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563 lines
26 KiB
ReStructuredText
563 lines
26 KiB
ReStructuredText
:github_url: hide
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.. meta::
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:keywords: ragdoll
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.. _class_PhysicalBone3D:
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PhysicalBone3D
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==============
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**继承:** :ref:`PhysicsBody3D<class_PhysicsBody3D>` **<** :ref:`CollisionObject3D<class_CollisionObject3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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用于让 :ref:`Skeleton3D<class_Skeleton3D>` 中的骨骼对物理作出反应的物理体。
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.. rst-class:: classref-introduction-group
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描述
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----
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**PhysicalBone3D** 节点是一个物理体,可用于使 :ref:`Skeleton3D<class_Skeleton3D>` 中的骨骼对物理做出反应。
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\ **注意:**\ 为了通过射线投射检测物理骨骼,父级 :ref:`PhysicalBoneSimulator3D<class_PhysicalBoneSimulator3D>` 的 :ref:`SkeletonModifier3D.active<class_SkeletonModifier3D_property_active>` 属性必须为 ``true``\ ,并且 :ref:`Skeleton3D<class_Skeleton3D>` 的骨骼必须正确分配给 **PhysicalBone3D**\ ;这意味着 :ref:`get_bone_id()<class_PhysicalBone3D_method_get_bone_id>` 应该返回一个有效的 id(\ ``>= 0``\ )。
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.. rst-class:: classref-introduction-group
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教程
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----
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- :doc:`Ragdoll System <../tutorials/physics/ragdoll_system>`
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.. rst-class:: classref-reftable-group
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属性
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----
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.. table::
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:widths: auto
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`angular_damp<class_PhysicalBone3D_property_angular_damp>` | ``0.0`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`DampMode<enum_PhysicalBone3D_DampMode>` | :ref:`angular_damp_mode<class_PhysicalBone3D_property_angular_damp_mode>` | ``0`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`angular_velocity<class_PhysicalBone3D_property_angular_velocity>` | ``Vector3(0, 0, 0)`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`Transform3D<class_Transform3D>` | :ref:`body_offset<class_PhysicalBone3D_property_body_offset>` | ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`bounce<class_PhysicalBone3D_property_bounce>` | ``0.0`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`can_sleep<class_PhysicalBone3D_property_can_sleep>` | ``true`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`custom_integrator<class_PhysicalBone3D_property_custom_integrator>` | ``false`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`friction<class_PhysicalBone3D_property_friction>` | ``1.0`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`gravity_scale<class_PhysicalBone3D_property_gravity_scale>` | ``1.0`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`Transform3D<class_Transform3D>` | :ref:`joint_offset<class_PhysicalBone3D_property_joint_offset>` | ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`joint_rotation<class_PhysicalBone3D_property_joint_rotation>` | ``Vector3(0, 0, 0)`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`JointType<enum_PhysicalBone3D_JointType>` | :ref:`joint_type<class_PhysicalBone3D_property_joint_type>` | ``0`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`linear_damp<class_PhysicalBone3D_property_linear_damp>` | ``0.0`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`DampMode<enum_PhysicalBone3D_DampMode>` | :ref:`linear_damp_mode<class_PhysicalBone3D_property_linear_damp_mode>` | ``0`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`linear_velocity<class_PhysicalBone3D_property_linear_velocity>` | ``Vector3(0, 0, 0)`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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| :ref:`float<class_float>` | :ref:`mass<class_PhysicalBone3D_property_mass>` | ``1.0`` |
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+-------------------------------------------------+---------------------------------------------------------------------------+-----------------------------------------------------+
