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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "PhysicsBody3D" inherits= "CollisionObject3D" 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 objects affected by physics in 3D space.
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</brief_description>
<description >
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PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it.
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</description>
<tutorials >
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<link title= "Physics introduction" > $DOCS_URL/tutorials/physics/physics_introduction.html</link>
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</tutorials>
<methods >
<method name= "add_collision_exception_with" >
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<return type= "void" />
<argument index= "0" name= "body" type= "Node" />
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<description >
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Adds a body to the list of bodies that this body can't collide with.
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</description>
</method>
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<method name= "get_axis_lock" qualifiers= "const" >
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<return type= "bool" />
<argument index= "0" name= "axis" type= "int" enum= "PhysicsServer3D.BodyAxis" />
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<description >
Returns [code]true[/code] if the specified linear or rotational [code]axis[/code] is locked.
</description>
</method>
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<method name= "get_collision_exceptions" >
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<return type= "PhysicsBody3D[]" />
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<description >
Returns an array of nodes that were added as collision exceptions for this body.
</description>
</method>
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<method name= "move_and_collide" >
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<return type= "KinematicCollision3D" />
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<argument index= "0" name= "distance" type= "Vector3" />
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<argument index= "1" name= "test_only" type= "bool" default= "false" />
<argument index= "2" name= "safe_margin" type= "float" default= "0.001" />
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<argument index= "3" name= "max_collisions" type= "int" default= "1" />
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<description >
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Moves the body along the vector [code]distance[/code]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code].
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The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion.
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If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
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[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
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[code]max_collisions[/code] allows to retrieve more than one collision result.
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</description>
</method>
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<method name= "remove_collision_exception_with" >
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<return type= "void" />
<argument index= "0" name= "body" type= "Node" />
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<description >
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Removes a body from the list of bodies that this body can't collide with.
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</description>
</method>
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<method name= "set_axis_lock" >
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<return type= "void" />
<argument index= "0" name= "axis" type= "int" enum= "PhysicsServer3D.BodyAxis" />
<argument index= "1" name= "lock" type= "bool" />
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<description >
Locks or unlocks the specified linear or rotational [code]axis[/code] depending on the value of [code]lock[/code].
</description>
</method>
<method name= "test_move" >
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<return type= "bool" />
<argument index= "0" name= "from" type= "Transform3D" />
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<argument index= "1" name= "distance" type= "Vector3" />
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<argument index= "2" name= "collision" type= "KinematicCollision3D" default= "null" />
<argument index= "3" name= "safe_margin" type= "float" default= "0.001" />
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<argument index= "4" name= "max_collisions" type= "int" default= "1" />
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<description >
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Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [code]distance[/code] should be computed using [code]delta[/code].
Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]distance[/code]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
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[code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion.
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[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
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[code]max_collisions[/code] allows to retrieve more than one collision result.
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</description>
</method>
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</methods>
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<members >
<member name= "axis_lock_angular_x" type= "bool" setter= "set_axis_lock" getter= "get_axis_lock" default= "false" >
Lock the body's rotation in the X axis.
</member>
<member name= "axis_lock_angular_y" type= "bool" setter= "set_axis_lock" getter= "get_axis_lock" default= "false" >
Lock the body's rotation in the Y axis.
</member>
<member name= "axis_lock_angular_z" type= "bool" setter= "set_axis_lock" getter= "get_axis_lock" default= "false" >
Lock the body's rotation in the Z axis.
</member>
<member name= "axis_lock_linear_x" type= "bool" setter= "set_axis_lock" getter= "get_axis_lock" default= "false" >
Lock the body's linear movement in the X axis.
</member>
<member name= "axis_lock_linear_y" type= "bool" setter= "set_axis_lock" getter= "get_axis_lock" default= "false" >
Lock the body's linear movement in the Y axis.
</member>
<member name= "axis_lock_linear_z" type= "bool" setter= "set_axis_lock" getter= "get_axis_lock" default= "false" >
Lock the body's linear movement in the Z axis.
</member>
</members>
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</class>