Class reference

PhysicalBone2D

Inherits RigidBody2D

A RigidBody2D-derived node used to make Bone2Ds in a Skeleton2D react to physics.

Description

The PhysicalBone2D node is a RigidBody2D-based node that can be used to make Bone2Ds in a Skeleton2D react to physics. Note: To make the Bone2Ds visually follow the PhysicalBone2D node, use a SkeletonModification2DPhysicalBones modification on the Skeleton2D parent. Note: The PhysicalBone2D node does not automatically create a Joint2D node to keep PhysicalBone2D nodes together. They must be created manually. For most cases, you want to use a PinJoint2D node. The PhysicalBone2D node will automatically configure the Joint2D node once it's been added as a child node.

Properties

bool auto_configure_joint = true

If true, the PhysicalBone2D will automatically configure the first Joint2D child node. The automatic configuration is limited to setting up the node properties and positioning the Joint2D.

bool follow_bone_when_simulating = false

If true, the PhysicalBone2D will keep the transform of the bone it is bound to when simulating physics.

Methods

Joint2D get_joint() const

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 PhysicalBone2D is autoconfiguring.

bool is_simulating_physics() const

Returns a boolean that indicates whether the PhysicalBone2D is running and simulating using the Redot 2D physics engine. When true, the PhysicalBone2D node is using physics.

Source revision 4f5b14abade2
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