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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "CollisionObject3D" inherits= "Node3D" version= "4.0" >
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<brief_description >
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Base node for collision objects.
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</brief_description>
<description >
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CollisionObject3D is the base class for physics objects. It can hold any number of collision [Shape3D]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject3D can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods.
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</description>
<tutorials >
</tutorials>
<methods >
<method name= "_input_event" qualifiers= "virtual" >
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<return type= "void" />
<argument index= "0" name= "camera" type= "Object" />
<argument index= "1" name= "event" type= "InputEvent" />
<argument index= "2" name= "position" type= "Vector3" />
<argument index= "3" name= "normal" type= "Vector3" />
<argument index= "4" name= "shape_idx" type= "int" />
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<description >
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Receives unhandled [InputEvent]s. [code]position[/code] is the location in world space of the mouse pointer on the surface of the shape with index [code]shape_idx[/code] and [code]normal[/code] is the normal vector of the surface at that point. Connect to the [signal input_event] signal to easily pick up these events.
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</description>
</method>
<method name= "create_shape_owner" >
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<return type= "int" />
<argument index= "0" name= "owner" type= "Object" />
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<description >
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Creates a new shape owner for the given object. Returns [code]owner_id[/code] of the new owner for future reference.
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</description>
</method>
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<method name= "get_collision_layer_bit" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "bit" type= "int" />
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<description >
Returns whether or not the specified [code]bit[/code] of the [member collision_layer] is set.
</description>
</method>
<method name= "get_collision_mask_bit" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "bit" type= "int" />
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<description >
Returns whether or not the specified [code]bit[/code] of the [member collision_mask] is set.
</description>
</method>
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<method name= "get_rid" qualifiers= "const" >
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<return type= "RID" />
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<description >
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Returns the object's [RID].
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</description>
</method>
<method name= "get_shape_owners" >
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<return type= "Array" />
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<description >
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Returns an [Array] of [code]owner_id[/code] identifiers. You can use these ids in other methods that take [code]owner_id[/code] as an argument.
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</description>
</method>
<method name= "is_shape_owner_disabled" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "owner_id" type= "int" />
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<description >
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If [code]true[/code], the shape owner and its shapes are disabled.
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</description>
</method>
<method name= "remove_shape_owner" >
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<return type= "void" />
<argument index= "0" name= "owner_id" type= "int" />
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<description >
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Removes the given shape owner.
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</description>
</method>
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<method name= "set_collision_layer_bit" >
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<return type= "void" />
<argument index= "0" name= "bit" type= "int" />
<argument index= "1" name= "value" type= "bool" />
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<description >
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If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/code] in the the [member collision_layer].
If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_layer].
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</description>
</method>
<method name= "set_collision_mask_bit" >
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<return type= "void" />
<argument index= "0" name= "bit" type= "int" />
<argument index= "1" name= "value" type= "bool" />
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<description >
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If [code]value[/code] is [code]true[/code], sets the specified [code]bit[/code] in the the [member collision_mask].
If [code]value[/code] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_mask].
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</description>
</method>
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<method name= "shape_find_owner" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "shape_index" type= "int" />
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<description >
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Returns the [code]owner_id[/code] of the given shape.
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</description>
</method>
<method name= "shape_owner_add_shape" >
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<return type= "void" />
<argument index= "0" name= "owner_id" type= "int" />
<argument index= "1" name= "shape" type= "Shape3D" />
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<description >
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Adds a [Shape3D] to the shape owner.
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</description>
</method>
<method name= "shape_owner_clear_shapes" >
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<return type= "void" />
<argument index= "0" name= "owner_id" type= "int" />
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<description >
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Removes all shapes from the shape owner.
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</description>
</method>
<method name= "shape_owner_get_owner" qualifiers= "const" >
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<return type= "Object" />
<argument index= "0" name= "owner_id" type= "int" />
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<description >
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Returns the parent object of the given shape owner.
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</description>
</method>
<method name= "shape_owner_get_shape" qualifiers= "const" >
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<return type= "Shape3D" />
<argument index= "0" name= "owner_id" type= "int" />
<argument index= "1" name= "shape_id" type= "int" />
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<description >
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Returns the [Shape3D] with the given id from the given shape owner.
