<?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicalBone3D" inherits="PhysicsBody3D" version="4.0"> <brief_description> </brief_description> <description> </description> <tutorials> </tutorials> <methods> <method name="apply_central_impulse"> <return type="void" /> <argument index="0" name="impulse" type="Vector3" /> <description> </description> </method> <method name="apply_impulse"> <return type="void" /> <argument index="0" name="impulse" type="Vector3" /> <argument index="1" name="position" type="Vector3" default="Vector3(0, 0, 0)" /> <description> </description> </method> <method name="get_bone_id" qualifiers="const"> <return type="int" /> <description> </description> </method> <method name="get_simulate_physics"> <return type="bool" /> <description> </description> </method> <method name="is_simulating_physics"> <return type="bool" /> <description> </description> </method> </methods> <members> <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0"> Damps the body's rotation if greater than [code]0[/code]. </member> <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)"> Sets the body's transform. </member> <member name="bounce" type="float" setter="set_bounce" getter="get_bounce" default="0.0"> The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness). </member> <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> 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. </member> <member name="friction" type="float" setter="set_friction" getter="get_friction" default="1.0"> The body's friction, from [code]0[/code] (frictionless) to [code]1[/code] (max friction). </member> <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> 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. </member> <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)"> Sets the joint's transform. </member> <member name="joint_rotation" type="Vector3" setter="set_joint_rotation" getter="get_joint_rotation" default="Vector3(0, 0, 0)"> Sets the joint's rotation in radians. </member> <member name="joint_type" type="int" setter="set_joint_type" getter="get_joint_type" enum="PhysicalBone3D.JointType" default="0"> Sets the joint type. See [enum JointType] for possible values. </member> <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0"> Damps the body's movement if greater than [code]0[/code]. </member> <member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0"> The body's mass. </member> </members> <constants> <constant name="JOINT_TYPE_NONE" value="0" enum="JointType"> </constant> <constant name="JOINT_TYPE_PIN" value="1" enum="JointType"> </constant> <constant name="JOINT_TYPE_CONE" value="2" enum="JointType"> </constant> <constant name="JOINT_TYPE_HINGE" value="3" enum="JointType"> </constant> <constant name="JOINT_TYPE_SLIDER" value="4" enum="JointType"> </constant> <constant name="JOINT_TYPE_6DOF" value="5" enum="JointType"> </constant> </constants> </class>