godot/doc/classes/PhysicsBody3D.xml
2022-11-19 20:19:50 +08:00

103 lines
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XML

<?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="motion" 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="recovery_as_collision" type="bool" default="false" />
<param index="4" name="max_collisions" type="int" default="1" />
<description>
Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] 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).
If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody3D] for improving floor detection during floor snapping.
[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="motion" 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="recovery_as_collision" type="bool" default="false" />
<param index="5" 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 motion] 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 motion]. 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).
If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
[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>