Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

PhysicalBone2D

Inherits: RigidBody2D < PhysicsBody2D < CollisionObject2D < Node2D < CanvasItem < Node < Object

A RigidBody2D-derived node used to make Bone2Ds in a Skeleton2D react to physics.

Description

The PhysicalBone2D node is a RigidBody2D-based node that can be used to make Bone2Ds in a Skeleton2D react to physics.

Note: To make the Bone2Ds visually follow the PhysicalBone2D node, use a SkeletonModification2DPhysicalBones modification on the Skeleton2D parent.

Note: The PhysicalBone2D node does not automatically create a Joint2D node to keep PhysicalBone2D nodes together. They must be created manually. For most cases, you want to use a PinJoint2D node. The PhysicalBone2D node will automatically configure the Joint2D node once it's been added as a child node.

Properties

bool

auto_configure_joint

true

int

bone2d_index

-1

NodePath

bone2d_nodepath

NodePath("")

bool

follow_bone_when_simulating

false

bool

simulate_physics

false

Methods

Joint2D

get_joint() const

bool

is_simulating_physics() const


Property Descriptions

bool auto_configure_joint = true 🔗

  • void set_auto_configure_joint(value: bool)

  • bool get_auto_configure_joint()

If true, the PhysicalBone2D will automatically configure the first Joint2D child node. The automatic configuration is limited to setting up the node properties and positioning the Joint2D.


int bone2d_index = -1 🔗

  • void set_bone2d_index(value: int)

  • int get_bone2d_index()

The index of the Bone2D that this PhysicalBone2D should simulate.


NodePath bone2d_nodepath = NodePath("") 🔗

The NodePath to the Bone2D that this PhysicalBone2D should simulate.


bool follow_bone_when_simulating = false 🔗

  • void set_follow_bone_when_simulating(value: bool)

  • bool get_follow_bone_when_simulating()

If true, the PhysicalBone2D will keep the transform of the bone it is bound to when simulating physics.


bool simulate_physics = false 🔗

  • void set_simulate_physics(value: bool)

  • bool get_simulate_physics()

If true, the PhysicalBone2D will start simulating using physics. If false, the PhysicalBone2D will follow the transform of the Bone2D node.

Note: To have the Bone2Ds visually follow the PhysicalBone2D, use a SkeletonModification2DPhysicalBones modification on the Skeleton2D node with the Bone2D nodes.


Method Descriptions

Joint2D get_joint() const 🔗

Returns the first Joint2D child node, if one exists. This is mainly a helper function to make it easier to get the Joint2D that the PhysicalBone2D is autoconfiguring.


bool is_simulating_physics() const 🔗

Returns a boolean that indicates whether the PhysicalBone2D is running and simulating using the Redot 2D physics engine. When true, the PhysicalBone2D node is using physics.