5da057adaf
Reporting rest collision information is needed for move_and_collide and move_and_slide so floor detection can be done properly, but in the case of just testing the motion for collision, it makes sense to return false if the body is able to move all along the path without being stopped. Updated the logic in test_move and clarified the documentation for test_move and move_and_collide.
99 lines
5.6 KiB
XML
99 lines
5.6 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 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>
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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 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>
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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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