81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
104 lines
6.0 KiB
XML
104 lines
6.0 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsBody3D" inherits="CollisionObject3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Abstract base class for 3D game objects affected by physics.
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</brief_description>
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<description>
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[PhysicsBody3D] is an abstract base class for 3D game objects affected by physics. All 3D physics bodies inherit from it.
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[b]Warning:[/b] With a non-uniform scale, this node will likely not behave as expected. It is advised to keep its scale the same on all axes and adjust its collision shape(s) instead.
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</description>
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<tutorials>
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<link title="Physics introduction">$DOCS_URL/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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<param 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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<param 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 [param axis] 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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<param index="0" name="motion" type="Vector3" />
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<param index="1" name="test_only" type="bool" default="false" />
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<param index="2" name="safe_margin" type="float" default="0.001" />
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<param index="3" name="recovery_as_collision" type="bool" default="false" />
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<param index="4" name="max_collisions" type="int" default="1" />
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<description>
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Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] 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 [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
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If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping.
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[param max_collisions] 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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<param 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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<param index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis" />
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<param index="1" name="lock" type="bool" />
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<description>
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Locks or unlocks the specified linear or rotational [param axis] depending on the value of [param lock].
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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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<param index="0" name="from" type="Transform3D" />
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<param index="1" name="motion" type="Vector3" />
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<param index="2" name="collision" type="KinematicCollision3D" default="null" />
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<param index="3" name="safe_margin" type="float" default="0.001" />
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<param index="4" name="recovery_as_collision" type="bool" default="false" />
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<param index="5" 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], [param motion] should be computed using [code]delta[/code].
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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 [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
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[param collision] 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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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
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If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
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[param max_collisions] 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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