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.. rst-class:: classref-reftable-group
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方法
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----
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.. table::
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:widths: auto
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+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`_integrate_forces<class_PhysicalBone3D_private_method__integrate_forces>`\ (\ state\: :ref:`PhysicsDirectBodyState3D<class_PhysicsDirectBodyState3D>`\ ) |virtual| |
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+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`apply_central_impulse<class_PhysicalBone3D_method_apply_central_impulse>`\ (\ impulse\: :ref:`Vector3<class_Vector3>`\ ) |
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+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| |void| | :ref:`apply_impulse<class_PhysicalBone3D_method_apply_impulse>`\ (\ impulse\: :ref:`Vector3<class_Vector3>`, position\: :ref:`Vector3<class_Vector3>` = Vector3(0, 0, 0)\ ) |
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+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`int<class_int>` | :ref:`get_bone_id<class_PhysicalBone3D_method_get_bone_id>`\ (\ ) |const| |
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+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`get_simulate_physics<class_PhysicalBone3D_method_get_simulate_physics>`\ (\ ) |
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+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`bool<class_bool>` | :ref:`is_simulating_physics<class_PhysicalBone3D_method_is_simulating_physics>`\ (\ ) |
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+-------------------------+-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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枚举
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----
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.. _enum_PhysicalBone3D_DampMode:
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.. rst-class:: classref-enumeration
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enum **DampMode**: :ref:`🔗<enum_PhysicalBone3D_DampMode>`
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.. _class_PhysicalBone3D_constant_DAMP_MODE_COMBINE:
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.. rst-class:: classref-enumeration-constant
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:ref:`DampMode<enum_PhysicalBone3D_DampMode>` **DAMP_MODE_COMBINE** = ``0``
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在这种模式下,物体的阻尼值将被加到区域中设置的任何值或默认值。
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.. _class_PhysicalBone3D_constant_DAMP_MODE_REPLACE:
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.. rst-class:: classref-enumeration-constant
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:ref:`DampMode<enum_PhysicalBone3D_DampMode>` **DAMP_MODE_REPLACE** = ``1``
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在这种模式下,物体的阻尼值将替换掉区域中设置的任何值或默认值。
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.. rst-class:: classref-item-separator
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----
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.. _enum_PhysicalBone3D_JointType:
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.. rst-class:: classref-enumeration
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enum **JointType**: :ref:`🔗<enum_PhysicalBone3D_JointType>`
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.. _class_PhysicalBone3D_constant_JOINT_TYPE_NONE:
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.. rst-class:: classref-enumeration-constant
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:ref:`JointType<enum_PhysicalBone3D_JointType>` **JOINT_TYPE_NONE** = ``0``
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PhysicsBone3D 未应用任何关节。
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.. _class_PhysicalBone3D_constant_JOINT_TYPE_PIN:
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.. rst-class:: classref-enumeration-constant
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:ref:`JointType<enum_PhysicalBone3D_JointType>` **JOINT_TYPE_PIN** = ``1``
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PhysicsBone3D 应用了钉固关节。
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.. _class_PhysicalBone3D_constant_JOINT_TYPE_CONE:
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.. rst-class:: classref-enumeration-constant
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:ref:`JointType<enum_PhysicalBone3D_JointType>` **JOINT_TYPE_CONE** = ``2``
