception
Rid
PhysicalBonesRemoveCollisionException(Rid)
Removes a collision exception to the physical bone.
Works just like the RigidBody3D node.
public void PhysicalBonesRemoveCollisionException(Rid exception)
Parameters
exception
Rid
PhysicalBonesStartSimulation(Array<StringName>)
Tells the PhysicalBone3D nodes in the Skeleton to start simulating and reacting to the physics world.
Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated.
public void PhysicalBonesStartSimulation(Array<StringName> bones = null)
Parameters
bones
Array<StringName>
PhysicalBonesStopSimulation()
Tells the PhysicalBone3D nodes in the Skeleton to stop simulating.
public void PhysicalBonesStopSimulation()