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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
27 lines
1.5 KiB
XML
27 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Joint3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base class for all 3D joints.
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</brief_description>
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<description>
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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. See also [Generic6DOFJoint3D].
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</description>
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<tutorials>
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<link title="3D Truck Town Demo">https://godotengine.org/asset-library/asset/524</link>
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</tutorials>
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<members>
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<member name="collision/exclude_nodes" type="bool" setter="set_exclude_nodes_from_collision" getter="get_exclude_nodes_from_collision" default="true">
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If [code]true[/code], the two bodies of the nodes are not able to collide with each other.
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</member>
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<member name="nodes/node_a" type="NodePath" setter="set_node_a" getter="get_node_a" default="NodePath("")">
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The node attached to the first side (A) of the joint.
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</member>
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<member name="nodes/node_b" type="NodePath" setter="set_node_b" getter="get_node_b" default="NodePath("")">
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The node attached to the second side (B) of the joint.
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</member>
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<member name="solver/priority" type="int" setter="set_solver_priority" getter="get_solver_priority" default="1">
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The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.
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</member>
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</members>
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</class>
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