b68dd2e189
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
103 lines
5.5 KiB
XML
103 lines
5.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicalBone3D" inherits="PhysicsBody3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="apply_central_impulse">
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<return type="void" />
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<argument index="0" name="impulse" type="Vector3" />
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<description>
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</description>
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</method>
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<method name="apply_impulse">
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<return type="void" />
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<argument index="0" name="impulse" type="Vector3" />
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<argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" />
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<description>
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</description>
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</method>
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<method name="get_bone_id" qualifiers="const">
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<return type="int" />
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<description>
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</description>
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</method>
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<method name="get_simulate_physics">
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<return type="bool" />
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<description>
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</description>
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</method>
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<method name="is_simulating_physics">
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<return type="bool" />
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<description>
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</description>
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</method>
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</methods>
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<members>
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<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="0.0">
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Damps the body's rotation. By default, the body will use the [b]Default Angular Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member angular_damp_mode], you can set [member angular_damp] to be added to or to replace the body's damping value.
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See [member ProjectSettings.physics/3d/default_angular_damp] for more details about damping.
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</member>
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<member name="angular_damp_mode" type="int" setter="set_angular_damp_mode" getter="get_angular_damp_mode" enum="PhysicalBone3D.DampMode" default="0">
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Defines how [member angular_damp] is applied. See [enum DampMode] for possible values.
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</member>
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<member name="body_offset" type="Transform3D" setter="set_body_offset" getter="get_body_offset" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
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Sets the body's transform.
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</member>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0">
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The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
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</member>
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<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
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If [code]true[/code], the body is deactivated when there is no movement, so it will not take part in the simulation until it is awakened by an external force.
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0">
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The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] (max friction).
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</member>
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<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
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This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce the body's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
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</member>
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<member name="joint_offset" type="Transform3D" setter="set_joint_offset" getter="get_joint_offset" default="Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)">
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Sets the joint's transform.
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</member>
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<member name="joint_rotation" type="Vector3" setter="set_joint_rotation" getter="get_joint_rotation" default="Vector3(0, 0, 0)">
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Sets the joint's rotation in radians.
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</member>
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<member name="joint_type" type="int" setter="set_joint_type" getter="get_joint_type" enum="PhysicalBone3D.JointType" default="0">
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Sets the joint type. See [enum JointType] for possible values.
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</member>
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<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="0.0">
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Damps the body's movement. By default, the body will use the [b]Default Linear Damp[/b] in [b]Project > Project Settings > Physics > 3d[/b] or any value override set by an [Area3D] the body is in. Depending on [member linear_damp_mode], you can set [member linear_damp] to be added to or to replace the body's damping value.
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See [member ProjectSettings.physics/3d/default_linear_damp] for more details about damping.
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</member>
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<member name="linear_damp_mode" type="int" setter="set_linear_damp_mode" getter="get_linear_damp_mode" enum="PhysicalBone3D.DampMode" default="0">
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Defines how [member linear_damp] is applied. See [enum DampMode] for possible values.
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</member>
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<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
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The body's mass.
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</member>
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</members>
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<constants>
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<constant name="DAMP_MODE_COMBINE" value="0" enum="DampMode">
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In this mode, the body's damping value is added to any value set in areas or the default value.
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</constant>
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<constant name="DAMP_MODE_REPLACE" value="1" enum="DampMode">
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In this mode, the body's damping value replaces any value set in areas or the default value.
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</constant>
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<constant name="JOINT_TYPE_NONE" value="0" enum="JointType">
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</constant>
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<constant name="JOINT_TYPE_PIN" value="1" enum="JointType">
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</constant>
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<constant name="JOINT_TYPE_CONE" value="2" enum="JointType">
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</constant>
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<constant name="JOINT_TYPE_HINGE" value="3" enum="JointType">
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</constant>
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<constant name="JOINT_TYPE_SLIDER" value="4" enum="JointType">
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</constant>
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<constant name="JOINT_TYPE_6DOF" value="5" enum="JointType">
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</constant>
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</constants>
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</class>
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