Table of Contents

Class CollisionObject3D

Abstract base class for 3D physics objects.

Inheritance
CollisionObject3D
Derived

Remarks

Abstract base class for 3D physics objects. CollisionObject3D can hold any number of Shape3Ds for collision. Each shape must be assigned to a shape owner. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the shape_owner_* methods.

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

collision_layer

The physics layers this CollisionObject3D is in. Collision objects can exist in one or more of 32 different layers. See also collision_mask.

Note: Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See Collision layers and masks in the documentation for more information.

var collision_layer : int = 1

Property Value

int

Remarks

  • void set_collision_layer(int value)
  • int get_collision_layer

collision_mask

The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also collision_layer.

Note: Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See Collision layers and masks in the documentation for more information.

var collision_mask : int = 1

Property Value

int

Remarks

  • void set_collision_mask(int value)
  • int get_collision_mask

collision_priority

The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.

var collision_priority : float = 1.0

Property Value

float

Remarks

  • void set_collision_priority(float value)
  • float get_collision_priority

disable_mode

Defines the behavior in physics when process_mode is set to Node.PROCESS_MODE_DISABLED. See DisableMode for more details about the different modes.

var disable_mode : int = 0

Property Value

int

Remarks

  • void set_disable_mode(int value)
  • int get_disable_mode

input_capture_on_drag

If true, the CollisionObject3D will continue to receive input events as the mouse is dragged across its shapes.

var input_capture_on_drag : bool = false

Property Value

bool

Remarks

  • void set_capture_input_on_drag(bool value)
  • bool get_capture_input_on_drag

input_ray_pickable

If true, this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one collision_layer bit to be set.

var input_ray_pickable : bool = true

Property Value

bool

Remarks

  • void set_ray_pickable(bool value)
  • bool is_ray_pickable

Methods

_input_event(Camera3D, InputEvent, Vector3, Vector3, int)

Qualifiers: virtual

Receives unhandled InputEvents. event_position is the location in world space of the mouse pointer on the surface of the shape with index shape_idx and normal is the normal vector of the surface at that point. Connect to the CollisionObject3D.input_event signal to easily pick up these events.

Note: CollisionObject3D._input_event requires input_ray_pickable to be true and at least one collision_layer bit to be set.

void _input_event(Camera3D camera, InputEvent event, Vector3 event_position, Vector3 normal, int shape_idx)

Parameters

camera Camera3D
event InputEvent
event_position Vector3
normal Vector3
shape_idx int

_mouse_enter

Qualifiers: virtual

Called when the mouse pointer enters any of this object's shapes. Requires input_ray_pickable to be true and at least one collision_layer bit to be set. Note that moving between different shapes within a single CollisionObject3D won't cause this function to be called.

void _mouse_enter

_mouse_exit

Qualifiers: virtual

Called when the mouse pointer exits all this object's shapes. Requires input_ray_pickable to be true and at least one collision_layer bit to be set. Note that moving between different shapes within a single CollisionObject3D won't cause this function to be called.

void _mouse_exit

create_shape_owner(Object)

Creates a new shape owner for the given object. Returns owner_id of the new owner for future reference.

int create_shape_owner(Object owner)

Parameters

owner Object

get_collision_layer_value(int)

Qualifiers: const

Returns whether or not the specified layer of the collision_layer is enabled, given a layer_number between 1 and 32.

bool get_collision_layer_value(int layer_number)

Parameters

layer_number int

get_collision_mask_value(int)

Qualifiers: const

Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number between 1 and 32.

bool get_collision_mask_value(int layer_number)

Parameters

layer_number int

get_rid

Qualifiers: const

Returns the object's RID.

RID get_rid

get_shape_owners

Returns an Array of owner_id identifiers. You can use these ids in other methods that take owner_id as an argument.