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</description>
</method>
<method name= "shape_owner_get_shape_count" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "owner_id" type= "int" />
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<description >
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Returns the number of shapes the given shape owner contains.
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</description>
</method>
<method name= "shape_owner_get_shape_index" qualifiers= "const" >
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<return type= "int" />
<argument index= "0" name= "owner_id" type= "int" />
<argument index= "1" name= "shape_id" type= "int" />
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<description >
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Returns the child index of the [Shape3D] with the given id from the given shape owner.
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</description>
</method>
<method name= "shape_owner_get_transform" qualifiers= "const" >
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<return type= "Transform3D" />
<argument index= "0" name= "owner_id" type= "int" />
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<description >
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Returns the shape owner's [Transform3D].
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</description>
</method>
<method name= "shape_owner_remove_shape" >
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<return type= "void" />
<argument index= "0" name= "owner_id" type= "int" />
<argument index= "1" name= "shape_id" type= "int" />
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<description >
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Removes a shape from the given shape owner.
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</description>
</method>
<method name= "shape_owner_set_disabled" >
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<return type= "void" />
<argument index= "0" name= "owner_id" type= "int" />
<argument index= "1" name= "disabled" type= "bool" />
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<description >
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If [code]true[/code], disables the given shape owner.
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</description>
</method>
<method name= "shape_owner_set_transform" >
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<return type= "void" />
<argument index= "0" name= "owner_id" type= "int" />
<argument index= "1" name= "transform" type= "Transform3D" />
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<description >
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Sets the [Transform3D] of the given shape owner.
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</description>
</method>
</methods>
<members >
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<member name= "collision_layer" type= "int" setter= "set_collision_layer" getter= "get_collision_layer" default= "1" >
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The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
<member name= "collision_mask" type= "int" setter= "set_collision_mask" getter= "get_collision_mask" default= "1" >
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The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name= "disable_mode" type= "int" setter= "set_disable_mode" getter= "get_disable_mode" enum= "CollisionObject3D.DisableMode" default= "0" >
Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
</member>
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<member name= "input_capture_on_drag" type= "bool" setter= "set_capture_input_on_drag" getter= "get_capture_input_on_drag" default= "false" >
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If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes.
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</member>
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<member name= "input_ray_pickable" type= "bool" setter= "set_ray_pickable" getter= "is_ray_pickable" default= "true" >
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If [code]true[/code], the [CollisionObject3D]'s shapes will respond to [RayCast3D]s.
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</member>
</members>
<signals >
<signal name= "input_event" >
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<argument index= "0" name= "camera" type= "Node" />
<argument index= "1" name= "event" type= "InputEvent" />
<argument index= "2" name= "position" type= "Vector3" />
<argument index= "3" name= "normal" type= "Vector3" />
<argument index= "4" name= "shape_idx" type= "int" />
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<description >
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Emitted when the object receives an unhandled [InputEvent]. [code]position[/code] is the location in world space of the mouse pointer on the surface of the shape with index [code]shape_idx[/code] and [code]normal[/code] is the normal vector of the surface at that point.
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</description>
</signal>
<signal name= "mouse_entered" >
<description >
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Emitted when the mouse pointer enters any of this object's shapes.
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</description>
</signal>
<signal name= "mouse_exited" >
<description >
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Emitted when the mouse pointer exits all this object's shapes.
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</description>
</signal>
</signals>
<constants >
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<constant name= "DISABLE_MODE_REMOVE" value= "0" enum= "DisableMode" >
When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [CollisionObject3D].
Automatically re-added to the physics simulation when the [Node] is processed again.
</constant>
<constant name= "DISABLE_MODE_MAKE_STATIC" value= "1" enum= "DisableMode" >
When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. [PhysicsBody3D] can't be affected by forces or other bodies while static.
Automatically set [PhysicsBody3D] back to its original mode when the [Node] is processed again.
</constant>
<constant name= "DISABLE_MODE_KEEP_ACTIVE" value= "2" enum= "DisableMode" >
When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], do not affect the physics simulation.
</constant>
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</constants>
</class>