Up to date

This page is up to date for Godot 4.3. If you still find outdated information, please open an issue.

PhysicalBoneSimulator3DΒΆ

Inherits: SkeletonModifier3D < Node3D < Node < Object

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

DescriptionΒΆ

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

MethodsΒΆ

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 DescriptionsΒΆ

bool is_simulating_physics() const πŸ”—

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


void physical_bones_add_collision_exception(exception: RID) πŸ”—

Adds a collision exception to the physical bone.

Works just like the RigidBody3D node.


void physical_bones_remove_collision_exception(exception: RID) πŸ”—

Removes a collision exception to the physical bone.

Works just like the RigidBody3D node.


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

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() πŸ”—

Tells the PhysicalBone3D nodes in the Skeleton to stop simulating.