180 lines
10 KiB
XML
180 lines
10 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RigidBody" inherits="PhysicsBody" category="Core" version="3.0-beta">
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<brief_description>
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Physics Body whose position is determined through physics simulation in 3D space.
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</brief_description>
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<description>
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This is the node that implements full 3D physics. This means that you do not control a RigidBody directly. Instead you can apply forces to it (gravity, impulses, etc.), and the physics simulation will calculate the resulting movement, collision, bouncing, rotating, etc.
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This node can use custom force integration, for writing complex physics motion behavior per node.
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This node can shift state between regular Rigid body, Kinematic, Character or Static.
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Character mode forbids this node from being rotated.
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As a warning, don't change RigidBody's position every frame or very often. Sporadic changes work fine, but physics runs at a different granularity (fixed hz) than usual rendering (process callback) and maybe even in a separate thread, so changing this from a process loop will yield strange behavior.
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</description>
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<tutorials>
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</tutorials>
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<demos>
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</demos>
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<methods>
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<method name="_integrate_forces" qualifiers="virtual">
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<return type="void">
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</return>
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<argument index="0" name="state" type="PhysicsDirectBodyState">
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</argument>
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<description>
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Called during physics processing, allowing you to read and safely modify the simulation state for the object. By default it works in addition to the usual physics behavior, but [method set_use_custom_integrator] allows you to disable the default behavior and do fully custom force integration for a body.
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</description>
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</method>
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<method name="apply_impulse">
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<return type="void">
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</return>
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<argument index="0" name="position" type="Vector3">
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</argument>
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<argument index="1" name="impulse" type="Vector3">
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</argument>
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<description>
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Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the offset from the body origin are in global coordinates.
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</description>
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</method>
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<method name="get_colliding_bodies" qualifiers="const">
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<return type="Array">
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</return>
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<description>
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Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it.
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</description>
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</method>
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<method name="set_axis_velocity">
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<return type="void">
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</return>
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<argument index="0" name="axis_velocity" type="Vector3">
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</argument>
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<description>
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Set an axis velocity. The velocity in the given vector axis will be set as the given vector length. This is useful for jumping behavior.
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</description>
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</method>
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</methods>
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<members>
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<member name="angular_damp" type="float" setter="set_angular_damp" getter="get_angular_damp">
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Damps RigidBody's rotational forces.
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</member>
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<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity">
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RigidBody's rotational velocity.
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</member>
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<member name="axis_lock" type="int" setter="set_axis_lock" getter="get_axis_lock" enum="RigidBody.AxisLock">
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Locks the rotational forces to a particular axis, preventing rotations on other axes.
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</member>
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<member name="bounce" type="float" setter="set_bounce" getter="get_bounce">
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RigidBody's bounciness.
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</member>
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<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep">
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If [code]true[/code] the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used.
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</member>
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<member name="contact_monitor" type="bool" setter="set_contact_monitor" getter="is_contact_monitor_enabled">
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If true, the RigidBody will emit signals when it collides with another RigidBody.
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</member>
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<member name="contacts_reported" type="int" setter="set_max_contacts_reported" getter="get_max_contacts_reported">
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The maximum contacts to report. Bodies can keep a log of the contacts with other bodies, this is enabled by setting the maximum amount of contacts reported to a number greater than 0.
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</member>
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<member name="continuous_cd" type="bool" setter="set_use_continuous_collision_detection" getter="is_using_continuous_collision_detection">
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If [code]true[/code] continuous collision detection is used.
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Continuous collision detection tries to predict where a moving body will collide, instead of moving it and correcting its movement if it collided. Continuous collision detection is more precise, and misses less impacts by small, fast-moving objects. Not using continuous collision detection is faster to compute, but can miss small, fast-moving objects.
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</member>
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<member name="custom_integrator" type="bool" setter="set_use_custom_integrator" getter="is_using_custom_integrator">
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If [code]true[/code] internal force integration will be disabled (like gravity or air friction) for this body. Other than collision response, the body will only move as determined by the [method _integrate_forces] function, if defined.
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</member>
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<member name="friction" type="float" setter="set_friction" getter="get_friction">
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The body friction, from 0 (frictionless) to 1 (max friction).
