b68dd2e189
This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
225 lines
11 KiB
XML
225 lines
11 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CollisionObject3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base node for collision objects.
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</brief_description>
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<description>
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CollisionObject3D is the base class for physics objects. It can hold any number of collision [Shape3D]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject3D can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="_input_event" qualifiers="virtual">
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<return type="void" />
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<argument index="0" name="camera" type="Camera3D" />
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<argument index="1" name="event" type="InputEvent" />
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<argument index="2" name="position" type="Vector3" />
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<argument index="3" name="normal" type="Vector3" />
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<argument index="4" name="shape_idx" type="int" />
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<description>
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Receives unhandled [InputEvent]s. [code]position[/code] is the location in world space of the mouse pointer on the surface of the shape with index [code]shape_idx[/code] and [code]normal[/code] is the normal vector of the surface at that point. Connect to the [signal input_event] signal to easily pick up these events.
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</description>
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</method>
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<method name="create_shape_owner">
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<return type="int" />
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<argument index="0" name="owner" type="Object" />
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<description>
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Creates a new shape owner for the given object. Returns [code]owner_id[/code] of the new owner for future reference.
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</description>
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</method>
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<method name="get_collision_layer_value" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="layer_number" type="int" />
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<description>
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Returns whether or not the specified layer of the [member collision_layer] is enabled, given a [code]layer_number[/code] between 1 and 32.
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</description>
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</method>
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<method name="get_collision_mask_value" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="layer_number" type="int" />
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<description>
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Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32.
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</description>
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</method>
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<method name="get_rid" qualifiers="const">
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<return type="RID" />
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<description>
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Returns the object's [RID].
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</description>
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</method>
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<method name="get_shape_owners">
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<return type="Array" />
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<description>
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Returns an [Array] of [code]owner_id[/code] identifiers. You can use these ids in other methods that take [code]owner_id[/code] as an argument.
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</description>
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</method>
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<method name="is_shape_owner_disabled" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="owner_id" type="int" />
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<description>
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If [code]true[/code], the shape owner and its shapes are disabled.
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</description>
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</method>
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<method name="remove_shape_owner">
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<return type="void" />
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<argument index="0" name="owner_id" type="int" />
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<description>
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Removes the given shape owner.
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</description>
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</method>
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<method name="set_collision_layer_value">
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<return type="void" />
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<argument index="0" name="layer_number" type="int" />
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<argument index="1" name="value" type="bool" />
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<description>
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Based on [code]value[/code], enables or disables the specified layer in the [member collision_layer], given a [code]layer_number[/code] between 1 and 32.
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</description>
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</method>
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<method name="set_collision_mask_value">
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<return type="void" />
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<argument index="0" name="layer_number" type="int" />
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<argument index="1" name="value" type="bool" />
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<description>
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Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32.
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</description>
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</method>
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<method name="shape_find_owner" qualifiers="const">
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<return type="int" />
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<argument index="0" name="shape_index" type="int" />
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<description>
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Returns the [code]owner_id[/code] of the given shape.
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</description>
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</method>
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<method name="shape_owner_add_shape">
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<return type="void" />
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<argument index="0" name="owner_id" type="int" />
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<argument index="1" name="shape" type="Shape3D" />
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<description>
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Adds a [Shape3D] to the shape owner.
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</description>
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</method>
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<method name="shape_owner_clear_shapes">
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<return type="void" />
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<argument index="0" name="owner_id" type="int" />
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<description>
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Removes all shapes from the shape owner.
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</description>
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</method>
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<method name="shape_owner_get_owner" qualifiers="const">
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<return type="Object" />
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<argument index="0" name="owner_id" type="int" />
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<description>
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Returns the parent object of the given shape owner.
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</description>
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</method>
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<method name="shape_owner_get_shape" qualifiers="const">
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<return type="Shape3D" />
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<argument index="0" name="owner_id" type="int" />
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<argument index="1" name="shape_id" type="int" />
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<description>
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Returns the [Shape3D] with the given id from the given shape owner.
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</description>
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</method>
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<method name="shape_owner_get_shape_count" qualifiers="const">
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<return type="int" />
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<argument index="0" name="owner_id" type="int" />
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<description>
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Returns the number of shapes the given shape owner contains.
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</description>
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</method>
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<method name="shape_owner_get_shape_index" qualifiers="const">
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<return type="int" />
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<argument index="0" name="owner_id" type="int" />
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<argument index="1" name="shape_id" type="int" />
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<description>
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Returns the child index of the [Shape3D] with the given id from the given shape owner.
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</description>
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</method>
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<method name="shape_owner_get_transform" qualifiers="const">
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<return type="Transform3D" />
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<argument index="0" name="owner_id" type="int" />
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<description>
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Returns the shape owner's [Transform3D].
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</description>
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</method>
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<method name="shape_owner_remove_shape">
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<return type="void" />
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<argument index="0" name="owner_id" type="int" />
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<argument index="1" name="shape_id" type="int" />
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<description>
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Removes a shape from the given shape owner.
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</description>
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</method>
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<method name="shape_owner_set_disabled">
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<return type="void" />
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<argument index="0" name="owner_id" type="int" />
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<argument index="1" name="disabled" type="bool" />
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<description>
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If [code]true[/code], disables the given shape owner.
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</description>
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</method>
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<method name="shape_owner_set_transform">
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<return type="void" />
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<argument index="0" name="owner_id" type="int" />
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<argument index="1" name="transform" type="Transform3D" />
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<description>
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Sets the [Transform3D] of the given shape owner.
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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="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
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The physics layers this CollisionObject3D [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
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[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
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The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
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[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
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</member>
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<member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject3D.DisableMode" default="0">
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Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
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</member>
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<member name="input_capture_on_drag" type="bool" setter="set_capture_input_on_drag" getter="get_capture_input_on_drag" default="false">
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If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes.
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</member>
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<member name="input_ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true">
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If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [member collision_layer] bit to be set.
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</member>
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</members>
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<signals>
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<signal name="input_event">
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<argument index="0" name="camera" type="Node" />
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<argument index="1" name="event" type="InputEvent" />
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<argument index="2" name="position" type="Vector3" />
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<argument index="3" name="normal" type="Vector3" />
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<argument index="4" name="shape_idx" type="int" />
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<description>
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Emitted when the object receives an unhandled [InputEvent]. [code]position[/code] is the location in world space of the mouse pointer on the surface of the shape with index [code]shape_idx[/code] and [code]normal[/code] is the normal vector of the surface at that point.
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</description>
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</signal>
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<signal name="mouse_entered">
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<description>
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Emitted when the mouse pointer enters any of this object's shapes.
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</description>
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</signal>
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<signal name="mouse_exited">
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<description>
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Emitted when the mouse pointer exits all this object's shapes.
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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="DISABLE_MODE_REMOVE" value="0" enum="DisableMode">
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When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [CollisionObject3D].
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Automatically re-added to the physics simulation when the [Node] is processed again.
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</constant>
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<constant name="DISABLE_MODE_MAKE_STATIC" value="1" enum="DisableMode">
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When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. [PhysicsBody3D] can't be affected by forces or other bodies while static.
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Automatically set [PhysicsBody3D] back to its original mode when the [Node] is processed again.
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</constant>
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<constant name="DISABLE_MODE_KEEP_ACTIVE" value="2" enum="DisableMode">
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When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], do not affect the physics simulation.
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</constant>
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</constants>
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</class>
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