SkeletonModification2DPhysicalBones

Inherits: SkeletonModification2D < Resource < RefCounted < Object

A modification that applies the transforms of PhysicalBone2D nodes to Bone2D nodes.

Description

This modification takes the transforms of PhysicalBone2D nodes and applies them to Bone2D nodes. This allows the Bone2D nodes to react to physics thanks to the linked PhysicalBone2D nodes.

Methods

void

fetch_physical_bones ( )

NodePath

get_physical_bone_node ( int joint_idx ) const

void

set_physical_bone_node ( int joint_idx, NodePath physicalbone2d_node )

void

start_simulation ( StringName[] bones=[] )

void

stop_simulation ( StringName[] bones=[] )

Property Descriptions

  • int physical_bone_chain_length

Default

0

Setter

set_physical_bone_chain_length(value)

Getter

get_physical_bone_chain_length()

The amount of PhysicalBone2D nodes linked in this modification.

Method Descriptions

  • void fetch_physical_bones ( )

Empties the list of PhysicalBone2D nodes and populates it will all PhysicalBone2D nodes that are children of the Skeleton2D.


  • NodePath get_physical_bone_node ( int joint_idx ) const

Returns the PhysicalBone2D node at joint_idx.


  • void set_physical_bone_node ( int joint_idx, NodePath physicalbone2d_node )

Sets the PhysicalBone2D node at joint_idx.

Note: This is just the index used for this modification, not the bone index used in the Skeleton2D.


Tell the PhysicalBone2D nodes to start simulating and interacting with the physics world.

Optionally, an array of bone names can be passed to this function, and that will cause only PhysicalBone2D nodes with those names to start simulating.


Tell the PhysicalBone2D nodes to stop simulating and interacting with the physics world.

Optionally, an array of bone names can be passed to this function, and that will cause only PhysicalBone2D nodes with those names to stop simulating.