virtualx-engine/doc/classes/CollisionObject3D.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="CollisionObject3D" inherits="Node3D" version="4.0">
<brief_description>
Base node for collision objects.
</brief_description>
<description>
CollisionObject3D is the base class for physics objects. It can hold any number of collision [Shape3D]s. Each shape must be assigned to a [i]shape owner[/i]. The CollisionObject3D can have any number of shape owners. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the [code]shape_owner_*[/code] methods.
</description>
<tutorials>
</tutorials>
<methods>
<method name="_input_event" qualifiers="virtual">
<return type="void">
</return>
<argument index="0" name="camera" type="Object">
</argument>
<argument index="1" name="event" type="InputEvent">
</argument>
<argument index="2" name="click_position" type="Vector3">
</argument>
<argument index="3" name="click_normal" type="Vector3">
</argument>
<argument index="4" name="shape_idx" type="int">
</argument>
<description>
Accepts unhandled [InputEvent]s. [code]click_position[/code] is the clicked location in world space and [code]click_normal[/code] is the normal vector extending from the clicked surface of the [Shape3D] at [code]shape_idx[/code]. Connect to the [code]input_event[/code] signal to easily pick up these events.
</description>
</method>
<method name="create_shape_owner">
<return type="int">
</return>
<argument index="0" name="owner" type="Object">
</argument>
<description>
Creates a new shape owner for the given object. Returns [code]owner_id[/code] of the new owner for future reference.
</description>
</method>
<method name="get_collision_layer_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns whether or not the specified [code]bit[/code] of the [member collision_layer] is set.
</description>
</method>
<method name="get_collision_mask_bit" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="bit" type="int">
</argument>
<description>
Returns whether or not the specified [code]bit[/code] of the [member collision_mask] is set.
</description>
</method>
<method name="get_rid" qualifiers="const">
<return type="RID">
</return>
<description>
Returns the object's [RID].
</description>
</method>
<method name="get_shape_owners">
<return type="Array">
</return>
<description>
Returns an [Array] of [code]owner_id[/code] identifiers. You can use these ids in other methods that take [code]owner_id[/code] as an argument.
</description>
</method>
<method name="is_shape_owner_disabled" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
If [code]true[/code], the shape owner and its shapes are disabled.
</description>
</method>
<method name="remove_shape_owner">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
Removes the given shape owner.
</description>
</method>
<method name="set_collision_layer_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
If [code]value[/value] is [code]true[/code], sets the specified [code]bit[/code] in the the [member collision_layer].
If [code]value[/value] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_layer].
</description>
</method>
<method name="set_collision_mask_bit">
<return type="void">
</return>
<argument index="0" name="bit" type="int">
</argument>
<argument index="1" name="value" type="bool">
</argument>
<description>
If [code]value[/value] is [code]true[/code], sets the specified [code]bit[/code] in the the [member collision_mask].
If [code]value[/value] is [code]false[/code], clears the specified [code]bit[/code] in the the [member collision_mask].
</description>
</method>
<method name="shape_find_owner" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="shape_index" type="int">
</argument>
<description>
Returns the [code]owner_id[/code] of the given shape.
</description>
</method>
<method name="shape_owner_add_shape">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape" type="Shape3D">
</argument>
<description>
Adds a [Shape3D] to the shape owner.
</description>
</method>
<method name="shape_owner_clear_shapes">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
Removes all shapes from the shape owner.
</description>
</method>
<method name="shape_owner_get_owner" qualifiers="const">
<return type="Object">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
Returns the parent object of the given shape owner.
</description>
</method>
<method name="shape_owner_get_shape" qualifiers="const">
<return type="Shape3D">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape_id" type="int">
</argument>
<description>
Returns the [Shape3D] with the given id from the given shape owner.
</description>
</method>
<method name="shape_owner_get_shape_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
Returns the number of shapes the given shape owner contains.
</description>
</method>
<method name="shape_owner_get_shape_index" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape_id" type="int">
</argument>
<description>
Returns the child index of the [Shape3D] with the given id from the given shape owner.
</description>
</method>
<method name="shape_owner_get_transform" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<description>
Returns the shape owner's [Transform].
</description>
</method>
<method name="shape_owner_remove_shape">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="shape_id" type="int">
</argument>
<description>
Removes a shape from the given shape owner.
</description>
</method>
<method name="shape_owner_set_disabled">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="disabled" type="bool">
</argument>
<description>
If [code]true[/code], disables the given shape owner.
</description>
</method>
<method name="shape_owner_set_transform">
<return type="void">
</return>
<argument index="0" name="owner_id" type="int">
</argument>
<argument index="1" name="transform" type="Transform">
</argument>
<description>
Sets the [Transform] of the given shape owner.
</description>
</method>
</methods>
<members>
<member name="collision_layer" type="int" setter="set_collision_layer" getter="get_collision_layer" default="1">
The physics layers this CollisionObject3D is in. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask].
[b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1">
The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also [member collision_layer].
[b]Note:[/b] A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
</member>
<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" default="true">
If [code]true[/code], this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one [code]collision_layer[/code] bit to be set.
</member>
<member name="input_capture_on_drag" type="bool" setter="set_capture_input_on_drag" getter="get_capture_input_on_drag" default="false">
If [code]true[/code], the [CollisionObject3D] will continue to receive input events as the mouse is dragged across its shapes.
</member>
<member name="input_ray_pickable" type="bool" setter="set_ray_pickable" getter="is_ray_pickable" default="true">
If [code]true[/code], the [CollisionObject3D]'s shapes will respond to [RayCast3D]s.
</member>
</members>
<signals>
<signal name="input_event">
<argument index="0" name="camera" type="Node">
</argument>
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<argument index="1" name="event" type="InputEvent">
</argument>
<argument index="2" name="click_position" type="Vector3">
</argument>
<argument index="3" name="click_normal" type="Vector3">
</argument>
<argument index="4" name="shape_idx" type="int">
</argument>
<description>
Emitted when [method _input_event] receives an event. See its description for details.
</description>
</signal>
<signal name="mouse_entered">
<description>
Emitted when the mouse pointer enters any of this object's shapes.
</description>
</signal>
<signal name="mouse_exited">
<description>
Emitted when the mouse pointer exits all this object's shapes.
</description>
</signal>
</signals>
<constants>
</constants>
</class>