virtualx-engine-docs/_sources/classes/class_gltfphysicsbody.rst.txt

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2024-10-23 18:41:33 +02:00
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.. DO NOT EDIT THIS FILE!!!
.. Generated automatically from Godot engine sources.
.. Generator: https://github.com/godotengine/godot/tree/3.6/doc/tools/make_rst.py.
.. XML source: https://github.com/godotengine/godot/tree/3.6/modules/gltf/doc_classes/GLTFPhysicsBody.xml.
.. _class_GLTFPhysicsBody:
GLTFPhysicsBody
===============
**Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`Reference<class_Reference>` **<** :ref:`Object<class_Object>`
Represents a GLTF physics body.
.. rst-class:: classref-introduction-group
Description
-----------
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.
.. rst-class:: classref-introduction-group
Tutorials
---------
- `OMI_physics_body GLTF extension <https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_physics_body>`__
.. rst-class:: classref-reftable-group
Properties
----------
.. table::
:widths: auto
+-------------------------------+--------------------------------------------------------------------------+------------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`angular_velocity<class_GLTFPhysicsBody_property_angular_velocity>` | ``Vector3( 0, 0, 0 )`` |
+-------------------------------+--------------------------------------------------------------------------+------------------------+
| :ref:`String<class_String>` | :ref:`body_type<class_GLTFPhysicsBody_property_body_type>` | ``"static"`` |
+-------------------------------+--------------------------------------------------------------------------+------------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`linear_velocity<class_GLTFPhysicsBody_property_linear_velocity>` | ``Vector3( 0, 0, 0 )`` |
+-------------------------------+--------------------------------------------------------------------------+------------------------+
| :ref:`float<class_float>` | :ref:`mass<class_GLTFPhysicsBody_property_mass>` | ``1.0`` |
+-------------------------------+--------------------------------------------------------------------------+------------------------+
.. rst-class:: classref-reftable-group
Methods
-------
.. table::
:widths: auto
+-----------------------------------------------+--------------------------------------------------------------------------------------+
| :ref:`Dictionary<class_Dictionary>` | :ref:`to_dictionary<class_GLTFPhysicsBody_method_to_dictionary>` **(** **)** |const| |
+-----------------------------------------------+--------------------------------------------------------------------------------------+
| :ref:`CollisionObject<class_CollisionObject>` | :ref:`to_node<class_GLTFPhysicsBody_method_to_node>` **(** **)** |const| |
+-----------------------------------------------+--------------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Property Descriptions
---------------------
.. _class_GLTFPhysicsBody_property_angular_velocity:
.. rst-class:: classref-property
:ref:`Vector3<class_Vector3>` **angular_velocity** = ``Vector3( 0, 0, 0 )``
.. rst-class:: classref-property-setget
- void **set_angular_velocity** **(** :ref:`Vector3<class_Vector3>` value **)**
- :ref:`Vector3<class_Vector3>` **get_angular_velocity** **(** **)**
The angular velocity of the physics body, in radians per second. This is only used when the body type is "rigid" or "vehicle".
.. rst-class:: classref-item-separator
----
.. _class_GLTFPhysicsBody_property_body_type:
.. rst-class:: classref-property
:ref:`String<class_String>` **body_type** = ``"static"``
.. rst-class:: classref-property-setget
- void **set_body_type** **(** :ref:`String<class_String>` value **)**
- :ref:`String<class_String>` **get_body_type** **(** **)**
The type of the body. Valid values are "static", "kinematic", "character", "rigid", "vehicle", and "trigger".
.. rst-class:: classref-item-separator
----
.. _class_GLTFPhysicsBody_property_linear_velocity:
.. rst-class:: classref-property
:ref:`Vector3<class_Vector3>` **linear_velocity** = ``Vector3( 0, 0, 0 )``
.. rst-class:: classref-property-setget
- void **set_linear_velocity** **(** :ref:`Vector3<class_Vector3>` value **)**
- :ref:`Vector3<class_Vector3>` **get_linear_velocity** **(** **)**
The linear velocity of the physics body, in meters per second. This is only used when the body type is "rigid" or "vehicle".
.. rst-class:: classref-item-separator
----
.. _class_GLTFPhysicsBody_property_mass:
.. rst-class:: classref-property
:ref:`float<class_float>` **mass** = ``1.0``
.. rst-class:: classref-property-setget
- void **set_mass** **(** :ref:`float<class_float>` value **)**
- :ref:`float<class_float>` **get_mass** **(** **)**
The mass of the physics body, in kilograms. This is only used when the body type is "rigid" or "vehicle".
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
Method Descriptions
-------------------
.. _class_GLTFPhysicsBody_method_to_dictionary:
.. rst-class:: classref-method
:ref:`Dictionary<class_Dictionary>` **to_dictionary** **(** **)** |const|
Serializes this GLTFPhysicsBody instance into a :ref:`Dictionary<class_Dictionary>`.
.. rst-class:: classref-item-separator
----
.. _class_GLTFPhysicsBody_method_to_node:
.. rst-class:: classref-method
:ref:`CollisionObject<class_CollisionObject>` **to_node** **(** **)** |const|
Converts this GLTFPhysicsBody instance into a Godot :ref:`CollisionObject<class_CollisionObject>` node.
.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
.. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`