Attention: Here be dragons (unstable version)

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Redot.

Joint3D

Inherits: Node3D < Node < Object

Inherited By: ConeTwistJoint3D, Generic6DOFJoint3D, HingeJoint3D, PinJoint3D, SliderJoint3D

Abstract base class for all 3D physics joints.

Description

Abstract base class for all joints in 3D physics. 3D joints bind together two physics bodies (node_a and node_b) and apply a constraint. If only one body is defined, it is attached to a fixed StaticBody3D without collision shapes.

Tutorials

Properties

bool

exclude_nodes_from_collision

true

NodePath

node_a

NodePath("")

NodePath

node_b

NodePath("")

int

solver_priority

1

Methods

RID

get_rid() const


Property Descriptions

bool exclude_nodes_from_collision = true 🔗

  • void set_exclude_nodes_from_collision(value: bool)

  • bool get_exclude_nodes_from_collision()

If true, the two bodies bound together do not collide with each other.


NodePath node_a = NodePath("") 🔗

Path to the first node (A) attached to the joint. The node must inherit PhysicsBody3D.

If left empty and node_b is set, the body is attached to a fixed StaticBody3D without collision shapes.


NodePath node_b = NodePath("") 🔗

Path to the second node (B) attached to the joint. The node must inherit PhysicsBody3D.

If left empty and node_a is set, the body is attached to a fixed StaticBody3D without collision shapes.


int solver_priority = 1 🔗

  • void set_solver_priority(value: int)

  • int get_solver_priority()

The priority used to define which solver is executed first for multiple joints. The lower the value, the higher the priority.


Method Descriptions

RID get_rid() const 🔗

Returns the joint's internal RID from the PhysicsServer3D.