blob: 9cf587f2e0cc957556663ec41cc7cc166392e02c (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
|
<?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="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>
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" />
<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="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>
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="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>
</class>
|