virtualx-engine/modules/gltf/doc_classes/GLTFPhysicsBody.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="GLTFPhysicsBody" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
Represents a GLTF physics body.
</brief_description>
<description>
Represents a physics body as defined by the [code]OMI_physics_body[/code] 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.
</description>
<tutorials>
<link title="Runtime file loading and saving">$DOCS_URL/tutorials/io/runtime_file_loading_and_saving.html</link>
<link title="OMI_physics_body GLTF extension">https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_physics_body</link>
</tutorials>
<methods>
<method name="from_dictionary" qualifiers="static">
<return type="GLTFPhysicsBody" />
<param index="0" name="dictionary" type="Dictionary" />
<description>
Creates a new GLTFPhysicsBody instance by parsing the given [Dictionary].
</description>
</method>
<method name="from_node" qualifiers="static">
<return type="GLTFPhysicsBody" />
<param index="0" name="body_node" type="CollisionObject3D" />
<description>
Create a new GLTFPhysicsBody instance from the given Godot [CollisionObject3D] node.
</description>
</method>
<method name="to_dictionary" qualifiers="const">
<return type="Dictionary" />
<description>
Serializes this GLTFPhysicsBody instance into a [Dictionary].
</description>
</method>
<method name="to_node" qualifiers="const">
<return type="CollisionObject3D" />
<description>
Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node.
</description>
</method>
</methods>
<members>
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)">
The angular velocity of the physics body, in radians per second. This is only used when the body type is "rigid" or "vehicle".
</member>
<member name="body_type" type="String" setter="set_body_type" getter="get_body_type" default="&quot;static&quot;">
2023-08-10 00:10:29 +02:00
The type of the body. When importing, this controls what type of [CollisionObject3D] node Godot should generate. Valid values are "static", "kinematic", "character", "rigid", "vehicle", and "trigger".
</member>
<member name="center_of_mass" type="Vector3" setter="set_center_of_mass" getter="get_center_of_mass" default="Vector3(0, 0, 0)">
The center of mass of the body, in meters. This is in local space relative to the body. By default, the center of the mass is the body's origin.
</member>
<member name="inertia_tensor" type="Basis" setter="set_inertia_tensor" getter="get_inertia_tensor" default="Basis(0, 0, 0, 0, 0, 0, 0, 0, 0)">
The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). This is only used when the body type is "rigid" or "vehicle".
When converted to a Godot [RigidBody3D] node, if this value is zero, then the inertia will be calculated automatically.
</member>
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
The linear velocity of the physics body, in meters per second. This is only used when the body type is "rigid" or "vehicle".
</member>
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
The mass of the physics body, in kilograms. This is only used when the body type is "rigid" or "vehicle".
</member>
</members>
</class>