Represents a GLTF physics body.
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.
https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_physics_body
Creates a new GLTFPhysicsBody instance by parsing the given [Dictionary].
Create a new GLTFPhysicsBody instance from the given Godot [CollisionObject3D] node.
Serializes this GLTFPhysicsBody instance into a [Dictionary].
Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node.
The angular velocity of the physics body, in radians per second. This is only used when the body type is "rigid" or "vehicle".
The type of the body. Valid values are "static", "kinematic", "character", "rigid", "vehicle", and "trigger".
The principle axes of 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".
This is written to and read from the GLTF file as a 3x3 matrix, but is exposed as a Vector3 since Godot only supports principal axis inertia values. When converted to a Godot [RigidBody3D] node, if this value is zero, then the inertia will be calculated automatically.
The linear velocity of the physics body, in meters per second. This is only used when the body type is "rigid" or "vehicle".
The mass of the physics body, in kilograms. This is only used when the body type is "rigid" or "vehicle".