Class SpringBoneCollision3D
- Namespace
- Godot
- Assembly
- GodotSharp.dll
A collision can be a child of SpringBoneSimulator3D. If it is not a child of SpringBoneSimulator3D, it has no effect.
The colliding and sliding are done in the SpringBoneSimulator3D's modification process in order of its collision list which is set by SetCollisionPath(int, int, NodePath). If AreAllChildCollisionsEnabled(int) is true, the order matches SceneTree.
If Bone is set, it synchronizes with the bone pose of the ancestor Skeleton3D, which is done in before the SpringBoneSimulator3D's modification process as the pre-process.
Warning: A scaled SpringBoneCollision3D will likely not behave as expected. Make sure that the parent Skeleton3D and its bones are not scaled.
public class SpringBoneCollision3D : Node3D, IDisposable
- Inheritance
-
SpringBoneCollision3D
- Implements
- Derived
- Inherited Members
Constructors
SpringBoneCollision3D()
public SpringBoneCollision3D()
Properties
Bone
The index of the attached bone.
public int Bone { get; set; }
Property Value
BoneName
The name of the attached bone.
public string BoneName { get; set; }
Property Value
PositionOffset
The offset of the position from Skeleton3D's Bone pose position.
public Vector3 PositionOffset { get; set; }
Property Value
RotationOffset
The offset of the rotation from Skeleton3D's Bone pose rotation.
public Quaternion RotationOffset { get; set; }
Property Value
Methods
GetSkeleton()
Get parent Skeleton3D node of the parent SpringBoneSimulator3D if found.
public Skeleton3D GetSkeleton()
Returns
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.