<?xml version="1.0" encoding="UTF-8" ?> <class name="CollisionObject3D" inherits="Node3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <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" /> <argument index="0" name="camera" type="Camera3D" /> <argument index="1" name="event" type="InputEvent" /> <argument index="2" name="position" type="Vector3" /> <argument index="3" name="normal" type="Vector3" /> <argument index="4" name="shape_idx" type="int" /> <description> Receives unhandled [InputEvent]s. [code]position[/code] is the location in world space of the mouse pointer on the surface of the shape with index [code]shape_idx[/code] and [code]normal[/code] is the normal vector of the surface at that point. Connect to the [signal input_event] signal to easily pick up these events. </description> </method> <method name="create_shape_owner"> <return type="int" /> <argument index="0" name="owner" type="Object" /> <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_value" qualifiers="const"> <return type="bool" /> <argument index="0" name="layer_number" type="int" /> <description> Returns whether or not the specified layer of the [member collision_layer] is enabled, given a [code]layer_number[/code] between 1 and 32. </description> </method> <method name="get_collision_mask_value" qualifiers="const"> <return type="bool" /> <argument index="0" name="layer_number" type="int" /> <description> Returns whether or not the specified layer of the [member collision_mask] is enabled, given a [code]layer_number[/code] between 1 and 32. </description> </method> <method name="get_rid" qualifiers="const"> <return type="RID" /> <description> Returns the object's [RID]. </description> </method> <method name="get_shape_owners"> <return type="Array" /> <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" /> <argument index="0" name="owner_id" type="int" /> <description> If [code]true[/code], the shape owner and its shapes are disabled. </description> </method> <method name="remove_shape_owner"> <return type="void" /> <argument index="0" name="owner_id" type="int" /> <description> Removes the given shape owner. </description> </method> <method name="set_collision_layer_value"> <return type="void" /> <argument index="0" name="layer_number" type="int" /> <argument index="1" name="value" type="bool" /> <description> Based on [code]value[/code], enables or disables the specified layer in the [member collision_layer], given a [code]layer_number[/code] between 1 and 32. </description> </method> <method name="set_collision_mask_value"> <return type="void" /> <argument index="0" name="layer_number" type="int" /> <argument index="1" name="value" type="bool" /> <description> Based on [code]value[/code], enables or disables the specified layer in the [member collision_mask], given a [code]layer_number[/code] between 1 and 32. </description> </method> <method name="shape_find_owner" qualifiers="const"> <return type="int" /> <argument index="0" name="shape_index" type="int" /> <description> Returns the [code]owner_id[/code] of the given shape. </description> </method> <method name="shape_owner_add_shape"> <return type="void" /> <argument index="0" name="owner_id" type="int" /> <argument index="1" name="shape" type="Shape3D" /> <description> Adds a [Shape3D] to the shape owner. </description> </method> <method name="shape_owner_clear_shapes"> <return type="void" /> <argument index="0" name="owner_id" type="int" /> <description> Removes all shapes from the shape owner. </description> </method> <method name="shape_owner_get_owner" qualifiers="const"> <return type="Object" /> <argument index="0" name="owner_id" type="int" /> <description> Returns the parent object of the given shape owner. </description> </method> <method name="shape_owner_get_shape" qualifiers="const"> <return type="Shape3D" /> <argument index="0" name="owner_id" type="int" /> <argument index="1" name="shape_id" type="int" /> <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" /> <argument index="0" name="owner_id" type="int" /> <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" /> <argument index="0" name="owner_id" type="int" /> <argument index="1" name="shape_id" type="int" /> <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="Transform3D" /> <argument index="0" name="owner_id" type="int" /> <description> Returns the shape owner's [Transform3D]. </description> </method> <method name="shape_owner_remove_shape"> <return type="void" /> <argument index="0" name="owner_id" type="int" /> <argument index="1" name="shape_id" type="int" /> <description> Removes a shape from the given shape owner. </description> </method> <method name="shape_owner_set_disabled"> <return type="void" /> <argument index="0" name="owner_id" type="int" /> <argument index="1" name="disabled" type="bool" /> <description> If [code]true[/code], disables the given shape owner. </description> </method> <method name="shape_owner_set_transform"> <return type="void" /> <argument index="0" name="owner_id" type="int" /> <argument index="1" name="transform" type="Transform3D" /> <description> Sets the [Transform3D] 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 [b]is in[/b]. Collision objects can exist in one or more of 32 different layers. See also [member collision_mask]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="collision_mask" type="int" setter="set_collision_mask" getter="get_collision_mask" default="1"> The physics layers this CollisionObject3D [b]scans[/b]. Collision objects can scan one or more of 32 different layers. See also [member collision_layer]. [b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information. </member> <member name="disable_mode" type="int" setter="set_disable_mode" getter="get_disable_mode" enum="CollisionObject3D.DisableMode" default="0"> Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes. </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], 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 [member collision_layer] bit to be set. </member> </members> <signals> <signal name="input_event"> <argument index="0" name="camera" type="Node" /> <argument index="1" name="event" type="InputEvent" /> <argument index="2" name="position" type="Vector3" /> <argument index="3" name="normal" type="Vector3" /> <argument index="4" name="shape_idx" type="int" /> <description> Emitted when the object receives an unhandled [InputEvent]. [code]position[/code] is the location in world space of the mouse pointer on the surface of the shape with index [code]shape_idx[/code] and [code]normal[/code] is the normal vector of the surface at that point. </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> <constant name="DISABLE_MODE_REMOVE" value="0" enum="DisableMode"> When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], remove from the physics simulation to stop all physics interactions with this [CollisionObject3D]. Automatically re-added to the physics simulation when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_MAKE_STATIC" value="1" enum="DisableMode"> When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], make the body static. Doesn't affect [Area2D]. [PhysicsBody3D] can't be affected by forces or other bodies while static. Automatically set [PhysicsBody3D] back to its original mode when the [Node] is processed again. </constant> <constant name="DISABLE_MODE_KEEP_ACTIVE" value="2" enum="DisableMode"> When [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED], do not affect the physics simulation. </constant> </constants> </class>