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.

PhysicalBoneSimulator3D

Inherits: SkeletonModifier3D < Node3D < Node < Object

Node that can be the parent of PhysicalBone3D and can apply the simulation results to Skeleton3D.

Description

Node that can be the parent of PhysicalBone3D and can apply the simulation results to Skeleton3D.

Methods

bool

is_simulating_physics() const

void

physical_bones_add_collision_exception(exception: RID)

void

physical_bones_remove_collision_exception(exception: RID)

void

physical_bones_start_simulation(bones: Array[StringName] = [])

void

physical_bones_stop_simulation()


Method Descriptions

bool is_simulating_physics() const 🔗

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


void physical_bones_add_collision_exception(exception: RID) 🔗

Adds a collision exception to the physical bone.

Works just like the RigidBody3D node.


void physical_bones_remove_collision_exception(exception: RID) 🔗

Removes a collision exception to the physical bone.

Works just like the RigidBody3D node.


void physical_bones_start_simulation(bones: 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.


void physical_bones_stop_simulation() 🔗

Tells the PhysicalBone3D nodes in the Skeleton to stop simulating.