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diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml new file mode 100644 index 0000000000..829589f650 --- /dev/null +++ b/doc/classes/RigidBody3D.xml @@ -0,0 +1,253 @@ +<?xml version="1.0" encoding="UTF-8" ?> +<class name="RigidBody3D" inherits="PhysicsBody3D" version="4.0"> + <brief_description> + Physics Body whose position is determined through physics simulation in 3D space. + </brief_description> + <description> + This is the node that implements full 3D physics. This means that you do not control a RigidBody3D directly. Instead, you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc. + A RigidBody3D has 4 behavior [member mode]s: Rigid, Static, Character, and Kinematic. + [b]Note:[/b] Don't change a RigidBody3D'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. + If you need to override the default physics behavior, you can write a custom force integration function. See [member custom_integrator]. + </description> + <tutorials> + <link>https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> + </tutorials> + <methods> + <method name="_integrate_forces" qualifiers="virtual"> + <return type="void"> + </return> + <argument index="0" name="state" type="PhysicsDirectBodyState3D"> + </argument> + <description> + 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. + </description> + </method> + <method name="add_central_force"> + <return type="void"> + </return> + <argument index="0" name="force" type="Vector3"> + </argument> + <description> + Adds a constant directional force without affecting rotation. + This is equivalent to [code]add_force(force, Vector3(0,0,0))[/code]. + </description> + </method> + <method name="add_force"> + <return type="void"> + </return> + <argument index="0" name="force" type="Vector3"> + </argument> + <argument index="1" name="position" type="Vector3"> + </argument> + <description> + Adds a constant force (i.e. acceleration). + </description> + </method> + <method name="add_torque"> + <return type="void"> + </return> + <argument index="0" name="torque" type="Vector3"> + </argument> + <description> + Adds a constant rotational force (i.e. a motor) without affecting position. + </description> + </method> + <method name="apply_central_impulse"> + <return type="void"> + </return> + <argument index="0" name="impulse" type="Vector3"> + </argument> + <description> + Applies a directional impulse without affecting rotation. + This is equivalent to [code]apply_impulse(Vector3(0,0,0), impulse)[/code]. + </description> + </method> + <method name="apply_impulse"> + <return type="void"> + </return> + <argument index="0" name="position" type="Vector3"> + </argument> + <argument index="1" name="impulse" type="Vector3"> + </argument> + <description> + 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. + </description> + </method> + <method name="apply_torque_impulse"> + <return type="void"> + </return> + <argument index="0" name="impulse" type="Vector3"> + </argument> + <description> + 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. + </description> + </method> + <method name="get_axis_lock" qualifiers="const"> + <return type="bool"> + </return> + <argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis"> + </argument> + <description> + Returns [code]true[/code] if the specified linear or rotational axis is locked. + </description> + </method> + <method name="get_colliding_bodies" qualifiers="const"> + <return type="Array"> + </return> + <description> + 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. + [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. + </description> + </method> + <method name="set_axis_lock"> + <return type="void"> + </return> + <argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis"> + </argument> + <argument index="1" name="lock" type="bool"> + </argument> + <description> + Locks the specified linear or rotational axis. + </description> + </method> + <method name="set_axis_velocity"> + <return type="void"> + </return> + <argument index="0" name="axis_velocity" type="Vector3"> + </argument> + <description> + 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. + </description> + </method> + </methods> + <members> + <member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp" default="-1.0"> + Damps RigidBody3D's rotational forces. + </member> + <member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3( 0, 0, 0 )"> + RigidBody3D's rotational velocity. + </member> + <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 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 movement in the Y axis. + </member> + <member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false"> + Lock the body's movement in the Z axis. + </member> + <member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true"> + If [code]true[/code], the RigidBody3D 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. + </member> + <member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled" default="false"> + If [code]true[/code], the RigidBody3D will emit signals when it collides with another RigidBody3D. + </member> + <member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported" default="0"> + 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. + </member> + <member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection" default="false"> + If [code]true[/code], continuous collision detection is used. + 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. + </member> + <member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator" default="false"> + 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. + </member> + <member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale" default="1.0"> + This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody3D'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. + </member> + <member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp" default="-1.0"> + 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. + </member> + <member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3( 0, 0, 0 )"> + 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. + </member> + <member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0"> + The body's mass. + </member> + <member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody3D.Mode" default="0"> + The body mode. See [enum Mode] for possible values. + </member> + <member name="physics_material_override" type="PhysicsMaterial" setter="set_physics_material_override" getter="get_physics_material_override"> + The physics material override for the body. + If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one. + </member> + <member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping" default="false"> + 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. + </member> + <member name="weight" type="float" setter="set_weight" getter="get_weight" default="9.8"> + 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]. + </member> + </members> + <signals> + <signal name="body_entered"> + <argument index="0" name="body" type="Node"> + </argument> + <description> + Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. + </description> + </signal> + <signal name="body_exited"> + <argument index="0" name="body" type="Node"> + </argument> + <description> + Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. + </description> + </signal> + <signal name="body_shape_entered"> + <argument index="0" name="body_id" type="int"> + </argument> + <argument index="1" name="body" type="Node"> + </argument> + <argument index="2" name="body_shape" type="int"> + </argument> + <argument index="3" name="local_shape" type="int"> + </argument> + <description> + Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work. + 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. + </description> + </signal> + <signal name="body_shape_exited"> + <argument index="0" name="body_id" type="int"> + </argument> + <argument index="1" name="body" type="Node"> + </argument> + <argument index="2" name="body_shape" type="int"> + </argument> + <argument index="3" name="local_shape" type="int"> + </argument> + <description> + Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work. + 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. + </description> + </signal> + <signal name="sleeping_state_changed"> + <description> + Emitted when the body changes its sleeping state. Either by sleeping or waking up. + </description> + </signal> + </signals> + <constants> + <constant name="MODE_RIGID" value="0" enum="Mode"> + 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. + </constant> + <constant name="MODE_STATIC" value="1" enum="Mode"> + Static mode. The body behaves like a [StaticBody3D], and can only move by user code. + </constant> + <constant name="MODE_CHARACTER" value="2" enum="Mode"> + Character body mode. This behaves like a rigid body, but can not rotate. + </constant> + <constant name="MODE_KINEMATIC" value="3" enum="Mode"> + Kinematic body mode. The body behaves like a [KinematicBody3D], and can only move by user code. + </constant> + </constants> +</class> |