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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "StaticBody3D" inherits= "PhysicsBody3D" xmlns:xsi= "http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation= "../class.xsd" >
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<brief_description >
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A 3D physics body that can't be moved by external forces. When moved manually, it doesn't affect other bodies in its path.
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</brief_description>
<description >
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A static 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, [AnimationMixer]s (with [member AnimationMixer.callback_mode_process] set to [constant AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS]), and [RemoteTransform3D].
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When [StaticBody3D] is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use [AnimatableBody3D] instead.
[StaticBody3D] is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using [member constant_linear_velocity] and [member constant_angular_velocity]).
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</description>
<tutorials >
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<link title= "3D Physics Tests Demo" > https://godotengine.org/asset-library/asset/2747</link>
<link title= "Third Person Shooter (TPS) Demo" > https://godotengine.org/asset-library/asset/2710</link>
<link title= "3D Voxel Demo" > https://godotengine.org/asset-library/asset/2755</link>
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</tutorials>
<members >
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<member name= "constant_angular_velocity" type= "Vector3" setter= "set_constant_angular_velocity" getter= "get_constant_angular_velocity" default= "Vector3(0, 0, 0)" >
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The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating.
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</member>
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<member name= "constant_linear_velocity" type= "Vector3" setter= "set_constant_linear_velocity" getter= "get_constant_linear_velocity" default= "Vector3(0, 0, 0)" >
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The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving.
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</member>
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<member name= "physics_material_override" type= "PhysicsMaterial" setter= "set_physics_material_override" getter= "get_physics_material_override" >
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The physics material override for the body.
If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
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</member>
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</members>
</class>