PhysicalBone3D #160
Labels
enhancement
New feature or request
meta
Concerning other issues
topic:runtime
Concerning runtime behavior (or its source code)
Description
This issue tracks the progress of implementing the functionality of Godot's
PhysicalBone3D
node type. Below you'll find all user-facing properties, methods and signals, including ones inherited from relevant node types. If you notice any missing from this list, please leave a comment down below.Note that most of the functionality for
PhysicalBone3D
is implemented on top of the physics server, within Godot itself, and doesn't rely on much bespoke functionality from the physics server, outside of what is already needed for things likeRigidBody3D
. So while this list may look daunting, most of it should work with little or no effort, assuming the things it relies on does as well.Status
Not supportedNot startedPartial (not functional)Done (completely)Links
Documentation:
PhysicalBone3D
Inherits:
PhysicsBody3D
,CollisionObject3D
Legend
Properties
Uncategorized
body_offset
)mass
)friction
)bounce
)gravity_scale
)custom_integrator
)linear_damp_mode
)DAMP_MODE_COMBINE
)DAMP_MODE_REPLACE
)linear_damp
)angular_damp_mode
)DAMP_MODE_COMBINE
)DAMP_MODE_REPLACE
)angular_damp
)linear_velocity
)angular_velocity
)can_sleep
)bone_name
)Joint
joint_type
)JOINT_TYPE_NONE
)JOINT_TYPE_PIN
)JOINT_TYPE_CONE
)JOINT_TYPE_HINGE
)JOINT_TYPE_SLIDER
)JOINT_TYPE_6DOF
)joint_offset
)joint_rotation
)Properties (PhysicsBody3D)
Axis Lock
BODY_AXIS_LINEAR_X
)BODY_AXIS_LINEAR_Y
)BODY_AXIS_LINEAR_Z
)BODY_AXIS_ANGULAR_X
)BODY_AXIS_ANGULAR_Y
)BODY_AXIS_ANGULAR_Z
)Properties (CollisionObject3D)
Uncategorized
disable_mode
)DISABLE_MODE_REMOVE
)DISABLE_MODE_MAKE_STATIC
)DISABLE_MODE_KEEP_ACTIVE
)Collision
collision_layer
)collision_mask
)collision_priority
)Input
input_ray_pickable
)true
until Godot 4.1input_capture_on_drag
)Properties (Node3D)
Transform
position
)rotation
)scale
)Methods
_integrate_forces
apply_central_impulse
apply_impulse
get_bone_id
get_simulate_physics
is_simulating_physics
Methods (PhysicsBody3D)
add_collision_exception_with
remove_collision_exception_with
get_axis_lock
get_collision_exception
move_and_collide
recovery_as_collision
is hardcoded totrue
until Godot 4.1set_axis_lock
test_move
recovery_as_collision
is hardcoded totrue
until Godot 4.1Methods (CollisionObject3D)
_input_event
_mouse_enter
_mouse_exit
create_shape_owner
get_collision_layer_value
get_collision_mask_value
get_rid
get_shape_owners
is_shape_owner_disabled
remove_shape_owner
set_collision_layer_value
set_collision_mask_value
shape_find_owner
shape_owner_add_shape
shape_owner_clear_shapes
shape_owner_get_owner
shape_owner_get_shape
shape_owner_get_shape_count
shape_owner_get_shape_index
shape_owner_get_transform
shape_owner_remove_shape
shape_owner_set_disabled
shape_owner_set_transform
Signals (CollisionObject3D)
input_event
mouse_entered
mouse_exited
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