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SkeletonModification2DPhysicalBones
Table of contents

SkeletonModification2DPhysicalBones #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

A modification that applies the transforms of PhysicalBone2D nodes to Bone2D nodes.

This modification takes the transforms of PhysicalBone2D nodes and applies them to Bone2D nodes. This allows the Bone2D nodes to react to physics thanks to the linked PhysicalBone2D nodes.

Members #

var physical_bone_chain_length: int = 0#

The number of PhysicalBone2D nodes linked in this modification.

Methods #

func fetch_physical_bones() -> void#

Empties the list of PhysicalBone2D nodes and populates it with all PhysicalBone2D nodes that are children of the Skeleton2D.

const func get_physical_bone_node(joint_idx: int) -> NodePath#

Returns the PhysicalBone2D node at joint_idx.

func set_physical_bone_node(physicalbone2d_node: NodePath) -> void#

Sets the PhysicalBone2D node at joint_idx.

Note: This is just the index used for this modification, not the bone index used in the Skeleton2D.

func start_simulation(bones: StringName[] = []) -> void#

Tell the PhysicalBone2D nodes to start simulating and interacting with the physics world.

Optionally, an array of bone names can be passed to this function, and that will cause only PhysicalBone2D nodes with those names to start simulating.

func stop_simulation(bones: StringName[] = []) -> void#

Tell the PhysicalBone2D nodes to stop simulating and interacting with the physics world.

Optionally, an array of bone names can be passed to this function, and that will cause only PhysicalBone2D nodes with those names to stop simulating.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #