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ReStructuredText
421 lines
21 KiB
ReStructuredText
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.. Generated automatically by doc/tools/make_rst.py in Godot's source tree.
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.. DO NOT EDIT THIS FILE, but the PhysicalBone3D.xml source instead.
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.. The source is found in doc/classes or modules/<name>/doc_classes.
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.. _class_PhysicalBone3D:
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PhysicalBone3D
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==============
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**Inherits:** :ref:`PhysicsBody3D<class_PhysicsBody3D>` **<** :ref:`CollisionObject3D<class_CollisionObject3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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Properties
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----------
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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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Methods
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-------
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+-------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`_integrate_forces<class_PhysicalBone3D_method__integrate_forces>` **(** :ref:`PhysicsDirectBodyState3D<class_PhysicsDirectBodyState3D>` state **)** |virtual| |
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+-------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_central_impulse<class_PhysicalBone3D_method_apply_central_impulse>` **(** :ref:`Vector3<class_Vector3>` impulse **)** |
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+-------------------------+----------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
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| void | :ref:`apply_impulse<class_PhysicalBone3D_method_apply_impulse>` **(** :ref:`Vector3<class_Vector3>` impulse, :ref:`Vector3<class_Vector3>` position=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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Enumerations
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------------
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.. _enum_PhysicalBone3D_DampMode:
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.. _class_PhysicalBone3D_constant_DAMP_MODE_COMBINE:
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.. _class_PhysicalBone3D_constant_DAMP_MODE_REPLACE:
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enum **DampMode**:
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- **DAMP_MODE_COMBINE** = **0** --- In this mode, the body's damping value is added to any value set in areas or the default value.
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- **DAMP_MODE_REPLACE** = **1** --- In this mode, the body's damping value replaces any value set in areas or the default value.
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----
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.. _enum_PhysicalBone3D_JointType:
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.. _class_PhysicalBone3D_constant_JOINT_TYPE_NONE:
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.. _class_PhysicalBone3D_constant_JOINT_TYPE_PIN:
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.. _class_PhysicalBone3D_constant_JOINT_TYPE_CONE:
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.. _class_PhysicalBone3D_constant_JOINT_TYPE_HINGE:
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.. _class_PhysicalBone3D_constant_JOINT_TYPE_SLIDER:
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.. _class_PhysicalBone3D_constant_JOINT_TYPE_6DOF:
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enum **JointType**:
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- **JOINT_TYPE_NONE** = **0**
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- **JOINT_TYPE_PIN** = **1**
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- **JOINT_TYPE_CONE** = **2**
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- **JOINT_TYPE_HINGE** = **3**
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- **JOINT_TYPE_SLIDER** = **4**
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- **JOINT_TYPE_6DOF** = **5**
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Property Descriptions
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---------------------
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.. _class_PhysicalBone3D_property_angular_damp:
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- :ref:`float<class_float>` **angular_damp**
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+-----------+-------------------------+
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| *Default* | ``0.0`` |
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+-----------+-------------------------+
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| *Setter* | set_angular_damp(value) |
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+-----------+-------------------------+
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| *Getter* | get_angular_damp() |
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+-----------+-------------------------+
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Damps the body's rotation. By default, the body will use the **Default Angular Damp** in **Project > Project Settings > Physics > 3d** or any value override set by an :ref:`Area3D<class_Area3D>` the body is in. Depending on :ref:`angular_damp_mode<class_PhysicalBone3D_property_angular_damp_mode>`, you can set :ref:`angular_damp<class_PhysicalBone3D_property_angular_damp>` to be added to or to replace the body's damping value.
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See :ref:`ProjectSettings.physics/3d/default_angular_damp<class_ProjectSettings_property_physics/3d/default_angular_damp>` for more details about damping.
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----
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.. _class_PhysicalBone3D_property_angular_damp_mode:
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- :ref:`DampMode<enum_PhysicalBone3D_DampMode>` **angular_damp_mode**
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+-----------+------------------------------+
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| *Default* | ``0`` |
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+-----------+------------------------------+
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| *Setter* | set_angular_damp_mode(value) |
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+-----------+------------------------------+
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| *Getter* | get_angular_damp_mode() |
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+-----------+------------------------------+
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Defines how :ref:`angular_damp<class_PhysicalBone3D_property_angular_damp>` is applied. See :ref:`DampMode<enum_PhysicalBone3D_DampMode>` for possible values.