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PhysicsBone3D 应用了锥形关节。
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.. _class_PhysicalBone3D_constant_JOINT_TYPE_HINGE:
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.. rst-class:: classref-enumeration-constant
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:ref:`JointType<enum_PhysicalBone3D_JointType>` **JOINT_TYPE_HINGE** = ``3``
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PhysicsBone3D 应用了铰链关节。
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.. _class_PhysicalBone3D_constant_JOINT_TYPE_SLIDER:
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.. rst-class:: classref-enumeration-constant
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:ref:`JointType<enum_PhysicalBone3D_JointType>` **JOINT_TYPE_SLIDER** = ``4``
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PhysicsBone3D 应用了滑杆关节。
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.. _class_PhysicalBone3D_constant_JOINT_TYPE_6DOF:
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.. rst-class:: classref-enumeration-constant
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:ref:`JointType<enum_PhysicalBone3D_JointType>` **JOINT_TYPE_6DOF** = ``5``
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PhysicsBone3D 应用了六自由度关节。
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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属性说明
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--------
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.. _class_PhysicalBone3D_property_angular_damp:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **angular_damp** = ``0.0`` :ref:`🔗<class_PhysicalBone3D_property_angular_damp>`
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.. rst-class:: classref-property-setget
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- |void| **set_angular_damp**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_angular_damp**\ (\ )
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阻碍物体的旋转。默认情况下,物体将使用项目设置 :ref:`ProjectSettings.physics/3d/default_angular_damp<class_ProjectSettings_property_physics/3d/default_angular_damp>`\ ,或物体所在的 :ref:`Area3D<class_Area3D>` 中设置的任何覆盖值。取决于 :ref:`angular_damp_mode<class_PhysicalBone3D_property_angular_damp_mode>`\ ,可以设置 :ref:`angular_damp<class_PhysicalBone3D_property_angular_damp>` 以增加或替换物体的阻尼值。
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有关阻尼的更多详细信息,请参阅 :ref:`ProjectSettings.physics/3d/default_angular_damp<class_ProjectSettings_property_physics/3d/default_angular_damp>`\ 。
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.. rst-class:: classref-item-separator
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----
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.. _class_PhysicalBone3D_property_angular_damp_mode:
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.. rst-class:: classref-property
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:ref:`DampMode<enum_PhysicalBone3D_DampMode>` **angular_damp_mode** = ``0`` :ref:`🔗<class_PhysicalBone3D_property_angular_damp_mode>`
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.. rst-class:: classref-property-setget
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- |void| **set_angular_damp_mode**\ (\ value\: :ref:`DampMode<enum_PhysicalBone3D_DampMode>`\ )
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- :ref:`DampMode<enum_PhysicalBone3D_DampMode>` **get_angular_damp_mode**\ (\ )
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定义如何应用 :ref:`angular_damp<class_PhysicalBone3D_property_angular_damp>`\ 。
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.. rst-class:: classref-item-separator
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----
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.. _class_PhysicalBone3D_property_angular_velocity:
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.. rst-class:: classref-property
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:ref:`Vector3<class_Vector3>` **angular_velocity** = ``Vector3(0, 0, 0)`` :ref:`🔗<class_PhysicalBone3D_property_angular_velocity>`
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.. rst-class:: classref-property-setget
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- |void| **set_angular_velocity**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
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- :ref:`Vector3<class_Vector3>` **get_angular_velocity**\ (\ )
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该 PhysicalBone3D 的旋转速度,以每秒\ *弧度*\ 为单位。
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.. rst-class:: classref-item-separator
