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path: root/doc/classes/PhysicsBody3D.xml
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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 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">
			</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_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 [code]axis[/code] is locked.
			</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="move_and_collide">
			<return type="KinematicCollision3D">
			</return>
			<argument index="0" name="rel_vec" type="Vector3">
			</argument>
			<argument index="1" name="infinite_inertia" type="bool" default="true">
			</argument>
			<argument index="2" name="exclude_raycast_shapes" type="bool" default="true">
			</argument>
			<argument index="3" name="test_only" type="bool" default="false">
			</argument>
			<argument index="4" name="safe_margin" type="float" default="0.001">
			</argument>
			<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">
			</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_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 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">
			</return>
			<argument index="0" name="from" type="Transform3D">
			</argument>
			<argument index="1" name="rel_vec" type="Vector3">
			</argument>
			<argument index="2" name="infinite_inertia" type="bool" default="true">
			</argument>
			<argument index="3" name="exclude_raycast_shapes" type="bool" default="true">
			</argument>
			<argument index="4" name="collision" type="KinematicCollision3D" default="null">
			</argument>
			<argument index="5" name="safe_margin" type="float" default="0.001">
			</argument>
			<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>