PackedInt32Array get_shape_owners

is_shape_owner_disabled(int)

Qualifiers: const

If true, the shape owner and its shapes are disabled.

bool is_shape_owner_disabled(int owner_id)

Parameters

owner_id int

remove_shape_owner(int)

Removes the given shape owner.

void remove_shape_owner(int owner_id)

Parameters

owner_id int

set_collision_layer_value(int, bool)

Based on value, enables or disables the specified layer in the collision_layer, given a layer_number between 1 and 32.

void set_collision_layer_value(int layer_number, bool value)

Parameters

layer_number int
value bool

set_collision_mask_value(int, bool)

Based on value, enables or disables the specified layer in the collision_mask, given a layer_number between 1 and 32.

void set_collision_mask_value(int layer_number, bool value)

Parameters

layer_number int
value bool

shape_find_owner(int)

Qualifiers: const

Returns the owner_id of the given shape.

int shape_find_owner(int shape_index)

Parameters

shape_index int

shape_owner_add_shape(int, Shape3D)

Adds a Shape3D to the shape owner.

void shape_owner_add_shape(int owner_id, Shape3D shape)

Parameters

owner_id int
shape Shape3D

shape_owner_clear_shapes(int)

Removes all shapes from the shape owner.

void shape_owner_clear_shapes(int owner_id)

Parameters

owner_id int

shape_owner_get_owner(int)

Qualifiers: const

Returns the parent object of the given shape owner.

Object shape_owner_get_owner(int owner_id)

Parameters

owner_id int

shape_owner_get_shape(int, int)

Qualifiers: const

Returns the Shape3D with the given ID from the given shape owner.

Shape3D shape_owner_get_shape(int owner_id, int shape_id)

Parameters

owner_id int
shape_id int

shape_owner_get_shape_count(int)

Qualifiers: const

Returns the number of shapes the given shape owner contains.

int shape_owner_get_shape_count(int owner_id)

Parameters

owner_id int

shape_owner_get_shape_index(int, int)

Qualifiers: const

Returns the child index of the Shape3D with the given ID from the given shape owner.

int shape_owner_get_shape_index(int owner_id, int shape_id)

Parameters

owner_id int
shape_id int

shape_owner_get_transform(int)

Qualifiers: const

Returns the shape owner's Transform3D.

Transform3D shape_owner_get_transform(int owner_id)

Parameters

owner_id int

shape_owner_remove_shape(int, int)

Removes a shape from the given shape owner.

void shape_owner_remove_shape(int owner_id, int shape_id)

Parameters

owner_id int
shape_id int

shape_owner_set_disabled(int, bool)

If true, disables the given shape owner.

void shape_owner_set_disabled(int owner_id, bool disabled)

Parameters

owner_id int
disabled bool

shape_owner_set_transform(int, Transform3D)

Sets the Transform3D of the given shape owner.

void shape_owner_set_transform(int owner_id, Transform3D transform)

Parameters

owner_id int
transform Transform3D

Events

input_event(Node, InputEvent, Vector3, Vector3, int)

Emitted when the object receives an unhandled InputEvent. event_position is the location in world space of the mouse pointer on the surface of the shape with index shape_idx and normal is the normal vector of the surface at that point.

signal input_event(Node camera, InputEvent event, Vector3 event_position, Vector3 normal, int shape_idx)

Parameters

camera Node
event InputEvent
event_position Vector3
normal Vector3
shape_idx int

mouse_entered

Emitted when the mouse pointer enters any of this object's shapes. Requires input_ray_pickable to be true and at least one collision_layer bit to be set.

Note: Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the CollisionObject3D's area is small. This signal may also not be emitted if another CollisionObject3D is overlapping the CollisionObject3D in question.

signal mouse_entered

mouse_exited

Emitted when the mouse pointer exits all this object's shapes. Requires input_ray_pickable to be true and at least one collision_layer bit to be set.

Note: Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the CollisionObject3D's area is small. This signal may also not be emitted if another CollisionObject3D is overlapping the CollisionObject3D in question.

signal mouse_exited