99 lines
5.4 KiB
XML
99 lines
5.4 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsBody3D" inherits="CollisionObject3D" version="4.0">
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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>
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<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>
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<tutorials>
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<link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
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</tutorials>
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<methods>
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<method name="add_collision_exception_with">
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<return type="void" />
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<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>
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</method>
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<method name="get_axis_lock" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis" />
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<description>
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Returns [code]true[/code] if the specified linear or rotational [code]axis[/code] is locked.
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</description>
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</method>
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<method name="get_collision_exceptions">
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<return type="PhysicsBody3D[]" />
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<description>
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Returns an array of nodes that were added as collision exceptions for this body.
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</description>
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</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="linear_velocity" type="Vector3" />
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<argument index="1" name="test_only" type="bool" default="false" />
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<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]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
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The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision.
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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>
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</method>
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<method name="remove_collision_exception_with">
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<return type="void" />
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<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>
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</method>
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<method name="set_axis_lock">
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<return type="void" />
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<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis" />
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<argument index="1" name="lock" type="bool" />
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<description>
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Locks or unlocks the specified linear or rotational [code]axis[/code] depending on the value of [code]lock[/code].
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</description>
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</method>
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<method name="test_move">
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<return type="bool" />
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<argument index="0" name="from" type="Transform3D" />
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<argument index="1" name="linear_velocity" type="Vector3" />
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<argument index="2" name="collision" type="KinematicCollision3D" default="null" />
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<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. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
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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]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur.
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[code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision (should there be one).
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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>
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</method>
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</methods>
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<members>
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<member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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Lock the body's rotation in the X axis.
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</member>
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<member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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Lock the body's rotation in the Y axis.
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</member>
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<member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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Lock the body's rotation in the Z axis.
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</member>
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<member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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Lock the body's linear movement in the X axis.
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</member>
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<member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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Lock the body's linear movement in the Y axis.
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</member>
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<member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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Lock the body's linear movement in the Z axis.
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</member>
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</members>
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</class>
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