Class reference
PhysicsBody3D
Inherits CollisionObject3D
Abstract base class for 3D game objects affected by physics.
Description
PhysicsBody3D is an abstract base class for 3D game objects affected by physics. All 3D physics bodies inherit from it. Warning: With a non-uniform scale, this node will likely not behave as expected. It is advised to keep its scale the same on all axes and adjust its collision shape(s) instead.
Properties
bool axis_lock_angular_x = false
bool axis_lock_angular_x = falseLock the body's rotation in the X axis.
bool axis_lock_angular_y = false
bool axis_lock_angular_y = falseLock the body's rotation in the Y axis.
bool axis_lock_angular_z = false
bool axis_lock_angular_z = falseLock the body's rotation in the Z axis.
bool axis_lock_linear_x = false
bool axis_lock_linear_x = falseLock the body's linear movement in the X axis.
bool axis_lock_linear_y = false
bool axis_lock_linear_y = falseLock the body's linear movement in the Y axis.
bool axis_lock_linear_z = false
bool axis_lock_linear_z = falseLock the body's linear movement in the Z axis.
Methods
void add_collision_exception_with(Node body)
Node body)Adds a body to the list of bodies that this body can't collide with.
bool get_axis_lock(int axis) const
bool get_axis_lock(int axis) constReturns true if the specified linear or rotational axis is locked.
PhysicsBody3D[] get_collision_exceptions()
Returns an array of nodes that were added as collision exceptions for this body.
Vector3 get_gravity() const
Vector3 get_gravity() constReturns the gravity vector computed from all sources that can affect the body, including all gravity overrides from Area3D nodes and the global world gravity.
KinematicCollision3D move_and_collide(Vector3 motion, bool test_only = false, float safe_margin = 0.001, bool recovery_as_collision = false, int max_collisions = 1)
KinematicCollision3D move_and_collide(Vector3 motion, bool test_only = false, float safe_margin = 0.001, bool recovery_as_collision = false, int max_collisions = 1)Moves the body along the vector motion. In order to be frame rate independent in Node._physics_process() or Node._process(), motion should be computed using delta. 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 test_only is true, the body does not move but the would-be collision information is given. safe_margin is the extra margin used for collision recovery (see CharacterBody3D.safe_margin for more details). If recovery_as_collision is true, 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. max_collisions allows to retrieve more than one collision result.
void remove_collision_exception_with(Node body)
Node body)Removes a body from the list of bodies that this body can't collide with.
void set_axis_lock(int axis, bool lock)
int axis, bool lock)Locks or unlocks the specified linear or rotational axis depending on the value of lock.
bool test_move(Transform3D from, Vector3 motion, KinematicCollision3D collision = null, float safe_margin = 0.001, bool recovery_as_collision = false, int max_collisions = 1)
bool test_move(Transform3D from, Vector3 motion, KinematicCollision3D collision = null, float safe_margin = 0.001, bool recovery_as_collision = false, int max_collisions = 1)Checks for collisions without moving the body. In order to be frame rate independent in Node._physics_process() or Node._process(), motion should be computed using delta. Virtually sets the node's position, scale and rotation to that of the given Transform3D, then tries to move the body along the vector motion. Returns true if a collision would stop the body from moving along the whole path. 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. safe_margin is the extra margin used for collision recovery (see CharacterBody3D.safe_margin for more details). If recovery_as_collision is true, any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would touch any other bodies. max_collisions allows to retrieve more than one collision result.