Base class for all objects affected by physics in 3D space.
PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it.
https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html
Adds a body to the list of bodies that this body can't collide with.
Returns [code]true[/code] if the specified linear or rotational [code]axis[/code] is locked.
Returns an array of nodes that were added as collision exceptions for this body.
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.
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.
Removes a body from the list of bodies that this body can't collide with.
Locks or unlocks the specified linear or rotational [code]axis[/code] depending on the value of [code]lock[/code].
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 occur.
[code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision (should there be one).
[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.
Lock the body's rotation in the X axis.
Lock the body's rotation in the Y axis.
Lock the body's rotation in the Z axis.
Lock the body's linear movement in the X axis.
Lock the body's linear movement in the Y axis.
Lock the body's linear movement in the Z axis.