542489a866
Setters and getters have been hidden from the documentation when the matching properties have been exposed, but some of them are parametric and require the name or index of a given parameter to be used. So they need to be properly documented with the type and name of the arguments they take. For example, CPUParticles' `set_param(Parameter param, float value)`.
258 lines
14 KiB
XML
258 lines
14 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RigidBody" inherits="PhysicsBody" category="Core" version="3.2">
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<brief_description>
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Physics Body whose position is determined through physics simulation in 3D space.
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</brief_description>
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<description>
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This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
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A RigidBody has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic.
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[b]Note:[/b] Don't change a RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed Hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop may result in strange behavior. If you need to directly affect the body's state, use [method _integrate_forces], which allows you to directly access the physics state.
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If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator].
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</description>
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<tutorials>
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<link>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="_integrate_forces" qualifiers="virtual">
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<return type="void">
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</return>
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<argument index="0" name="state" type="PhysicsDirectBodyState">
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</argument>
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<description>
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Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default, it works in addition to the usual physics behavior, but the [member custom_integrator] property allows you to disable the default behavior and do fully custom force integration for a body.
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</description>
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</method>
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<method name="add_central_force">
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<return type="void">
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</return>
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<argument index="0" name="force" type="Vector3">
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</argument>
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<description>
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Adds a constant directional force without affecting rotation.
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This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code].
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</description>
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</method>
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<method name="add_force">
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<return type="void">
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</return>
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<argument index="0" name="force" type="Vector3">
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</argument>
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<argument index="1" name="position" type="Vector3">
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</argument>
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<description>
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Adds a constant force (i.e. acceleration).
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</description>
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</method>
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<method name="add_torque">
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<return type="void">
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</return>
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<argument index="0" name="torque" type="Vector3">
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</argument>
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<description>
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Adds a constant rotational force (i.e. a motor) without affecting position.
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</description>
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</method>
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<method name="apply_central_impulse">
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<return type="void">
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</return>
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<argument index="0" name="impulse" type="Vector3">
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</argument>
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<description>
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Applies a directional impulse without affecting rotation.
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This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code].
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</description>
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</method>
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<method name="apply_impulse">
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<return type="void">
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</return>
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<argument index="0" name="position" type="Vector3">
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</argument>
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<argument index="1" name="impulse" type="Vector3">
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</argument>
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<description>
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Applies a positioned impulse to the body. An impulse is time independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin.
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</description>
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</method>
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<method name="apply_torque_impulse">
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<return type="void">
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</return>
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<argument index="0" name="impulse" type="Vector3">
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</argument>
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<description>
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Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the [code]impulse[/code] vector passed.
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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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</return>
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<argument index="0" name="axis" type="int" enum="PhysicsServer.BodyAxis">
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</argument>
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<description>
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</description>
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</method>
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<method name="get_colliding_bodies" qualifiers="const">
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<return type="Array">
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</return>
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<description>
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Returns a list of the bodies colliding with this one. By default, number of max contacts reported is at 0, see the [member contacts_reported] property to increase it.
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[b]Note:[/b] The result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
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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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</return>
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<argument index="0" name="axis" type="int" enum="PhysicsServer.BodyAxis">
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</argument>
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<argument index="1" name="lock" type="bool">
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</argument>
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<description>
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</description>
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</method>
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<method name="set_axis_velocity">
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<return type="void">
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</return>
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<argument index="0" name="axis_velocity" type="Vector3">
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</argument>
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<description>
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Sets an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
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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="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0">
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Damps RigidBody's rotational forces.
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</member>
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<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3( 0, 0, 0 )">
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RigidBody's rotational velocity.
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</member>
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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 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 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 movement in the Z axis.
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</member>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
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The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
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Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
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</member>
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<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
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If [code]true[/code], the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used.
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</member>
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<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false">
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If [code]true[/code], the RigidBody will emit signals when it collides with another RigidBody.
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</member>
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<member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0">
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The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
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</member>
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<member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection" default="false">
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If [code]true[/code], continuous collision detection is used.
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Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses fewer impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.
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</member>
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<member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false">
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If [code]true[/code], internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction">
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The body's friction, from 0 (frictionless) to 1 (max friction).
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Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
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</member>
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<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0">
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This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
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</member>
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<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0">
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The body's linear damp. Cannot be less than -1.0. If this value is different from -1.0, any linear damp derived from the world or areas will be overridden.
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</member>
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<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3( 0, 0, 0 )">
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The body's linear velocity. Can be used sporadically, but [b]don't set this every frame[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
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</member>
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<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
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The body's mass.
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</member>
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<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody.Mode" default="0">
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The body mode. See [enum Mode] for possible values.
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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" default="null">
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</member>
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<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false">
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If [code]true[/code], the body is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method.
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</member>
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<member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8">
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The body's weight based on its mass and the global 3D gravity. Global values are set in [b]Project > Project Settings > Physics > 3d[/b].
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</member>
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</members>
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<signals>
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<signal name="body_entered">
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<argument index="0" name="body" type="Node">
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</argument>
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<description>
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Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work.
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</description>
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</signal>
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<signal name="body_exited">
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<argument index="0" name="body" type="Node">
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</argument>
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<description>
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Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work.
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</description>
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</signal>
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<signal name="body_shape_entered">
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<argument index="0" name="body_id" type="int">
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</argument>
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<argument index="1" name="body" type="Node">
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</argument>
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<argument index="2" name="body_shape" type="int">
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</argument>
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<argument index="3" name="local_shape" type="int">
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</argument>
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<description>
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Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work.
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This signal not only receives the body that collided with this one, but also its [RID] ([code]body_id[/code]), the shape index from the colliding body ([code]body_shape[/code]), and the shape index from this body ([code]local_shape[/code]) the other body collided with.
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</description>
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</signal>
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<signal name="body_shape_exited">
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<argument index="0" name="body_id" type="int">
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</argument>
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<argument index="1" name="body" type="Node">
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</argument>
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<argument index="2" name="body_shape" type="int">
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</argument>
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<argument index="3" name="local_shape" type="int">
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</argument>
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<description>
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Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work.
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This signal not only receives the body that stopped colliding with this one, but also its [RID] ([code]body_id[/code]), the shape index from the colliding body ([code]body_shape[/code]), and the shape index from this body ([code]local_shape[/code]) the other body stopped colliding with.
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</description>
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</signal>
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<signal name="sleeping_state_changed">
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<description>
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Emitted when the body changes its sleeping state. Either by sleeping or waking up.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="MODE_RIGID" value="0" enum="Mode">
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Rigid body mode. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
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</constant>
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<constant name="MODE_STATIC" value="1" enum="Mode">
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Static mode. The body behaves like a [StaticBody], and can only move by user code.
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</constant>
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<constant name="MODE_CHARACTER" value="2" enum="Mode">
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Character body mode. This behaves like a rigid body, but can not rotate.
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</constant>
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<constant name="MODE_KINEMATIC" value="3" enum="Mode">
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Kinematic body mode. The body behaves like a [KinematicBody], and can only move by user code.
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</constant>
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</constants>
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</class>
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