Attention: Here be dragons
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Godot.
Checking the stable version of the documentation...
PhysicalBoneSimulator3D
繼承: SkeletonModifier3D < Node3D < Node < Object
Node that can be the parent of PhysicalBone3D and can apply the simulation results to Skeleton3D.
說明
Node that can be the parent of PhysicalBone3D and can apply the simulation results to Skeleton3D.
方法
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 |
方法說明
bool is_simulating_physics() const 🔗
Returns a boolean that indicates whether the PhysicalBoneSimulator3D is running and simulating.
void physical_bones_add_collision_exception(exception: RID) 🔗
向物理骨骼新增一個碰撞例外。
就像 RigidBody3D 節點一樣工作。
void physical_bones_remove_collision_exception(exception: RID) 🔗
移除物理骨骼的一個碰撞例外。
就像 RigidBody3D 節點一樣工作。
void physical_bones_start_simulation(bones: Array[StringName] = []) 🔗
讓 Skeleton 中的 PhysicalBone3D 節點開始模擬類比,對物理世界做出反應。
可以傳入骨骼名稱列表,只對傳入的骨骼進行模擬模擬。
void physical_bones_stop_simulation() 🔗
讓 Skeleton 中的 PhysicalBone3D 節點停止模擬模擬。