Class PhysicsBody3D
Abstract base class for 3D game objects affected by physics.
- Inheritance
-
PhysicsBody3D
- Derived
Remarks
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.
See Also
Properties
axis_lock_angular_x
Lock the body's rotation in the X axis.
var axis_lock_angular_x : bool = false
Property Value
Remarks
axis_lock_angular_y
Lock the body's rotation in the Y axis.
var axis_lock_angular_y : bool = false
Property Value
Remarks
axis_lock_angular_z
Lock the body's rotation in the Z axis.
var axis_lock_angular_z : bool = false
Property Value
Remarks
axis_lock_linear_x
Lock the body's linear movement in the X axis.
var axis_lock_linear_x : bool = false
Property Value
Remarks
axis_lock_linear_y
Lock the body's linear movement in the Y axis.
var axis_lock_linear_y : bool = false
Property Value
Remarks
axis_lock_linear_z
Lock the body's linear movement in the Z axis.
var axis_lock_linear_z : bool = false
Property Value
Remarks
Methods
add_collision_exception_with(Node)
Adds a body to the list of bodies that this body can't collide with.
void add_collision_exception_with(Node body)
Parameters
bodyNode
get_axis_lock(int)
Qualifiers: const
Returns true if the specified linear or rotational axis is locked.
bool get_axis_lock(int axis)
Parameters
axisint
get_collision_exceptions
Returns an array of nodes that were added as collision exceptions for this body.
PhysicsBody3D[] get_collision_exceptions
get_gravity
Qualifiers: const
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.
Vector3 get_gravity
move_and_collide(Vector3, bool, float, bool, int)
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 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.
KinematicCollision3D move_and_collide(Vector3 motion, bool test_only, float safe_margin, bool recovery_as_collision, int max_collisions)
Parameters
remove_collision_exception_with(Node)
Removes a body from the list of bodies that this body can't collide with.
void remove_collision_exception_with(Node body)
Parameters
bodyNode
set_axis_lock(int, bool)
Locks or unlocks the specified linear or rotational axis depending on the value of lock.
void set_axis_lock(int axis, bool lock)
Parameters
test_move(Transform3D, Vector3, KinematicCollision3D, float, bool, int)
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 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.
bool test_move(Transform3D from, Vector3 motion, KinematicCollision3D collision, float safe_margin, bool recovery_as_collision, int max_collisions)
Parameters
fromTransform3DmotionVector3collisionKinematicCollision3Dsafe_marginfloatrecovery_as_collisionboolmax_collisionsint