class-description NEWS COMMUNITY STORE TUTORIALS SIGN UP LOGIN LOGOUT ROKOJORI NEWSLETTER SIGN UP LOGIN LOGOUT NEWS COMMUNITY STORE TUTORIALS TOGGLE FULLSCREEN VOLLBILD AN/AUS ObjectNodeNode3DCollisionObject3DPhysicsBody3D PhysicalBone3D
A physics body used to make bones in a Skeleton3D react to physics.

The PhysicalBone3D node is a physics body that can be used to make bones in a Skeleton3D react to physics.

Enum DampMode<>():Enum

DAMP_MODE_COMBINE = 0

In this mode, the body's damping value is added to any value set in areas or the default value.


DAMP_MODE_REPLACE = 1

In this mode, the body's damping value replaces any value set in areas or the default value.

Enum JointType<>():Enum

JOINT_TYPE_NONE = 0

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JOINT_TYPE_PIN = 1

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JOINT_TYPE_CONE = 2

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JOINT_TYPE_HINGE = 3

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JOINT_TYPE_SLIDER = 4

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JOINT_TYPE_6DOF = 5

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float angular_damp<>():float

Damps the body's rotation. By default, the body will use the Default Angular Damp in Project > Project Settings > Physics > 3d or any value override set by an Area3D the body is in. Depending on angular_damp_mode, you can set angular_damp to be added to or to replace the body's damping value.

See ProjectSettings.physics/3d/default_angular_damp for more details about damping.

DampMode angular_damp_mode<>():DampMode

Defines how angular_damp is applied. See DampMode for possible values.

Vector3 angular_velocity<>():Vector3

The PhysicalBone3D's rotational velocity in radians per second.

Transform3D body_offset<>():Transform3D

Sets the body's transform.

float bounce<>():float

The body's bounciness. Values range from 0 (no bounce) to 1 (full bounciness).

bool can_sleep<>():bool

If true, the body is deactivated when there is no movement, so it will not take part in the simulation until it is awakened by an external force.

bool custom_integrator<>():bool

If true, internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the _integrate_forces function, if defined.

float friction<>():float

The body's friction, from 0 (frictionless) to 1 (max friction).

float gravity_scale<>():float

This is multiplied by the global 3D gravity setting found in Project > Project Settings > Physics > 3d 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.

Transform3D joint_offset<>():Transform3D

Sets the joint's transform.

Vector3 joint_rotation<>():Vector3

Sets the joint's rotation in radians.

JointType joint_type<>():JointType

Sets the joint type. See JointType for possible values.

float linear_damp<>():float

Damps the body's movement. By default, the body will use the Default Linear Damp in Project > Project Settings > Physics > 3d or any value override set by an Area3D the body is in. Depending on linear_damp_mode, you can set linear_damp to be added to or to replace the body's damping value.

See ProjectSettings.physics/3d/default_linear_damp for more details about damping.

DampMode linear_damp_mode<>():DampMode

Defines how linear_damp is applied. See DampMode for possible values.

Vector3 linear_velocity<>():Vector3

The body's linear velocity in units per second. Can be used sporadically, but don't set this every frame, because physics may run in another thread and runs at a different granularity. Use _integrate_forces as your process loop for precise control of the body state.

float mass<>():float

The body's mass.

void _integrate_forces<>( PhysicsDirectBodyState3D state=, state:PhysicsDirectBodyState3D=, ):void

Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the custom_integrator property allows you to disable the default behavior and do fully custom force integration for a body.

void apply_central_impulse<>( Vector3 impulse=, impulse:Vector3=, ):void

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void apply_impulse<>( Vector3 impulse=, impulse:Vector3=, Vector3=, Vector3:=, 0=, 0:=, 0 )=, ):0=, ):void

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int get_bone_id<>():int

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bool get_simulate_physics<>():bool

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bool is_simulating_physics<>():bool

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