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PhysicalBone3D ​

Inherits: PhysicsBody3D < CollisionObject3D < Node3D < Node < Object

A physics body used to make bones in a Skeleton3D react to physics.

Description

The PhysicalBone3D node is a physics body that can be used to make bones in a Skeleton3D react to physics.

Note: In order to detect physical bones with raycasts, the SkeletonModifier3D.active property of the parent PhysicalBoneSimulator3D must be true and the Skeleton3D's bone must be assigned to PhysicalBone3D correctly; it means that get_bone_id should return a valid id (>= 0).

Properties

float

angular_damp

0.0

DampMode

angular_damp_mode

0

Vector3

angular_velocity

Vector3(0, 0, 0)

Transform3D

body_offset

Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)

float

bounce

0.0

bool

can_sleep

true

bool

custom_integrator

false

float

friction

1.0

float

gravity_scale

1.0

Transform3D

joint_offset

Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)

Vector3

joint_rotation

Vector3(0, 0, 0)

JointType

joint_type

0

float

linear_damp

0.0

DampMode

linear_damp_mode

0

Vector3

linear_velocity

Vector3(0, 0, 0)

float

mass

1.0

Methods

void

_integrate_forces(state: PhysicsDirectBodyState3D) virtual

void

apply_central_impulse(impulse: Vector3)

void

apply_impulse(impulse: Vector3, position: Vector3 = Vector3(0, 0, 0))

int

get_bone_id() const

bool

get_simulate_physics()

bool

is_simulating_physics()


Enumerations

enum DampMode: 🔗

DampMode DAMP_MODE_COMBINE = 0

In this mode, the body's damping value is added to any value set in areas or the default value.

DampMode DAMP_MODE_REPLACE = 1

In this mode, the body's damping value replaces any value set in areas or the default value.


enum JointType: 🔗

JointType JOINT_TYPE_NONE = 0

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JointType JOINT_TYPE_PIN = 1

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JointType JOINT_TYPE_CONE = 2

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JointType JOINT_TYPE_HINGE = 3

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JointType JOINT_TYPE_SLIDER = 4

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JointType JOINT_TYPE_6DOF = 5

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Property Descriptions

float angular_damp = 0.0 🔗

  • void set_angular_damp(value: float)

  • float get_angular_damp()

Damps the body's rotation. By default, the body will use the Default Angular Damp in Project > Project Settings > Physics > 3d or any value override set by an Area3D the body is in. Depending on angular_damp_mode, you can set angular_damp to be added to or to replace the body's damping value.

See ProjectSettings.physics/3d/default_angular_damp for more details about damping.


DampMode angular_damp_mode = 0 🔗

Defines how angular_damp is applied. See DampMode for possible values.


Vector3 angular_velocity = Vector3(0, 0, 0) 🔗

  • void set_angular_velocity(value: Vector3)

  • Vector3 get_angular_velocity()

The PhysicalBone3D's rotational velocity in radians per second.


Transform3D body_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) 🔗

Sets the body's transform.


float bounce = 0.0 🔗

The body's bounciness. Values range from 0 (no bounce) to 1 (full bounciness).

Note: Even with bounce set to 1.0, some energy will be lost over time due to linear and angular damping. To have a PhysicalBone3D that preserves all its energy over time, set bounce to 1.0, linear_damp_mode to DAMP_MODE_REPLACE, linear_damp to 0.0, angular_damp_mode to DAMP_MODE_REPLACE, and angular_damp to 0.0.


bool can_sleep = true 🔗

  • void set_can_sleep(value: bool)

  • bool is_able_to_sleep()

If true, the body is deactivated when there is no movement, so it will not take part in the simulation until it is awakened by an external force.


bool custom_integrator = false 🔗

  • void set_use_custom_integrator(value: bool)

  • bool is_using_custom_integrator()

If true, the standard force integration (like gravity or damping) will be disabled for this body. Other than collision response, the body will only move as determined by the _integrate_forces method, if that virtual method is overridden.

Setting this property will call the method PhysicsServer3D.body_set_omit_force_integration internally.


float friction = 1.0 🔗

  • void set_friction(value: float)

  • float get_friction()

The body's friction, from 0 (frictionless) to 1 (max friction).


float gravity_scale = 1.0 🔗

  • void set_gravity_scale(value: float)

  • float get_gravity_scale()

This is multiplied by the global 3D gravity setting found in Project > Project Settings > Physics > 3d to produce the body's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.


Transform3D joint_offset = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0) 🔗

Sets the joint's transform.


Vector3 joint_rotation = Vector3(0, 0, 0) 🔗

Sets the joint's rotation in radians.


JointType joint_type = 0 🔗

Sets the joint type. See JointType for possible values.


float linear_damp = 0.0 🔗

  • void set_linear_damp(value: float)

  • float get_linear_damp()

Damps the body's movement. By default, the body will use the Default Linear Damp in Project > Project Settings > Physics > 3d or any value override set by an Area3D the body is in. Depending on linear_damp_mode, you can set linear_damp to be added to or to replace the body's damping value.

See ProjectSettings.physics/3d/default_linear_damp for more details about damping.


DampMode linear_damp_mode = 0 🔗

Defines how linear_damp is applied. See DampMode for possible values.


Vector3 linear_velocity = Vector3(0, 0, 0) 🔗

  • void set_linear_velocity(value: Vector3)

  • Vector3 get_linear_velocity()

The body's linear velocity in units per second. Can be used sporadically, but don't set this every frame, because physics may run in another thread and runs at a different granularity. Use _integrate_forces as your process loop for precise control of the body state.


float mass = 1.0 🔗

The body's mass.


Method Descriptions

void _integrate_forces(state: PhysicsDirectBodyState3D) virtual 🔗

Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it is called before the standard force integration, but the custom_integrator property allows you to disable the standard force integration and do fully custom force integration for a body.


void apply_central_impulse(impulse: Vector3) 🔗

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void apply_impulse(impulse: Vector3, position: Vector3 = Vector3(0, 0, 0)) 🔗

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int get_bone_id() const 🔗

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bool get_simulate_physics() 🔗

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bool is_simulating_physics() 🔗

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