Table of Contents

Class SkeletonModification2DPhysicalBones

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

Inheritance
SkeletonModification2DPhysicalBones

Remarks

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.

Properties

physical_bone_chain_length

The number of PhysicalBone2D nodes linked in this modification.

var physical_bone_chain_length : int = 0

Property Value

int

Remarks

  • void set_physical_bone_chain_length(int value)
  • int get_physical_bone_chain_length

Methods

fetch_physical_bones

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

void fetch_physical_bones

get_physical_bone_node(int)

Qualifiers: const

Returns the PhysicalBone2D node at joint_idx.

NodePath get_physical_bone_node(int joint_idx)

Parameters

joint_idx int

set_physical_bone_node(int, NodePath)

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.

void set_physical_bone_node(int joint_idx, NodePath physicalbone2d_node)

Parameters

joint_idx int
physicalbone2d_node NodePath

start_simulation(StringName[])

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.

void start_simulation(StringName[] bones)

Parameters

bones StringName[]

stop_simulation(StringName[])

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.

void stop_simulation(StringName[] bones)

Parameters

bones StringName[]