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</member>
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<member name="gravity_scale" type="float" setter="set_gravity_scale" getter="get_gravity_scale">
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This is multiplied by the global 3D gravity setting found in "Project > Project Settings > Physics > 3d" to produce RigidBody's gravity. E.g. a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
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</member>
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<member name="linear_damp" type="float" setter="set_linear_damp" getter="get_linear_damp">
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RigidBody's linear damp. Default value: -1, cannot be less than -1. If this value is different from -1, any linear damp derived from the world or areas will be overridden.
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</member>
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<member name="linear_velocity" type="Vector3" setter="set_linear_velocity" getter="get_linear_velocity">
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RigidBody's linear velocity. Can be used sporadically, but [b]DON'T SET THIS IN EVERY FRAME[/b], because physics may run in another thread and runs at a different granularity. Use [method _integrate_forces] as your process loop for precise control of the body state.
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</member>
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<member name="mass" type="float" setter="set_mass" getter="get_mass">
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RigidBody's mass.
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</member>
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<member name="mode" type="int" setter="set_mode" getter="get_mode" enum="RigidBody.Mode">
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The body mode from the MODE_* enum. Modes include: MODE_STATIC, MODE_KINEMATIC, MODE_RIGID, and MODE_CHARACTER.
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</member>
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<member name="sleeping" type="bool" setter="set_sleeping" getter="is_sleeping">
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If [code]true[/code] RigidBody is sleeping and will not calculate forces until woken up by a collision or the [code]apply_impulse[/code] method.
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</member>
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<member name="weight" type="float" setter="set_weight" getter="get_weight">
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RigidBody's weight based on its mass and the global 3D gravity. Global values are set in "Project > Project Settings > Physics > 3d".
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</member>
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</members>
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<signals>
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<signal name="body_entered">
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<argument index="0" name="body" type="Object">
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</argument>
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<description>
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Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work.
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</description>
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</signal>
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<signal name="body_exited">
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<argument index="0" name="body" type="Object">
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</argument>
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<description>
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Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work.
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</description>
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</signal>
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<signal name="body_shape_entered">
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<argument index="0" name="body_id" type="int">
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</argument>
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<argument index="1" name="body" type="Object">
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</argument>
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<argument index="2" name="body_shape" type="int">
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</argument>
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<argument index="3" name="local_shape" type="int">
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</argument>
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<description>
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Emitted when a body enters into contact with this one. Contact monitor and contacts reported must be enabled for this to work.
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This signal not only receives the body that collided with this one, but also its [RID] (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body collided with.
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</description>
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</signal>
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<signal name="body_shape_exited">
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<argument index="0" name="body_id" type="int">
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</argument>
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<argument index="1" name="body" type="Object">
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</argument>
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<argument index="2" name="body_shape" type="int">
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</argument>
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<argument index="3" name="local_shape" type="int">
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</argument>
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<description>
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Emitted when a body shape exits contact with this one. Contact monitor and contacts reported must be enabled for this to work.
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This signal not only receives the body that stopped colliding with this one, but also its [RID] (body_id), the shape index from the colliding body (body_shape), and the shape index from this body (local_shape) the other body stopped colliding with.
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</description>
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</signal>
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<signal name="sleeping_state_changed">
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<description>
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Emitted when the body changes its sleeping state. Either by sleeping or waking up.
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</description>
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</signal>
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</signals>
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<constants>
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<constant name="MODE_RIGID" value="0" enum="Mode">
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Rigid body. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
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</constant>
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<constant name="MODE_STATIC" value="1" enum="Mode">
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Static mode. The body behaves like a [StaticBody], and can only move by user code.
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</constant>
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<constant name="MODE_CHARACTER" value="2" enum="Mode">
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Character body. This behaves like a rigid body, but can not rotate.
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</constant>
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<constant name="MODE_KINEMATIC" value="3" enum="Mode">
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Kinematic body. The body behaves like a [KinematicBody], and can only move by user code.
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</constant>
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<constant name="AXIS_LOCK_DISABLED" value="0" enum="AxisLock">
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</constant>
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<constant name="AXIS_LOCK_X" value="1" enum="AxisLock">
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</constant>
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<constant name="AXIS_LOCK_Y" value="2" enum="AxisLock">
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</constant>
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<constant name="AXIS_LOCK_Z" value="3" enum="AxisLock">
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</constant>
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</constants>
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</class>
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