Table of Contents

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_name

Name of the method to check for.

Returns

bool

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_name

Name of the signal to check for.

Returns

bool

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_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

IsSimulatingPhysics()

Returns a boolean that indicates whether the PhysicalBoneSimulator3D is running and simulating.

public bool IsSimulatingPhysics()

Returns

bool

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()