<?xml version="1.0" encoding="UTF-8" ?> <class name="PhysicsBody3D" inherits="CollisionObject3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> Base class for all objects affected by physics in 3D space. </brief_description> <description> PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it. </description> <tutorials> <link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link> </tutorials> <methods> <method name="add_collision_exception_with"> <return type="void" /> <param index="0" name="body" type="Node" /> <description> Adds a body to the list of bodies that this body can't collide with. </description> </method> <method name="get_axis_lock" qualifiers="const"> <return type="bool" /> <param index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis" /> <description> Returns [code]true[/code] if the specified linear or rotational [param axis] is locked. </description> </method> <method name="get_collision_exceptions"> <return type="PhysicsBody3D[]" /> <description> Returns an array of nodes that were added as collision exceptions for this body. </description> </method> <method name="move_and_collide"> <return type="KinematicCollision3D" /> <param index="0" name="distance" type="Vector3" /> <param index="1" name="test_only" type="bool" default="false" /> <param index="2" name="safe_margin" type="float" default="0.001" /> <param index="3" name="max_collisions" type="int" default="1" /> <description> Moves the body along the vector [param distance]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision when stopped, or when touching another body along the motion. If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details). [param max_collisions] allows to retrieve more than one collision result. </description> </method> <method name="remove_collision_exception_with"> <return type="void" /> <param index="0" name="body" type="Node" /> <description> Removes a body from the list of bodies that this body can't collide with. </description> </method> <method name="set_axis_lock"> <return type="void" /> <param index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis" /> <param index="1" name="lock" type="bool" /> <description> Locks or unlocks the specified linear or rotational [param axis] depending on the value of [param lock]. </description> </method> <method name="test_move"> <return type="bool" /> <param index="0" name="from" type="Transform3D" /> <param index="1" name="distance" type="Vector3" /> <param index="2" name="collision" type="KinematicCollision3D" default="null" /> <param index="3" name="safe_margin" type="float" default="0.001" /> <param index="4" name="max_collisions" type="int" default="1" /> <description> Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param distance] should be computed using [code]delta[/code]. Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param distance]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [param collision] is an optional object of type [KinematicCollision3D], which contains additional information about the collision when stopped, or when touching another body along the motion. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details). [param max_collisions] allows to retrieve more than one collision result. </description> </method> </methods> <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> </class>