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----
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.. _class_PhysicalBone3D_property_angular_velocity:
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- :ref:`Vector3<class_Vector3>` **angular_velocity**
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+-----------+-----------------------------+
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| *Default* | ``Vector3(0, 0, 0)`` |
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+-----------+-----------------------------+
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| *Setter* | set_angular_velocity(value) |
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+-----------+-----------------------------+
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| *Getter* | get_angular_velocity() |
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+-----------+-----------------------------+
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The PhysicalBone3D's rotational velocity in *radians* per second.
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----
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.. _class_PhysicalBone3D_property_body_offset:
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- :ref:`Transform3D<class_Transform3D>` **body_offset**
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+-----------+-----------------------------------------------------+
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| *Default* | ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` |
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+-----------+-----------------------------------------------------+
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| *Setter* | set_body_offset(value) |
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+-----------+-----------------------------------------------------+
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| *Getter* | get_body_offset() |
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+-----------+-----------------------------------------------------+
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Sets the body's transform.
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----
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.. _class_PhysicalBone3D_property_bounce:
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- :ref:`float<class_float>` **bounce**
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+-----------+-------------------+
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| *Default* | ``0.0`` |
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+-----------+-------------------+
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| *Setter* | set_bounce(value) |
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+-----------+-------------------+
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| *Getter* | get_bounce() |
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+-----------+-------------------+
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The body's bounciness. Values range from ``0`` (no bounce) to ``1`` (full bounciness).
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----
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.. _class_PhysicalBone3D_property_can_sleep:
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- :ref:`bool<class_bool>` **can_sleep**
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+-----------+----------------------+
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| *Default* | ``true`` |
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+-----------+----------------------+
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| *Setter* | set_can_sleep(value) |
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+-----------+----------------------+
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| *Getter* | is_able_to_sleep() |
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+-----------+----------------------+
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If ``true``, the body is deactivated when there is no movement, so it will not take part in the simulation until it is awakened by an external force.
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----
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.. _class_PhysicalBone3D_property_custom_integrator:
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- :ref:`bool<class_bool>` **custom_integrator**
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+-----------+----------------------------------+
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| *Default* | ``false`` |
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+-----------+----------------------------------+
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| *Setter* | set_use_custom_integrator(value) |
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+-----------+----------------------------------+
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| *Getter* | is_using_custom_integrator() |
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+-----------+----------------------------------+
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If ``true``, internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the :ref:`_integrate_forces<class_PhysicalBone3D_method__integrate_forces>` function, if defined.
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----
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.. _class_PhysicalBone3D_property_friction:
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- :ref:`float<class_float>` **friction**
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+-----------+---------------------+
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| *Default* | ``1.0`` |
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+-----------+---------------------+
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| *Setter* | set_friction(value) |
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+-----------+---------------------+
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| *Getter* | get_friction() |
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+-----------+---------------------+
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The body's friction, from ``0`` (frictionless) to ``1`` (max friction).
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----
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.. _class_PhysicalBone3D_property_gravity_scale:
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- :ref:`float<class_float>` **gravity_scale**
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+-----------+--------------------------+
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| *Default* | ``1.0`` |
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+-----------+--------------------------+
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| *Setter* | set_gravity_scale(value) |
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+-----------+--------------------------+
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| *Getter* | get_gravity_scale() |
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+-----------+--------------------------+
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This is multiplied by the global 3D gravity setting found in **Project > Project Settings > Physics > 3d** to produce the body's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
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----
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.. _class_PhysicalBone3D_property_joint_offset:
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- :ref:`Transform3D<class_Transform3D>` **joint_offset**
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+-----------+-----------------------------------------------------+
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| *Default* | ``Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)`` |
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+-----------+-----------------------------------------------------+
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| *Setter* | set_joint_offset(value) |
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+-----------+-----------------------------------------------------+
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| *Getter* | get_joint_offset() |
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+-----------+-----------------------------------------------------+
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Sets the joint's transform.
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----
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.. _class_PhysicalBone3D_property_joint_rotation:
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- :ref:`Vector3<class_Vector3>` **joint_rotation**
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+-----------+---------------------------+
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| *Default* | ``Vector3(0, 0, 0)`` |
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+-----------+---------------------------+
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| *Setter* | set_joint_rotation(value) |
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+-----------+---------------------------+
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| *Getter* | get_joint_rotation() |
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+-----------+---------------------------+
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Sets the joint's rotation in radians.
