PhysicalBoneSimulator3D
继承: SkeletonModifier3D
< Node3D
< Node
< Object
Node that can be the parent of PhysicalBone3D
and can apply the simulation results to Skeleton3D
.
描述
Node that can be the parent of PhysicalBone3D
and can apply the simulation results to Skeleton3D
.
方法
bool | is_simulating_physics ( ) const1 |
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 | physical_bones_stop_simulation ( ) |
方法说明
bool
is_simulating_physics ( ) const1
Returns a boolean that indicates whether the PhysicalBoneSimulator3D is running and simulating.
void
physical_bones_add_collision_exception ( exception: RID
)
Adds a collision exception to the physical bone.
Works just like the RigidBody3D
node.
void
physical_bones_remove_collision_exception ( exception: RID
)
Removes a collision exception to the physical bone.
Works just like the RigidBody3D
node.
void
physical_bones_start_simulation ( bones: Array StringName
= [] )
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.
void
physical_bones_stop_simulation ( )
Tells the PhysicalBone3D
nodes in the Skeleton to stop simulating.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。