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PhysicalBoneSimulator3D๏ƒ

Inherits: SkeletonModifier3D < Node3D < Node < Object

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

Description๏ƒ

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

Methods๏ƒ

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๏ƒ

bool is_simulating_physics() const ๐Ÿ”—

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


void physical_bones_add_collision_exception(exception: RID) ๐Ÿ”—

Adds a collision exception to the physical bone.

Works just like the RigidBody3D node.


void physical_bones_remove_collision_exception(exception: RID) ๐Ÿ”—

Removes a collision exception to the physical bone.

Works just like the RigidBody3D node.


void physical_bones_start_simulation(bones: Array[StringName] = []) ๐Ÿ”—

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() ๐Ÿ”—

Tells the PhysicalBone3D nodes in the Skeleton to stop simulating.