PhysicalBone

Inherits: PhysicsBody < CollisionObject < Spatial < Node < Object

Properties

Transform

body_offset

Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )

float

bounce

0.0

float

friction

1.0

float

gravity_scale

1.0

Transform

joint_offset

Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )

JointType

joint_type

0

float

mass

1.0

float

weight

9.8

Enumerations

enum JointType:

  • JOINT_TYPE_NONE = 0

  • JOINT_TYPE_PIN = 1

  • JOINT_TYPE_CONE = 2

  • JOINT_TYPE_HINGE = 3

  • JOINT_TYPE_SLIDER = 4

  • JOINT_TYPE_6DOF = 5

Property Descriptions

Default

Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )

Setter

set_body_offset(value)

Getter

get_body_offset()


Default

0.0

Setter

set_bounce(value)

Getter

get_bounce()


Default

1.0

Setter

set_friction(value)

Getter

get_friction()


Default

1.0

Setter

set_gravity_scale(value)

Getter

get_gravity_scale()


Default

Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0 )

Setter

set_joint_offset(value)

Getter

get_joint_offset()


Default

0

Setter

set_joint_type(value)

Getter

get_joint_type()


Default

1.0

Setter

set_mass(value)

Getter

get_mass()


Default

9.8

Setter

set_weight(value)

Getter

get_weight()

Method Descriptions

  • void apply_central_impulse ( Vector3 impulse )



  • int get_bone_id ( ) const


  • bool get_simulate_physics ( )


  • bool is_simulating_physics ( )


  • bool is_static_body ( )