godot/doc/classes/Joint2D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Joint2D" inherits="Node2D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
Abstract base class for all 2D physics joints.
</brief_description>
<description>
Abstract base class for all joints in 2D physics. 2D joints bind together two physics bodies ([member node_a] and [member node_b]) and apply a constraint.
</description>
<tutorials>
</tutorials>
<methods>
<method name="get_rid" qualifiers="const">
<return type="RID" />
<description>
Returns the joint's internal [RID] from the [PhysicsServer2D].
</description>
</method>
</methods>
<members>
<member name="bias" type="float" setter="set_bias" getter="get_bias" default="0.0">
When [member node_a] and [member node_b] move in different directions the [member bias] controls how fast the joint pulls them back to their original position. The lower the [member bias] the more the two bodies can pull on the joint.
When set to [code]0[/code], the default value from [member ProjectSettings.physics/2d/solver/default_constraint_bias] is used.
</member>
<member name="disable_collision" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true">
If [code]true[/code], the two bodies bound together do not collide with each other.
</member>
<member name="node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath(&quot;&quot;)">
Path to the first body (A) attached to the joint. The node must inherit [PhysicsBody2D].
</member>
<member name="node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath(&quot;&quot;)">
Path to the second body (B) attached to the joint. The node must inherit [PhysicsBody2D].
</member>
</members>
</class>