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 ( )