godot/doc/classes/SkeletonModification2DPhysicalBones.xml
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<?xml version="1.0" encoding="UTF-8" ?>
<class name="SkeletonModification2DPhysicalBones" inherits="SkeletonModification2D" version="4.0">
<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 will all [PhysicalBone2D] nodes that are children of the [Skeleton2D].
</description>
</method>
<method name="get_physical_bone_node" qualifiers="const">
<return type="NodePath" />
<argument index="0" name="joint_idx" type="int" />
<description>
Returns the [PhysicalBone2D] node at [code]joint_idx[/code].
</description>
</method>
<method name="set_physical_bone_node">
<return type="void" />
<argument index="0" name="joint_idx" type="int" />
<argument index="1" name="physicalbone2d_node" type="NodePath" />
<description>
Sets the [PhysicalBone2D] node at [code]joint_idx[/code].
[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" />
<argument 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" />
<argument 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 amount of [PhysicalBone2D] nodes linked in this modification.
</member>
</members>
<constants>
</constants>
</class>