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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "PhysicsBody3D" inherits= "CollisionObject3D" version= "4.0" >
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<brief_description >
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Base class for all objects affected by physics in 3D space.
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</brief_description>
<description >
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PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it.
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</description>
<tutorials >
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<link title= "Physics introduction" > https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html</link>
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</tutorials>
<methods >
<method name= "add_collision_exception_with" >
<return type= "void" >
</return>
<argument index= "0" name= "body" type= "Node" >
</argument>
<description >
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Adds a body to the list of bodies that this body can't collide with.
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</description>
</method>
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<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>
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<method name= "get_collision_exceptions" >
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<return type= "PhysicsBody3D[]" >
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</return>
<description >
Returns an array of nodes that were added as collision exceptions for this body.
</description>
</method>
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<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>
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<argument index= "4" name= "safe_margin" type= "float" default= "0.001" >
</argument>
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<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.
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[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
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</description>
</method>
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<method name= "remove_collision_exception_with" >
<return type= "void" >
</return>
<argument index= "0" name= "body" type= "Node" >
</argument>
<description >
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Removes a body from the list of bodies that this body can't collide with.
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</description>
</method>
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<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>
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<argument index= "5" name= "safe_margin" type= "float" default= "0.001" >
</argument>
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<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).
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[code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details).
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</description>
</method>
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</methods>
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<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>
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<constants >
</constants>
</class>