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----
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.. _class_PhysicalBone3D_property_joint_type:
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- :ref:`JointType<enum_PhysicalBone3D_JointType>` **joint_type**
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+-----------+-----------------------+
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| *Default* | ``0`` |
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+-----------+-----------------------+
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| *Setter* | set_joint_type(value) |
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+-----------+-----------------------+
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| *Getter* | get_joint_type() |
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+-----------+-----------------------+
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Sets the joint type. See :ref:`JointType<enum_PhysicalBone3D_JointType>` for possible values.
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----
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.. _class_PhysicalBone3D_property_linear_damp:
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- :ref:`float<class_float>` **linear_damp**
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+-----------+------------------------+
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| *Default* | ``0.0`` |
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+-----------+------------------------+
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| *Setter* | set_linear_damp(value) |
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+-----------+------------------------+
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| *Getter* | get_linear_damp() |
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+-----------+------------------------+
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Damps the body's movement. By default, the body will use the **Default Linear Damp** in **Project > Project Settings > Physics > 3d** or any value override set by an :ref:`Area3D<class_Area3D>` the body is in. Depending on :ref:`linear_damp_mode<class_PhysicalBone3D_property_linear_damp_mode>`, you can set :ref:`linear_damp<class_PhysicalBone3D_property_linear_damp>` to be added to or to replace the body's damping value.
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See :ref:`ProjectSettings.physics/3d/default_linear_damp<class_ProjectSettings_property_physics/3d/default_linear_damp>` for more details about damping.
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----
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.. _class_PhysicalBone3D_property_linear_damp_mode:
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- :ref:`DampMode<enum_PhysicalBone3D_DampMode>` **linear_damp_mode**
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+-----------+-----------------------------+
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| *Default* | ``0`` |
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+-----------+-----------------------------+
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| *Setter* | set_linear_damp_mode(value) |
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+-----------+-----------------------------+
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| *Getter* | get_linear_damp_mode() |
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+-----------+-----------------------------+
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Defines how :ref:`linear_damp<class_PhysicalBone3D_property_linear_damp>` is applied. See :ref:`DampMode<enum_PhysicalBone3D_DampMode>` for possible values.
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----
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.. _class_PhysicalBone3D_property_linear_velocity:
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- :ref:`Vector3<class_Vector3>` **linear_velocity**
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+-----------+----------------------------+
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| *Default* | ``Vector3(0, 0, 0)`` |
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+-----------+----------------------------+
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| *Setter* | set_linear_velocity(value) |
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+-----------+----------------------------+
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| *Getter* | get_linear_velocity() |
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+-----------+----------------------------+
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The body's linear velocity in units per second. Can be used sporadically, but **don't set this every frame**, because physics may run in another thread and runs at a different granularity. Use :ref:`_integrate_forces<class_PhysicalBone3D_method__integrate_forces>` as your process loop for precise control of the body state.
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----
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.. _class_PhysicalBone3D_property_mass:
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- :ref:`float<class_float>` **mass**
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+-----------+-----------------+
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| *Default* | ``1.0`` |
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+-----------+-----------------+
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| *Setter* | set_mass(value) |
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+-----------+-----------------+
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| *Getter* | get_mass() |
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+-----------+-----------------+
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The body's mass.
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Method Descriptions
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-------------------
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.. _class_PhysicalBone3D_method__integrate_forces:
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- void **_integrate_forces** **(** :ref:`PhysicsDirectBodyState3D<class_PhysicsDirectBodyState3D>` state **)** |virtual|
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Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the :ref:`custom_integrator<class_PhysicalBone3D_property_custom_integrator>` property allows you to disable the default behavior and do fully custom force integration for a body.
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----
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.. _class_PhysicalBone3D_method_apply_central_impulse:
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- void **apply_central_impulse** **(** :ref:`Vector3<class_Vector3>` impulse **)**
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----
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.. _class_PhysicalBone3D_method_apply_impulse:
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- void **apply_impulse** **(** :ref:`Vector3<class_Vector3>` impulse, :ref:`Vector3<class_Vector3>` position=Vector3(0, 0, 0) **)**
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----
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.. _class_PhysicalBone3D_method_get_bone_id:
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- :ref:`int<class_int>` **get_bone_id** **(** **)** |const|
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----
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.. _class_PhysicalBone3D_method_get_simulate_physics:
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- :ref:`bool<class_bool>` **get_simulate_physics** **(** **)**
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----
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.. _class_PhysicalBone3D_method_is_simulating_physics:
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- :ref:`bool<class_bool>` **is_simulating_physics** **(** **)**
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
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