<?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicalBoneSimulator3D" inherits="SkeletonModifier3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Node that can be the parent of [PhysicalBone3D] and can apply the simulation results to [Skeleton3D]. </brief_description> <description> Node that can be the parent of [PhysicalBone3D] and can apply the simulation results to [Skeleton3D]. </description> <tutorials> </tutorials> <methods> <method name="is_simulating_physics" qualifiers="const"> <return type="bool" /> <description> Returns a boolean that indicates whether the [PhysicalBoneSimulator3D] is running and simulating. </description> </method> <method name="physical_bones_add_collision_exception"> <return type="void" /> <param index="0" name="exception" type="RID" /> <description> Adds a collision exception to the physical bone. Works just like the [RigidBody3D] node. </description> </method> <method name="physical_bones_remove_collision_exception"> <return type="void" /> <param index="0" name="exception" type="RID" /> <description> Removes a collision exception to the physical bone. Works just like the [RigidBody3D] node. </description> </method> <method name="physical_bones_start_simulation"> <return type="void" /> <param index="0" name="bones" type="StringName[]" default="[]" /> <description> Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and reacting to the physics world. Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated. </description> </method> <method name="physical_bones_stop_simulation"> <return type="void" /> <description> Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating. </description> </method> </methods> </class>