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----
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.. _class_PhysicalBone3D_property_body_offset:
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.. rst-class:: classref-property
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:ref:`Transform3D<class_Transform3D>` **body_offset** = ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` :ref:`🔗<class_PhysicalBone3D_property_body_offset>`
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.. rst-class:: classref-property-setget
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- |void| **set_body_offset**\ (\ value\: :ref:`Transform3D<class_Transform3D>`\ )
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- :ref:`Transform3D<class_Transform3D>` **get_body_offset**\ (\ )
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设置该物体的变换。
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.. rst-class:: classref-item-separator
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----
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.. _class_PhysicalBone3D_property_bounce:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **bounce** = ``0.0`` :ref:`🔗<class_PhysicalBone3D_property_bounce>`
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.. rst-class:: classref-property-setget
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- |void| **set_bounce**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_bounce**\ (\ )
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身体的反弹力。值范围从 ``0`` (无反弹)到 ``1``\ (完全反弹)。
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\ **注意:**\ 即使将 :ref:`bounce<class_PhysicalBone3D_property_bounce>` 设置为 ``1.0``\ ,由于线性和角度阻尼,一些能量也会随着时间的推移而损失。要让 **PhysicalBone3D** 随时间推移保留其所有能量,请将 :ref:`bounce<class_PhysicalBone3D_property_bounce>` 设置为 ``1.0``\ 、\ :ref:`linear_damp_mode<class_PhysicalBone3D_property_linear_damp_mode>` 设置为 :ref:`DAMP_MODE_REPLACE<class_PhysicalBone3D_constant_DAMP_MODE_REPLACE>`\ 、\ :ref:`linear_damp<class_PhysicalBone3D_property_linear_damp>` 设置为 ``0.0``\ 、\ :ref:`angular_damp_mode<class_PhysicalBone3D_property_angular_damp_mode>` 设置为 :ref:`DAMP_MODE_REPLACE<class_PhysicalBone3D_constant_DAMP_MODE_REPLACE>`\ 、并将 :ref:`angular_damp<class_PhysicalBone3D_property_angular_damp>` 设置为 ``0.0``\ 。
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.. rst-class:: classref-item-separator
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----
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.. _class_PhysicalBone3D_property_can_sleep:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **can_sleep** = ``true`` :ref:`🔗<class_PhysicalBone3D_property_can_sleep>`
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.. rst-class:: classref-property-setget
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- |void| **set_can_sleep**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_able_to_sleep**\ (\ )
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如果为 ``true``\ ,则会在不移动时停用该物体,所以它在被外力唤醒前不会参与模拟。
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.. rst-class:: classref-item-separator
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----
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.. _class_PhysicalBone3D_property_custom_integrator:
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.. rst-class:: classref-property
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:ref:`bool<class_bool>` **custom_integrator** = ``false`` :ref:`🔗<class_PhysicalBone3D_property_custom_integrator>`
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.. rst-class:: classref-property-setget
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- |void| **set_use_custom_integrator**\ (\ value\: :ref:`bool<class_bool>`\ )
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- :ref:`bool<class_bool>` **is_using_custom_integrator**\ (\ )
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如果为 ``true``\ ,则该物体的标准力积分(如重力或阻尼)将被禁用。除了碰撞响应之外,如果覆盖了 :ref:`_integrate_forces()<class_PhysicalBone3D_private_method__integrate_forces>` 方法,则物体将仅按照该方法确定的方式移动。
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设置该属性将在内部调用方法 :ref:`PhysicsServer3D.body_set_omit_force_integration()<class_PhysicsServer3D_method_body_set_omit_force_integration>`\ 。
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.. rst-class:: classref-item-separator
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----
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.. _class_PhysicalBone3D_property_friction:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **friction** = ``1.0`` :ref:`🔗<class_PhysicalBone3D_property_friction>`
