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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "Joint" inherits= "Spatial" version= "4.2" >
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<brief_description >
Base class for all 3D joints.
</brief_description>
<description >
Joints are used to bind together two physics bodies. They have a solver priority and can define if the bodies of the two attached nodes should be able to collide with each other.
</description>
<tutorials >
<link title= "3D Truck Town Demo" > https://godotengine.org/asset-library/asset/524</link>
</tutorials>
<methods >
</methods>
<members >
<member name= "collision/exclude_nodes" type= "bool" setter= "set_exclude_nodes_from_collision" getter= "get_exclude_nodes_from_collision" default= "true" >
If [code]true[/code], the two bodies of the nodes are not able to collide with each other.
</member>
<member name= "nodes/node_a" type= "NodePath" setter= "set_node_a" getter= "get_node_a" default= "NodePath("")" >
The node attached to the first side (A) of the joint.
</member>
<member name= "nodes/node_b" type= "NodePath" setter= "set_node_b" getter= "get_node_b" default= "NodePath("")" >
The node attached to the second side (B) of the joint.
</member>
<member name= "solver/priority" type= "int" setter= "set_solver_priority" getter= "get_solver_priority" default= "1" >
The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.
</member>
</members>
<constants >
</constants>
</class>