<?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 title="Physics introduction">https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> <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_axis_lock" qualifiers="const"> <return type="bool" /> <argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis" /> <description> Returns [code]true[/code] if the specified linear or rotational [code]axis[/code] is locked. </description> </method> <method name="get_collision_exceptions"> <return type="PhysicsBody3D[]" /> <description> Returns an array of nodes that were added as collision exceptions for this body. </description> </method> <method name="move_and_collide"> <return type="KinematicCollision3D" /> <argument index="0" name="rel_vec" type="Vector3" /> <argument index="1" name="test_only" type="bool" default="false" /> <argument index="2" name="safe_margin" type="float" default="0.001" /> <description> Moves the body along the vector [code]rel_vec[/code]. 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). </description> </method> <method name="remove_collision_exception_with"> <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_axis_lock"> <return type="void" /> <argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis" /> <argument index="1" name="lock" type="bool" /> <description> Locks or unlocks the specified linear or rotational [code]axis[/code] depending on the value of [code]lock[/code]. </description> </method> <method name="test_move"> <return type="bool" /> <argument index="0" name="from" type="Transform3D" /> <argument index="1" name="rel_vec" type="Vector3" /> <argument index="2" name="collision" type="KinematicCollision3D" default="null" /> <argument index="3" name="safe_margin" type="float" default="0.001" /> <description> Checks for collisions without moving the body. 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]rel_vec[/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). </description> </method> </methods> <members> <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="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>