SimulatedRopeSettingsΒΆ

Inherits: Resource

There is currently no description for this class. Please help us by contributing one!

PropertiesΒΆ

AABB

autodelete_aabb

AABB(-3000, -500, -3000, 6000, 2000, 6000)

bool

autodelete_enabled

true

int

collision_mask

1

float

collision_offset

0.05

int

collision_process_priority

1

bool

collision_raycasts

false

float

render_aabb_update_rate

0.2

bool

render_enabled

true

int

render_layers

1

ShaderMaterial

render_material

null

Mesh

render_mesh

null

String

render_parameter_point_count

"point_count"

String

render_parameter_points

"points"

int

render_process_priority

2

int

simulation_constraint_iterations

150

float

simulation_point_distance

0.25

float

simulation_spring_constant

5000.0

bool

simulation_tick_on_physics

true


SignalsΒΆ

physics_changed() πŸ”—

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render_changed() πŸ”—

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simulation_changed() πŸ”—

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Property DescriptionsΒΆ

AABB autodelete_aabb = AABB(-3000, -500, -3000, 6000, 2000, 6000) πŸ”—

  • void set_autodelete_aabb(value: AABB)

  • AABB get_autodelete_aabb()

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bool autodelete_enabled = true πŸ”—

  • void set_autodelete_enabled(value: bool)

  • bool get_autodelete_enabled()

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int collision_mask = 1 πŸ”—

  • void set_collision_mask(value: int)

  • int get_collision_mask()

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float collision_offset = 0.05 πŸ”—

  • void set_collision_offset(value: float)

  • float get_collision_offset()

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int collision_process_priority = 1 πŸ”—

  • void set_collision_process_priority(value: int)

  • int get_collision_process_priority()

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bool collision_raycasts = false πŸ”—

  • void set_collision_raycasts(value: bool)

  • bool get_collision_raycasts()

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float render_aabb_update_rate = 0.2 πŸ”—

  • void set_render_aabb_update_rate(value: float)

  • float get_render_aabb_update_rate()

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bool render_enabled = true πŸ”—

  • void set_render_enabled(value: bool)

  • bool get_render_enabled()

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int render_layers = 1 πŸ”—

  • void set_render_layers(value: int)

  • int get_render_layers()

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ShaderMaterial render_material = null πŸ”—

  • void set_render_material(value: ShaderMaterial)

  • ShaderMaterial get_render_material()

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Mesh render_mesh = null πŸ”—

  • void set_render_mesh(value: Mesh)

  • Mesh get_render_mesh()

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String render_parameter_point_count = "point_count" πŸ”—

  • void set_render_parameter_point_count(value: String)

  • String get_render_parameter_point_count()

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String render_parameter_points = "points" πŸ”—

  • void set_render_parameter_points(value: String)

  • String get_render_parameter_points()

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int render_process_priority = 2 πŸ”—

  • void set_render_process_priority(value: int)

  • int get_render_process_priority()

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int simulation_constraint_iterations = 150 πŸ”—

  • void set_simulation_constraint_iterations(value: int)

  • int get_simulation_constraint_iterations()

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float simulation_point_distance = 0.25 πŸ”—

  • void set_simulation_point_distance(value: float)

  • float get_simulation_point_distance()

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float simulation_spring_constant = 5000.0 πŸ”—

  • void set_simulation_spring_constant(value: float)

  • float get_simulation_spring_constant()

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bool simulation_tick_on_physics = true πŸ”—

  • void set_simulation_tick_on_physics(value: bool)

  • bool get_simulation_tick_on_physics()

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