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	- Link to Troubleshooting physics issues documentation page in various locations in the class reference.
		
			
				
	
	
		
			111 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			XML
		
	
	
	
	
	
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsBody3D" inherits="CollisionObject3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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	<brief_description>
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		Abstract base class for 3D game objects affected by physics.
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	</brief_description>
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	<description>
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		[PhysicsBody3D] is an abstract base class for 3D game objects affected by physics. All 3D physics bodies inherit from it.
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		[b]Warning:[/b] 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.
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	</description>
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	<tutorials>
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		<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
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		<link title="Troubleshooting physics issues">$DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html</link>
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	</tutorials>
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	<methods>
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		<method name="add_collision_exception_with">
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			<return type="void" />
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			<param index="0" name="body" type="Node" />
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			<description>
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				Adds a body to the list of bodies that this body can't collide with.
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			</description>
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		</method>
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		<method name="get_axis_lock" qualifiers="const">
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			<return type="bool" />
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			<param index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis" />
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			<description>
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				Returns [code]true[/code] if the specified linear or rotational [param axis] is locked.
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			</description>
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		</method>
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		<method name="get_collision_exceptions">
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			<return type="PhysicsBody3D[]" />
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			<description>
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				Returns an array of nodes that were added as collision exceptions for this body.
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			</description>
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		</method>
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		<method name="get_gravity" qualifiers="const">
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			<return type="Vector3" />
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			<description>
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				Returns the gravity vector computed from all sources that can affect the body, including all gravity overrides from [Area3D] nodes and the global world gravity.
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			</description>
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		</method>
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		<method name="move_and_collide">
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			<return type="KinematicCollision3D" />
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			<param index="0" name="motion" type="Vector3" />
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			<param index="1" name="test_only" type="bool" default="false" />
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			<param index="2" name="safe_margin" type="float" default="0.001" />
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			<param index="3" name="recovery_as_collision" type="bool" default="false" />
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			<param index="4" name="max_collisions" type="int" default="1" />
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			<description>
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				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].
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				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.
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				If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
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				[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
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				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.
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				[param max_collisions] allows to retrieve more than one collision result.
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			</description>
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		</method>
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		<method name="remove_collision_exception_with">
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			<return type="void" />
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			<param index="0" name="body" type="Node" />
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			<description>
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				Removes a body from the list of bodies that this body can't collide with.
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			</description>
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		</method>
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		<method name="set_axis_lock">
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			<return type="void" />
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			<param index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis" />
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			<param index="1" name="lock" type="bool" />
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			<description>
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				Locks or unlocks the specified linear or rotational [param axis] depending on the value of [param lock].
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			</description>
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		</method>
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		<method name="test_move" keywords="check, collision, sweep">
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			<return type="bool" />
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			<param index="0" name="from" type="Transform3D" />
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			<param index="1" name="motion" type="Vector3" />
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			<param index="2" name="collision" type="KinematicCollision3D" default="null" />
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			<param index="3" name="safe_margin" type="float" default="0.001" />
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			<param index="4" name="recovery_as_collision" type="bool" default="false" />
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			<param index="5" name="max_collisions" type="int" default="1" />
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			<description>
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				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].
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				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.
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				[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.
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				[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details).
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				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.
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				[param max_collisions] allows to retrieve more than one collision result.
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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="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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			Lock the body's rotation in the X axis.
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		</member>
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		<member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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			Lock the body's rotation in the Y axis.
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		</member>
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		<member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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			Lock the body's rotation in the Z axis.
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		</member>
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		<member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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			Lock the body's linear movement in the X axis.
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		</member>
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		<member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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			Lock the body's linear movement in the Y axis.
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		</member>
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		<member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
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			Lock the body's linear movement in the Z axis.
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		</member>
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	</members>
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</class>
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