PhysicalBone3D

Inherits: PhysicsBody3D < CollisionObject3D < Node3D < Node < Object

A physics body used to make bones in a Skeleton3D react to physics.

Description

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

Properties

float

angular_damp

0.0

DampMode

angular_damp_mode

0

Vector3

angular_velocity

Vector3(0, 0, 0)

Transform3D

body_offset

Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)

float

bounce

0.0

bool

can_sleep

true

bool

custom_integrator

false

float

friction

1.0

float

gravity_scale

1.0

Transform3D

joint_offset

Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)

Vector3

joint_rotation

Vector3(0, 0, 0)

JointType

joint_type

0

float

linear_damp

0.0

DampMode

linear_damp_mode

0

Vector3

linear_velocity

Vector3(0, 0, 0)

float

mass

1.0

Methods

void

_integrate_forces ( PhysicsDirectBodyState3D state ) virtual

void

apply_central_impulse ( Vector3 impulse )

void

apply_impulse ( Vector3 impulse, Vector3 position=Vector3(0, 0, 0) )

int

get_bone_id ( ) const

bool

get_simulate_physics ( )

bool

is_simulating_physics ( )


Enumerations

enum DampMode:

DampMode DAMP_MODE_COMBINE = 0

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

DampMode DAMP_MODE_REPLACE = 1

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


enum JointType:

JointType JOINT_TYPE_NONE = 0

JointType JOINT_TYPE_PIN = 1

JointType JOINT_TYPE_CONE = 2

JointType JOINT_TYPE_HINGE = 3

JointType JOINT_TYPE_SLIDER = 4

JointType JOINT_TYPE_6DOF = 5


Property Descriptions

float angular_damp = 0.0

  • void set_angular_damp ( float value )

  • float get_angular_damp ( )

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 = 0

  • void set_angular_damp_mode ( DampMode value )

  • DampMode get_angular_damp_mode ( )

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


Vector3 angular_velocity = Vector3(0, 0, 0)

  • void set_angular_velocity ( Vector3 value )

  • Vector3 get_angular_velocity ( )

The PhysicalBone3D's rotational velocity in radians per second.


Transform3D body_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)

Sets the body's transform.


float bounce = 0.0

  • void set_bounce ( float value )

  • float get_bounce ( )

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


bool can_sleep = true

  • void set_can_sleep ( bool value )

  • bool is_able_to_sleep ( )

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 = false

  • void set_use_custom_integrator ( bool value )

  • bool is_using_custom_integrator ( )

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 = 1.0

  • void set_friction ( float value )

  • float get_friction ( )

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


float gravity_scale = 1.0

  • void set_gravity_scale ( float value )

  • float get_gravity_scale ( )

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(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)

Sets the joint's transform.


Vector3 joint_rotation = Vector3(0, 0, 0)

  • void set_joint_rotation ( Vector3 value )

  • Vector3 get_joint_rotation ( )

Sets the joint's rotation in radians.


JointType joint_type = 0

Sets the joint type. See JointType for possible values.


float linear_damp = 0.0

  • void set_linear_damp ( float value )

  • float get_linear_damp ( )

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 = 0

  • void set_linear_damp_mode ( DampMode value )

  • DampMode get_linear_damp_mode ( )

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


Vector3 linear_velocity = Vector3(0, 0, 0)

  • void set_linear_velocity ( Vector3 value )

  • Vector3 get_linear_velocity ( )

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 = 1.0

  • void set_mass ( float value )

  • float get_mass ( )

The body's mass.


Method Descriptions

void _integrate_forces ( PhysicsDirectBodyState3D state ) virtual

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 )

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void apply_impulse ( Vector3 impulse, Vector3 position=Vector3(0, 0, 0) )

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int get_bone_id ( ) const

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bool get_simulate_physics ( )

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bool is_simulating_physics ( )

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