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.. rst-class:: classref-property-setget
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- |void| **set_friction**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_friction**\ (\ )
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该物体的摩擦,从 ``0``\ (无摩擦)到 ``1``\ (最大摩擦)。
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.. rst-class:: classref-item-separator
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----
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.. _class_PhysicalBone3D_property_gravity_scale:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **gravity_scale** = ``1.0`` :ref:`🔗<class_PhysicalBone3D_property_gravity_scale>`
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.. rst-class:: classref-property-setget
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- |void| **set_gravity_scale**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_gravity_scale**\ (\ )
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与 :ref:`ProjectSettings.physics/3d/default_gravity<class_ProjectSettings_property_physics/3d/default_gravity>` 相乘,得到该物体的重力。例如取值为 ``1.0`` 就是正常重力,\ ``2.0`` 就是双倍重力,\ ``0.5`` 会让应用到这个对象的重力减半。
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.. rst-class:: classref-item-separator
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----
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.. _class_PhysicalBone3D_property_joint_offset:
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.. rst-class:: classref-property
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:ref:`Transform3D<class_Transform3D>` **joint_offset** = ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` :ref:`🔗<class_PhysicalBone3D_property_joint_offset>`
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.. rst-class:: classref-property-setget
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- |void| **set_joint_offset**\ (\ value\: :ref:`Transform3D<class_Transform3D>`\ )
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- :ref:`Transform3D<class_Transform3D>` **get_joint_offset**\ (\ )
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设置该关节的变换。
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.. rst-class:: classref-item-separator
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----
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.. _class_PhysicalBone3D_property_joint_rotation:
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.. rst-class:: classref-property
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:ref:`Vector3<class_Vector3>` **joint_rotation** = ``Vector3(0, 0, 0)`` :ref:`🔗<class_PhysicalBone3D_property_joint_rotation>`
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.. rst-class:: classref-property-setget
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- |void| **set_joint_rotation**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
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- :ref:`Vector3<class_Vector3>` **get_joint_rotation**\ (\ )
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设置该关节的旋转,单位为弧度。
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.. rst-class:: classref-item-separator
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|
||
----
|
||
|
||
.. _class_PhysicalBone3D_property_joint_type:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`JointType<enum_PhysicalBone3D_JointType>` **joint_type** = ``0`` :ref:`🔗<class_PhysicalBone3D_property_joint_type>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_joint_type**\ (\ value\: :ref:`JointType<enum_PhysicalBone3D_JointType>`\ )
|
||
- :ref:`JointType<enum_PhysicalBone3D_JointType>` **get_joint_type**\ (\ )
|
||
|
||
设置关节类型。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_PhysicalBone3D_property_linear_damp:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **linear_damp** = ``0.0`` :ref:`🔗<class_PhysicalBone3D_property_linear_damp>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_linear_damp**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_linear_damp**\ (\ )
|
||
|
||
阻碍物体的运动。默认情况下,物体将使用 :ref:`ProjectSettings.physics/3d/default_linear_damp<class_ProjectSettings_property_physics/3d/default_linear_damp>`\ ,或物体所在的 :ref:`Area3D<class_Area3D>` 中设置的任何覆盖值。取决于 :ref:`linear_damp_mode<class_PhysicalBone3D_property_linear_damp_mode>`\ ,可以设置 :ref:`linear_damp<class_PhysicalBone3D_property_linear_damp>` 以增加或替换物体的阻尼值。
|
||
|
||
