81064cc239
We don't use that info for anything, and it generates unnecessary diffs every time we bump the minor version (and CI failures if we forget to sync some files from opt-in modules (mono, text_server_fb).
58 lines
3.1 KiB
XML
58 lines
3.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="GLTFPhysicsBody" inherits="Resource" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
|
|
<brief_description>
|
|
Represents a GLTF physics body.
|
|
</brief_description>
|
|
<description>
|
|
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.
|
|
</description>
|
|
<tutorials>
|
|
<link title="OMI_physics_body GLTF extension">https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_physics_body</link>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="from_dictionary" qualifiers="static">
|
|
<return type="GLTFPhysicsBody" />
|
|
<param index="0" name="dictionary" type="Dictionary" />
|
|
<description>
|
|
Creates a new GLTFPhysicsBody instance by parsing the given [Dictionary].
|
|
</description>
|
|
</method>
|
|
<method name="from_node" qualifiers="static">
|
|
<return type="GLTFPhysicsBody" />
|
|
<param index="0" name="body_node" type="CollisionObject3D" />
|
|
<description>
|
|
Create a new GLTFPhysicsBody instance from the given Godot [CollisionObject3D] node.
|
|
</description>
|
|
</method>
|
|
<method name="to_dictionary" qualifiers="const">
|
|
<return type="Dictionary" />
|
|
<description>
|
|
Serializes this GLTFPhysicsBody instance into a [Dictionary].
|
|
</description>
|
|
</method>
|
|
<method name="to_node" qualifiers="const">
|
|
<return type="CollisionObject3D" />
|
|
<description>
|
|
Converts this GLTFPhysicsBody instance into a Godot [CollisionObject3D] node.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3(0, 0, 0)">
|
|
The angular velocity of the physics body, in radians per second. This is only used when the body type is "rigid" or "vehicle".
|
|
</member>
|
|
<member name="body_type" type="String" setter="set_body_type" getter="get_body_type" default=""static"">
|
|
The type of the body. Valid values are "static", "kinematic", "character", "rigid", "vehicle", and "trigger".
|
|
</member>
|
|
<member name="inertia_tensor" type="Basis" setter="set_inertia_tensor" getter="get_inertia_tensor" default="Basis(0, 0, 0, 0, 0, 0, 0, 0, 0)">
|
|
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".
|
|
When converted to a Godot [RigidBody3D] node, if this value is zero, then the inertia will be calculated automatically.
|
|
</member>
|
|
<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity" default="Vector3(0, 0, 0)">
|
|
The linear velocity of the physics body, in meters per second. This is only used when the body type is "rigid" or "vehicle".
|
|
</member>
|
|
<member name="mass" type="float" setter="set_mass" getter="get_mass" default="1.0">
|
|
The mass of the physics body, in kilograms. This is only used when the body type is "rigid" or "vehicle".
|
|
</member>
|
|
</members>
|
|
</class>
|