- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
49 lines
1.9 KiB
XML
49 lines
1.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicalBoneSimulator3D" inherits="SkeletonModifier3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Node that can be the parent of [PhysicalBone3D] and can apply the simulation results to [Skeleton3D].
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</brief_description>
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<description>
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Node that can be the parent of [PhysicalBone3D] and can apply the simulation results to [Skeleton3D].
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="is_simulating_physics" qualifiers="const">
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<return type="bool" />
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<description>
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Returns a boolean that indicates whether the [PhysicalBoneSimulator3D] is running and simulating.
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</description>
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</method>
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<method name="physical_bones_add_collision_exception">
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<return type="void" />
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<param index="0" name="exception" type="RID" />
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<description>
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Adds a collision exception to the physical bone.
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Works just like the [RigidBody3D] node.
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</description>
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</method>
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<method name="physical_bones_remove_collision_exception">
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<return type="void" />
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<param index="0" name="exception" type="RID" />
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<description>
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Removes a collision exception to the physical bone.
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Works just like the [RigidBody3D] node.
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</description>
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</method>
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<method name="physical_bones_start_simulation">
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<return type="void" />
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<param index="0" name="bones" type="StringName[]" default="[]" />
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<description>
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Tells the [PhysicalBone3D] nodes in the Skeleton to start simulating and reacting to the physics world.
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Optionally, a list of bone names can be passed-in, allowing only the passed-in bones to be simulated.
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</description>
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</method>
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<method name="physical_bones_stop_simulation">
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<return type="void" />
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<description>
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Tells the [PhysicalBone3D] nodes in the Skeleton to stop simulating.
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</description>
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</method>
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</methods>
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</class>
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