Class PhysicsBody3D
- Namespace
- Godot
- Assembly
- GodotSharp.dll
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.
public class PhysicsBody3D : CollisionObject3D, IDisposable
- Inheritance
-
PhysicsBody3D
- Implements
- Derived
- Inherited Members
Properties
AxisLockAngularX
Lock the body's rotation in the X axis.
public bool AxisLockAngularX { get; set; }
Property Value
AxisLockAngularY
Lock the body's rotation in the Y axis.
public bool AxisLockAngularY { get; set; }
Property Value
AxisLockAngularZ
Lock the body's rotation in the Z axis.
public bool AxisLockAngularZ { get; set; }
Property Value
AxisLockLinearX
Lock the body's linear movement in the X axis.
public bool AxisLockLinearX { get; set; }
Property Value
AxisLockLinearY
Lock the body's linear movement in the Y axis.
public bool AxisLockLinearY { get; set; }
Property Value
AxisLockLinearZ
Lock the body's linear movement in the Z axis.
public bool AxisLockLinearZ { get; set; }
Property Value
Methods
AddCollisionExceptionWith(Node)
Adds a body to the list of bodies that this body can't collide with.
public void AddCollisionExceptionWith(Node body)
Parameters
body
Node
GetCollisionExceptions()
Returns an array of nodes that were added as collision exceptions for this body.
public Array<PhysicsBody3D> GetCollisionExceptions()
Returns
HasGodotClassMethod(in godot_string_name)
Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.
protected override bool HasGodotClassMethod(in godot_string_name method)
Parameters
method
godot_string_nameName of the method to check for.
Returns
HasGodotClassSignal(in godot_string_name)
Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.
protected override bool HasGodotClassSignal(in godot_string_name signal)
Parameters
signal
godot_string_nameName of the signal to check for.
Returns
InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)
Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.
protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)
Parameters
method
godot_string_nameName of the method to invoke.
args
NativeVariantPtrArgsArguments to use with the invoked method.
ret
godot_variantValue returned by the invoked method.
Returns
MoveAndCollide(Vector3, bool, float, bool, int)
Moves the body along the vector motion
. In order to be frame rate independent in _PhysicsProcess(double) or _Process(double), 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 testOnly
is true
, the body does not move but the would-be collision information is given.
safeMargin
is the extra margin used for collision recovery (see SafeMargin for more details).
If recoveryAsCollision
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.
maxCollisions
allows to retrieve more than one collision result.
public KinematicCollision3D MoveAndCollide(Vector3 motion, bool testOnly = false, float safeMargin = 0.001, bool recoveryAsCollision = false, int maxCollisions = 1)
Parameters
Returns
RemoveCollisionExceptionWith(Node)
Removes a body from the list of bodies that this body can't collide with.
public void RemoveCollisionExceptionWith(Node body)
Parameters
body
Node
TestMove(Transform3D, Vector3, KinematicCollision3D, float, bool, int)
Checks for collisions without moving the body. In order to be frame rate independent in _PhysicsProcess(double) or _Process(double), 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.
safeMargin
is the extra margin used for collision recovery (see SafeMargin for more details).
If recoveryAsCollision
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.
maxCollisions
allows to retrieve more than one collision result.
public bool TestMove(Transform3D from, Vector3 motion, KinematicCollision3D collision = null, float safeMargin = 0.001, bool recoveryAsCollision = false, int maxCollisions = 1)
Parameters
from
Transform3Dmotion
Vector3collision
KinematicCollision3DsafeMargin
floatrecoveryAsCollision
boolmaxCollisions
int