godot/doc/classes/SkeletonModification2DPhysicalBones.xml

<?xml version="1.0" encoding="UTF-8" ?>
<class name="SkeletonModification2DPhysicalBones" inherits="SkeletonModification2D" experimental="Physical bones may be changed in the future to perform the position update of [Bone2D] on their own, without needing this resource." xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
	<brief_description>
		A modification that applies the transforms of [PhysicalBone2D] nodes to [Bone2D] nodes.
	</brief_description>
	<description>
		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.
	</description>
	<tutorials>
	</tutorials>
	<methods>
		<method name="fetch_physical_bones">
			<return type="void" />
			<description>
				Empties the list of [PhysicalBone2D] nodes and populates it with all [PhysicalBone2D] nodes that are children of the [Skeleton2D].
			</description>
		</method>
		<method name="get_physical_bone_node" qualifiers="const">
			<return type="NodePath" />
			<param index="0" name="joint_idx" type="int" />
			<description>
				Returns the [PhysicalBone2D] node at [param joint_idx].
			</description>
		</method>
		<method name="set_physical_bone_node">
			<return type="void" />
			<param index="0" name="joint_idx" type="int" />
			<param index="1" name="physicalbone2d_node" type="NodePath" />
			<description>
				Sets the [PhysicalBone2D] node at [param joint_idx].
				[b]Note:[/b] This is just the index used for this modification, not the bone index used in the [Skeleton2D].
			</description>
		</method>
		<method name="start_simulation">
			<return type="void" />
			<param index="0" name="bones" type="StringName[]" default="[]" />
			<description>
				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.
			</description>
		</method>
		<method name="stop_simulation">
			<return type="void" />
			<param index="0" name="bones" type="StringName[]" default="[]" />
			<description>
				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.
			</description>
		</method>
	</methods>
	<members>
		<member name="physical_bone_chain_length" type="int" setter="set_physical_bone_chain_length" getter="get_physical_bone_chain_length" default="0">
			The number of [PhysicalBone2D] nodes linked in this modification.
		</member>
	</members>
</class>