有关阻尼的更多详细信息,请参阅 :ref:`ProjectSettings.physics/3d/default_linear_damp<class_ProjectSettings_property_physics/3d/default_linear_damp>`\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_PhysicalBone3D_property_linear_damp_mode:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`DampMode<enum_PhysicalBone3D_DampMode>` **linear_damp_mode** = ``0`` :ref:`🔗<class_PhysicalBone3D_property_linear_damp_mode>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_linear_damp_mode**\ (\ value\: :ref:`DampMode<enum_PhysicalBone3D_DampMode>`\ )
|
||
- :ref:`DampMode<enum_PhysicalBone3D_DampMode>` **get_linear_damp_mode**\ (\ )
|
||
|
||
定义如何应用 :ref:`linear_damp<class_PhysicalBone3D_property_linear_damp>`\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_PhysicalBone3D_property_linear_velocity:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`Vector3<class_Vector3>` **linear_velocity** = ``Vector3(0, 0, 0)`` :ref:`🔗<class_PhysicalBone3D_property_linear_velocity>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_linear_velocity**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
|
||
- :ref:`Vector3<class_Vector3>` **get_linear_velocity**\ (\ )
|
||
|
||
物体的线速度,单位为单位每秒。可以偶尔使用,但是\ **不要每一帧都设置它**\ ,因为物理可能在另一个线程中运行,并且以不同的间隔。使用 :ref:`_integrate_forces()<class_PhysicalBone3D_private_method__integrate_forces>` 作为你的进程循环,以精确控制物体状态。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_PhysicalBone3D_property_mass:
|
||
|
||
.. rst-class:: classref-property
|
||
|
||
:ref:`float<class_float>` **mass** = ``1.0`` :ref:`🔗<class_PhysicalBone3D_property_mass>`
|
||
|
||
.. rst-class:: classref-property-setget
|
||
|
||
- |void| **set_mass**\ (\ value\: :ref:`float<class_float>`\ )
|
||
- :ref:`float<class_float>` **get_mass**\ (\ )
|
||
|
||
实体的质量。
|
||
|
||
.. rst-class:: classref-section-separator
|
||
|
||
----
|
||
|
||
.. rst-class:: classref-descriptions-group
|
||
|
||
方法说明
|
||
--------
|
||
|
||
.. _class_PhysicalBone3D_private_method__integrate_forces:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
|void| **_integrate_forces**\ (\ state\: :ref:`PhysicsDirectBodyState3D<class_PhysicsDirectBodyState3D>`\ ) |virtual| :ref:`🔗<class_PhysicalBone3D_private_method__integrate_forces>`
|
||
|
||
在物理处理过程中被调用,允许你读取并安全地修改对象的模拟状态。默认情况下,它在标准力积分之前调用,但 :ref:`custom_integrator<class_PhysicalBone3D_property_custom_integrator>` 属性允许你禁用标准力积分并对物体进行完全自定义的力积分。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_PhysicalBone3D_method_apply_central_impulse:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
|void| **apply_central_impulse**\ (\ impulse\: :ref:`Vector3<class_Vector3>`\ ) :ref:`🔗<class_PhysicalBone3D_method_apply_central_impulse>`
|
||
|
||
施加不影响旋转的定向冲量。
|
||
|
||
冲量与时间无关!每帧都应用冲量会产生依赖于帧率的力。因此只应该用于模拟一次性冲击(否则请使用“_integrate_forces”函数)。
|
||
|
||
等价于在物体的质心处使用 :ref:`apply_impulse()<class_PhysicalBone3D_method_apply_impulse>`\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_PhysicalBone3D_method_apply_impulse:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
|void| **apply_impulse**\ (\ impulse\: :ref:`Vector3<class_Vector3>`, position\: :ref:`Vector3<class_Vector3>` = Vector3(0, 0, 0)\ ) :ref:`🔗<class_PhysicalBone3D_method_apply_impulse>`
|
||
|
||
施加不影响旋转的定位冲量。
|
||
|
||
冲量与时间无关!每帧都应用冲量会产生依赖于帧率的力。因此只应该用于模拟一次性冲击(否则请使用“_integrate_forces”函数)。
|
||
|
||
等价于在物体的质心处使用 :ref:`apply_impulse()<class_PhysicalBone3D_method_apply_impulse>`\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_PhysicalBone3D_method_get_bone_id:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
:ref:`int<class_int>` **get_bone_id**\ (\ ) |const| :ref:`🔗<class_PhysicalBone3D_method_get_bone_id>`
|
||
|
||
返回 PhysicsBone3D 的唯一标识符。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_PhysicalBone3D_method_get_simulate_physics:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
:ref:`bool<class_bool>` **get_simulate_physics**\ (\ ) :ref:`🔗<class_PhysicalBone3D_method_get_simulate_physics>`
|
||
|
||
如果 PhysicsBone3D 允许进行物理模拟,则返回 ``true``\ 。
|
||
|
||
.. rst-class:: classref-item-separator
|
||
|
||
----
|
||
|
||
.. _class_PhysicalBone3D_method_is_simulating_physics:
|
||
|
||
.. rst-class:: classref-method
|
||
|
||
:ref:`bool<class_bool>` **is_simulating_physics**\ (\ ) :ref:`🔗<class_PhysicalBone3D_method_is_simulating_physics>`
|
||
|
||
如果 PhysicsBone3D 正在进行物理模拟,则返回 ``true``\ 。
|
||
|
||
.. |virtual| replace:: :abbr:`virtual (本方法通常需要用户覆盖才能生效。)`
|
||
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
|
||
.. |const| replace:: :abbr:`const (本方法无副作用,不会修改该实例的任何成员变量。)`
|
||
.. |vararg| replace:: :abbr:`vararg (本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。)`
|
||
.. |constructor| replace:: :abbr:`constructor (本方法用于构造某个类型。)`
|
||
.. |static| replace:: :abbr:`static (调用本方法无需实例,可直接使用类名进行调用。)`
|
||
.. |operator| replace:: :abbr:`operator (本方法描述的是使用本类型作为左操作数的有效运算符。)`
|
||
.. |bitfield| replace:: :abbr:`BitField (这个值是由下列位标志构成位掩码的整数。)`
|
||
.. |void| replace:: :abbr:`void (无返回值。)`
|