Documentation
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Overview ¶
Package PhysicalBone2D provides methods for working with PhysicalBone2D object instances.
Index ¶
- type Advanced
- type Any
- type Instance
- func (self Instance) AsCanvasItem() CanvasItem.Instance
- func (self Instance) AsCollisionObject2D() CollisionObject2D.Instance
- func (self Instance) AsNode() Node.Instance
- func (self Instance) AsNode2D() Node2D.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsPhysicalBone2D() Instance
- func (self Instance) AsPhysicsBody2D() PhysicsBody2D.Instance
- func (self Instance) AsRigidBody2D() RigidBody2D.Instance
- func (self Instance) AutoConfigureJoint() bool
- func (self Instance) Bone2dIndex() int
- func (self Instance) Bone2dNodepath() string
- func (self Instance) FollowBoneWhenSimulating() bool
- func (self Instance) GetJoint() [1]gdclass.Joint2D
- func (self Instance) IsSimulatingPhysics() bool
- func (self Instance) SetAutoConfigureJoint(value bool)
- func (self Instance) SetBone2dIndex(value int)
- func (self Instance) SetBone2dNodepath(value string)
- func (self Instance) SetFollowBoneWhenSimulating(value bool)
- func (self Instance) SetSimulatePhysics(value bool)
- func (self Instance) SimulatePhysics() bool
- func (self *Instance) UnsafePointer() unsafe.Pointer
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
This section is empty.
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Instance ¶
type Instance [1]gdclass.PhysicalBone2D
The [PhysicalBone2D] node is a [RigidBody2D]-based node that can be used to make [Bone2D]s in a [Skeleton2D] react to physics. [b]Note:[/b] To make the [Bone2D]s visually follow the [PhysicalBone2D] node, use a [SkeletonModification2DPhysicalBones] modification on the [Skeleton2D] parent. [b]Note:[/b] 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.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsCanvasItem ¶
func (self Instance) AsCanvasItem() CanvasItem.Instance
func (Instance) AsCollisionObject2D ¶
func (self Instance) AsCollisionObject2D() CollisionObject2D.Instance
func (Instance) AsPhysicalBone2D ¶
func (Instance) AsPhysicsBody2D ¶
func (self Instance) AsPhysicsBody2D() PhysicsBody2D.Instance
func (Instance) AsRigidBody2D ¶
func (self Instance) AsRigidBody2D() RigidBody2D.Instance
func (Instance) AutoConfigureJoint ¶
func (Instance) Bone2dIndex ¶
func (Instance) Bone2dNodepath ¶
func (Instance) FollowBoneWhenSimulating ¶
func (Instance) GetJoint ¶
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.
func (Instance) IsSimulatingPhysics ¶
Returns a boolean that indicates whether the [PhysicalBone2D] is running and simulating using the Godot 2D physics engine. When [code]true[/code], the PhysicalBone2D node is using physics.