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-rw-r--r--doc/classes/PhysicsBody3D.xml105
1 files changed, 56 insertions, 49 deletions
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml
index 7de65603f9..3c52850eec 100644
--- a/doc/classes/PhysicsBody3D.xml
+++ b/doc/classes/PhysicsBody3D.xml
@@ -7,85 +7,92 @@
PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it.
</description>
<tutorials>
- <link title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
+ <link title="Physics introduction">$DOCS_URL/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>
+ <return type="void" />
+ <argument index="0" name="body" type="Node" />
<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>
+ <method name="get_axis_lock" qualifiers="const">
+ <return type="bool" />
+ <argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis" />
<description>
- Returns an array of nodes that were added as collision exceptions for this body.
+ Returns [code]true[/code] if the specified linear or rotational [code]axis[/code] is locked.
</description>
</method>
- <method name="get_collision_layer_bit" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
+ <method name="get_collision_exceptions">
+ <return type="PhysicsBody3D[]" />
<description>
- Returns an individual bit on the [member collision_layer].
+ Returns an array of nodes that were added as collision exceptions for this body.
</description>
</method>
- <method name="get_collision_mask_bit" qualifiers="const">
- <return type="bool">
- </return>
- <argument index="0" name="bit" type="int">
- </argument>
+ <method name="move_and_collide">
+ <return type="KinematicCollision3D" />
+ <argument index="0" name="linear_velocity" type="Vector3" />
+ <argument index="1" name="test_only" type="bool" default="false" />
+ <argument index="2" name="safe_margin" type="float" default="0.001" />
+ <argument index="3" name="max_collisions" type="int" default="1" />
<description>
- Returns an individual bit on the [member collision_mask].
+ 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.
+ 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.
+ If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given.
+ [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
+ [code]max_collisions[/code] allows to retrieve more than one collision result.
</description>
</method>
<method name="remove_collision_exception_with">
- <return type="void">
- </return>
- <argument index="0" name="body" type="Node">
- </argument>
+ <return type="void" />
+ <argument index="0" name="body" type="Node" />
<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>
+ <method name="set_axis_lock">
+ <return type="void" />
+ <argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis" />
+ <argument index="1" name="lock" type="bool" />
<description>
- Sets individual bits on the [member collision_layer] bitmask. Use this if you only need to change one layer's value.
+ Locks or unlocks the specified linear or rotational [code]axis[/code] depending on the value of [code]lock[/code].
</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>
+ <method name="test_move">
+ <return type="bool" />
+ <argument index="0" name="from" type="Transform3D" />
+ <argument index="1" name="linear_velocity" type="Vector3" />
+ <argument index="2" name="collision" type="KinematicCollision3D" default="null" />
+ <argument index="3" name="safe_margin" type="float" default="0.001" />
+ <argument index="4" name="max_collisions" type="int" default="1" />
<description>
- Sets individual bits on the [member collision_mask] bitmask. Use this if you only need to change one layer's value.
+ 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.
+ 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.
+ [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.
+ [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
+ [code]max_collisions[/code] allows to retrieve more than one collision result.
</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. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ <member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ Lock the body's rotation in the X axis.
+ </member>
+ <member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ Lock the body's rotation in the Y axis.
+ </member>
+ <member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ Lock the body's rotation in the Z axis.
+ </member>
+ <member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ Lock the body's linear movement in the X axis.
+ </member>
+ <member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ Lock the body's linear movement in the Y axis.
</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. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ <member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
+ Lock the body's linear movement in the Z axis.
</member>
</members>
- <constants>
- </constants>
</class>