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+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="PhysicsBody3D" inherits="CollisionObject3D" version="4.0">
+ <brief_description>
+ Base class for all objects affected by physics in 3D space.
+ </brief_description>
+ <description>
+ PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it.
+ </description>
+ <tutorials>
+ <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
+ </tutorials>
+ <methods>
+ <method name="add_collision_exception_with">
+ <return type="void">
+ </return>
+ <argument index="0" name="body" type="Node">
+ </argument>
+ <description>
+ Adds a body to the list of bodies that this body can't collide with.
+ </description>
+ </method>
+ <method name="get_collision_exceptions">
+ <return type="PhysicsBody3D[]">
+ </return>
+ <description>
+ Returns an array of nodes that were added as collision exceptions for this body.
+ </description>
+ </method>
+ <method name="get_collision_layer_bit" qualifiers="const">
+ <return type="bool">
+ </return>
+ <argument index="0" name="bit" type="int">
+ </argument>
+ <description>
+ Returns an individual bit on the [member collision_layer].
+ </description>
+ </method>
+ <method name="get_collision_mask_bit" qualifiers="const">
+ <return type="bool">
+ </return>
+ <argument index="0" name="bit" type="int">
+ </argument>
+ <description>
+ Returns an individual bit on the [member collision_mask].
+ </description>
+ </method>
+ <method name="remove_collision_exception_with">
+ <return type="void">
+ </return>
+ <argument index="0" name="body" type="Node">
+ </argument>
+ <description>
+ Removes a body from the list of bodies that this body can't collide with.
+ </description>
+ </method>
+ <method name="set_collision_layer_bit">
+ <return type="void">
+ </return>
+ <argument index="0" name="bit" type="int">
+ </argument>
+ <argument index="1" name="value" type="bool">
+ </argument>
+ <description>
+ Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value.
+ </description>
+ </method>
+ <method name="set_collision_mask_bit">
+ <return type="void">
+ </return>
+ <argument index="0" name="bit" type="int">
+ </argument>
+ <argument index="1" name="value" type="bool">
+ </argument>
+ <description>
+ Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value.
+ </description>
+ </method>
+ </methods>
+ <members>
+ <member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
+ The physics layers this area is in.
+ Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
+ </member>
+ <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
+ The physics layers this area scans for collisions.
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>