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SkeletonModification2DPhysicalBones

A modification that applies the transforms of PhysicalBone2D nodes to Bone2D nodes.

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class SkeletonModification2DPhysicalBonesReckfellSharpInherits SkeletonModification2D

A modification that applies the transforms of PhysicalBone2D nodes to Bone2D nodes.

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.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

SkeletonModification2DPhysicalBonesConstructor
# SkeletonModification2DPhysicalBones
C#
public SkeletonModification2DPhysicalBones();

Properties1

PhysicalBoneChainLengthProperty
# PhysicalBoneChainLength
C#
public int PhysicalBoneChainLength { get; set; }

The number of PhysicalBone2D nodes linked in this modification.

Methods7

FetchPhysicalBonesvoid
# FetchPhysicalBones
C#
public void FetchPhysicalBones();

Empties the list of PhysicalBone2D nodes and populates it with all PhysicalBone2D nodes that are children of the Skeleton2D.

GetPhysicalBoneChainLengthint
# GetPhysicalBoneChainLength
C#
public int GetPhysicalBoneChainLength();
Returns int
GetPhysicalBoneEntityEntityPath
# GetPhysicalBoneEntity
C#
public EntityPath GetPhysicalBoneEntity(int jointIdx);

Returns the PhysicalBone2D node at joint_idx.

Parameters
NameTypeDefault
jointIdxint—
Returns EntityPath
SetPhysicalBoneChainLengthvoid
# SetPhysicalBoneChainLength
C#
public void SetPhysicalBoneChainLength(int length);
Parameters
NameTypeDefault
lengthint—
SetPhysicalBoneEntityvoid
# SetPhysicalBoneEntity
C#
public void SetPhysicalBoneEntity(int jointIdx, EntityPath physicalbone2DNode);

Sets the PhysicalBone2D node at joint_idx. Note: This is just the index used for this modification, not the bone index used in the Skeleton2D.

Parameters
NameTypeDefault
jointIdxint—
physicalbone2DNodeEntityPath—
StartSimulationvoid
# StartSimulation
C#
public void StartSimulation(Reckfell.Collections.Array<StringName> bones = null);

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.

Parameters
NameTypeDefault
bonesReckfell.Collections.Array<StringName>null
StopSimulationvoid
# StopSimulation
C#
public void StopSimulation(Reckfell.Collections.Array<StringName> bones = null);

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.

Parameters
NameTypeDefault
bonesReckfell.Collections.Array<StringName>null
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