PhysicalBone2D
A RigidBody2D-derived node used to make Bone2Ds in a Skeleton2D react to physics.
A RigidBody2D-derived node used to make Bone2Ds in a Skeleton2D react to physics.
The PhysicalBone2D node is a RigidBody2D-based node that can be used to make Bone2Ds in a Skeleton2D react to physics.
Note: To make the Bone2Ds visually follow the PhysicalBone2D node, use a SkeletonModification2DPhysicalBones modification on the Skeleton2D parent.
Note: 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.
Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.
Constructors1
PhysicalBone2DConstructor
public PhysicalBone2D();Properties5
AutoConfigureJointProperty
public bool AutoConfigureJoint { get; set; }If true, the PhysicalBone2D will automatically configure the first Joint2D child node. The automatic configuration is limited to setting up the node properties and positioning the Joint2D.
Bone2DEntitypathProperty
public EntityPath Bone2DEntitypath { get; set; }The EntityPath to the Bone2D that this PhysicalBone2D should simulate.
Bone2DIndexProperty
public int Bone2DIndex { get; set; }The index of the Bone2D that this PhysicalBone2D should simulate.
FollowBoneWhenSimulatingProperty
public bool FollowBoneWhenSimulating { get; set; }If true, the PhysicalBone2D will keep the transform of the bone it is bound to when simulating physics.
SimulatePhysicsProperty
public bool SimulatePhysics { get; set; }If true, the PhysicalBone2D will start simulating using physics. If false, the PhysicalBone2D will follow the transform of the Bone2D node.
Note: To have the Bone2Ds visually follow the PhysicalBone2D, use a SkeletonModification2DPhysicalBones modification on the Skeleton2D node with the Bone2D nodes.
Methods12
GetAutoConfigureJointbool
public bool GetAutoConfigureJoint();boolGetBone2DEntitypathEntityPath
public EntityPath GetBone2DEntitypath();EntityPathGetBone2DIndexint
public int GetBone2DIndex();intGetFollowBoneWhenSimulatingbool
public bool GetFollowBoneWhenSimulating();boolGetJointJoint2D
public Joint2D 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.
Joint2DGetSimulatePhysicsbool
public bool GetSimulatePhysics();boolIsSimulatingPhysicsbool
public bool IsSimulatingPhysics();Returns a boolean that indicates whether the PhysicalBone2D is running and simulating using the Reckfell 2D physics engine. When true, the PhysicalBone2D node is using physics.
boolSetAutoConfigureJointvoid
public void SetAutoConfigureJoint(bool autoConfigureJoint);| Name | Type | Default |
|---|---|---|
autoConfigureJoint | bool | — |
SetBone2DEntitypathvoid
public void SetBone2DEntitypath(EntityPath entitypath);| Name | Type | Default |
|---|---|---|
entitypath | EntityPath | — |
SetBone2DIndexvoid
public void SetBone2DIndex(int boneIndex);| Name | Type | Default |
|---|---|---|
boneIndex | int | — |
SetFollowBoneWhenSimulatingvoid
public void SetFollowBoneWhenSimulating(bool followBone);| Name | Type | Default |
|---|---|---|
followBone | bool | — |
SetSimulatePhysicsvoid
public void SetSimulatePhysics(bool simulatePhysics);| Name | Type | Default |
|---|---|---|
simulatePhysics | bool | — |