169 lines
6.2 KiB
Text
169 lines
6.2 KiB
Text
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:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/3.6/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/3.6/modules/gltf/doc_classes/GLTFPhysicsBody.xml.
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.. _class_GLTFPhysicsBody:
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GLTFPhysicsBody
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===============
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**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
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Represents a GLTF physics body.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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Represents a physics body as defined by the ``OMI_physics_body`` GLTF extension. This class is an intermediary between the GLTF data and Godot's nodes, and it's abstracted in a way that allows adding support for different GLTF physics extensions in the future.
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.. rst-class:: classref-introduction-group
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Tutorials
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---------
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- `OMI_physics_body GLTF extension <https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_physics_body>`__
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.. rst-class:: classref-reftable-group
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Properties
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----------
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.. table::
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:widths: auto
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+-------------------------------+--------------------------------------------------------------------------+------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`angular_velocity<class_GLTFPhysicsBody_property_angular_velocity>` | ``Vector3( 0, 0, 0 )`` |
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+-------------------------------+--------------------------------------------------------------------------+------------------------+
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| :ref:`String<class_String>` | :ref:`body_type<class_GLTFPhysicsBody_property_body_type>` | ``"static"`` |
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+-------------------------------+--------------------------------------------------------------------------+------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`linear_velocity<class_GLTFPhysicsBody_property_linear_velocity>` | ``Vector3( 0, 0, 0 )`` |
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+-------------------------------+--------------------------------------------------------------------------+------------------------+
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| :ref:`float<class_float>` | :ref:`mass<class_GLTFPhysicsBody_property_mass>` | ``1.0`` |
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+-------------------------------+--------------------------------------------------------------------------+------------------------+
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.. rst-class:: classref-reftable-group
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Methods
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-------
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.. table::
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:widths: auto
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+-----------------------------------------------+--------------------------------------------------------------------------------------+
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| :ref:`Dictionary<class_Dictionary>` | :ref:`to_dictionary<class_GLTFPhysicsBody_method_to_dictionary>` **(** **)** |const| |
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+-----------------------------------------------+--------------------------------------------------------------------------------------+
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| :ref:`CollisionObject<class_CollisionObject>` | :ref:`to_node<class_GLTFPhysicsBody_method_to_node>` **(** **)** |const| |
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+-----------------------------------------------+--------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Property Descriptions
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---------------------
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.. _class_GLTFPhysicsBody_property_angular_velocity:
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.. rst-class:: classref-property
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:ref:`Vector3<class_Vector3>` **angular_velocity** = ``Vector3( 0, 0, 0 )``
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.. rst-class:: classref-property-setget
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- void **set_angular_velocity** **(** :ref:`Vector3<class_Vector3>` value **)**
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- :ref:`Vector3<class_Vector3>` **get_angular_velocity** **(** **)**
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The angular velocity of the physics body, in radians per second. This is only used when the body type is "rigid" or "vehicle".
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_property_body_type:
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.. rst-class:: classref-property
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:ref:`String<class_String>` **body_type** = ``"static"``
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.. rst-class:: classref-property-setget
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- void **set_body_type** **(** :ref:`String<class_String>` value **)**
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- :ref:`String<class_String>` **get_body_type** **(** **)**
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The type of the body. Valid values are "static", "kinematic", "character", "rigid", "vehicle", and "trigger".
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_property_linear_velocity:
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.. rst-class:: classref-property
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:ref:`Vector3<class_Vector3>` **linear_velocity** = ``Vector3( 0, 0, 0 )``
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.. rst-class:: classref-property-setget
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- void **set_linear_velocity** **(** :ref:`Vector3<class_Vector3>` value **)**
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- :ref:`Vector3<class_Vector3>` **get_linear_velocity** **(** **)**
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The linear velocity of the physics body, in meters per second. This is only used when the body type is "rigid" or "vehicle".
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_property_mass:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **mass** = ``1.0``
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.. rst-class:: classref-property-setget
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- void **set_mass** **(** :ref:`float<class_float>` value **)**
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- :ref:`float<class_float>` **get_mass** **(** **)**
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The mass of the physics body, in kilograms. This is only used when the body type is "rigid" or "vehicle".
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Method Descriptions
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-------------------
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.. _class_GLTFPhysicsBody_method_to_dictionary:
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.. rst-class:: classref-method
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:ref:`Dictionary<class_Dictionary>` **to_dictionary** **(** **)** |const|
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Serializes this GLTFPhysicsBody instance into a :ref:`Dictionary<class_Dictionary>`.
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_method_to_node:
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.. rst-class:: classref-method
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:ref:`CollisionObject<class_CollisionObject>` **to_node** **(** **)** |const|
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Converts this GLTFPhysicsBody instance into a Godot :ref:`CollisionObject<class_CollisionObject>` node.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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