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Diffstat (limited to 'doc/classes/PhysicalBone2D.xml')
-rw-r--r-- | doc/classes/PhysicalBone2D.xml | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/doc/classes/PhysicalBone2D.xml b/doc/classes/PhysicalBone2D.xml new file mode 100644 index 0000000000..b4d92475a1 --- /dev/null +++ b/doc/classes/PhysicalBone2D.xml @@ -0,0 +1,47 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="PhysicalBone2D" inherits="RigidBody2D" version="4.0"> + <brief_description> + A 2D node that can be used for physically aware bones in 2D. + </brief_description> + <description> + The [code]PhysicalBone2D[/code] node is a [RigidBody2D]-based node that can be used to make [Bone2D] nodes in a [Skeleton2D] react to physics. This node is very similar to the [PhysicalBone3D] node, just for 2D instead of 3D. + [b]Note:[/b] To have the Bone2D nodes visually follow the [code]PhysicalBone2D[/code] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes. + [b]Note:[/b] The PhysicalBone2D node does not automatically create a [Joint2D] node to keep [code]PhysicalBone2D[/code] nodes together. You will need to create these manually. For most cases, you want to use a [PinJoint2D] node. The [code]PhysicalBone2D[/code] node can automatically configure the [Joint2D] node once it's been created as a child node. + </description> + <tutorials> + </tutorials> + <methods> + <method name="get_joint" qualifiers="const"> + <return type="Joint2D" /> + <description> + Returns the first [Joint2D] child node, if one exists. This is mainly a helper function to make it easier to get the [Joint2D] that the [code]PhysicalBone2D[/code] is autoconfiguring. + </description> + </method> + <method name="is_simulating_physics" qualifiers="const"> + <return type="bool" /> + <description> + Returns a boolean that indicates whether the [code]PhysicalBone2D[/code] node is running and simulating using the Godot 2D physics engine. When [code]true[/code], the PhysicalBone2D node is using physics. + </description> + </method> + </methods> + <members> + <member name="auto_configure_joint" type="bool" setter="set_auto_configure_joint" getter="get_auto_configure_joint" default="true"> + If [code]true[/code], the [code]PhysicalBone2D[/code] node will automatically configure the first [Joint2D] child node. The automatic configuration is limited to setting up the node properties and positioning the [Joint2D]. + </member> + <member name="bone2d_index" type="int" setter="set_bone2d_index" getter="get_bone2d_index" default="-1"> + The index of the [Bone2D] node that this [code]PhysicalBone2D[/code] node is supposed to be simulating. + </member> + <member name="bone2d_nodepath" type="NodePath" setter="set_bone2d_nodepath" getter="get_bone2d_nodepath" default="NodePath("")"> + The [NodePath] to the [Bone2D] node that this [code]PhysicalBone2D[/code] node is supposed to be simulating. + </member> + <member name="follow_bone_when_simulating" type="bool" setter="set_follow_bone_when_simulating" getter="get_follow_bone_when_simulating" default="false"> + If [code]true[/code], the [code]PhysicalBone2D[/code] will keep the transform of the bone it is bound to when simulating physics. + </member> + <member name="simulate_physics" type="bool" setter="set_simulate_physics" getter="get_simulate_physics" default="false"> + If [code]true[/code], the [code]PhysicalBone2D[/code] will start simulating using physics. If [code]false[/code], the [code]PhysicalBone2D[/code] will follow the transform of the [Bone2D] node. + [b]Note:[/b] To have the Bone2D nodes visually follow the [code]PhysicalBone2D[/code] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] node with the [Bone2D] nodes. + </member> + </members> + <constants> + </constants> +</class> |