Table of Contents

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

bool

Remarks

  • void set_axis_lock(int axis, bool lock)
  • bool get_axis_lock(int axis)

axis_lock_angular_y

Lock the body's rotation in the Y axis.

var axis_lock_angular_y : bool = false

Property Value

bool

Remarks

  • void set_axis_lock(int axis, bool lock)
  • bool get_axis_lock(int axis)

axis_lock_angular_z

Lock the body's rotation in the Z axis.

var axis_lock_angular_z : bool = false

Property Value

bool

Remarks

  • void set_axis_lock(int axis, bool lock)
  • bool get_axis_lock(int axis)

axis_lock_linear_x

Lock the body's linear movement in the X axis.

var axis_lock_linear_x : bool = false

Property Value

bool

Remarks

  • void set_axis_lock(int axis, bool lock)
  • bool get_axis_lock(int axis)

axis_lock_linear_y

Lock the body's linear movement in the Y axis.

var axis_lock_linear_y : bool = false

Property Value

bool

Remarks

  • void set_axis_lock(int axis, bool lock)
  • bool get_axis_lock(int axis)

axis_lock_linear_z

Lock the body's linear movement in the Z axis.

var axis_lock_linear_z : bool = false

Property Value

bool

Remarks

  • void set_axis_lock(int axis, bool lock)
  • bool get_axis_lock(int axis)

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

body Node

get_axis_lock(int)

Qualifiers: const

Returns true if the specified linear or rotational axis is locked.

bool get_axis_lock(int axis)

Parameters

axis int

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

motion Vector3
test_only bool
safe_margin float
recovery_as_collision bool
max_collisions int

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

body Node

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

axis int
lock bool

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

from Transform3D
motion Vector3
collision KinematicCollision3D
safe_margin float
recovery_as_collision bool
max_collisions int