PhysicsBody3D

Inherits: CollisionObject3D < Node3D < Node < Object

Inherited By: CharacterBody3D, PhysicalBone3D, RigidBody3D, StaticBody3D

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Properties

bool

axis_lock_angular_x

false

bool

axis_lock_angular_y

false

bool

axis_lock_angular_z

false

bool

axis_lock_linear_x

false

bool

axis_lock_linear_y

false

bool

axis_lock_linear_z

false

Methods

void

add_collision_exception_with ( Node body )

bool

get_axis_lock ( BodyAxis axis ) const

PhysicsBody3D[]

get_collision_exceptions ( )

Vector3

get_gravity ( ) const

KinematicCollision3D

move_and_collide ( Vector3 motion, bool test_only=false, float safe_margin=0.001, bool recovery_as_collision=false, int max_collisions=1 )

void

remove_collision_exception_with ( Node body )

void

set_axis_lock ( BodyAxis axis, bool lock )

bool

test_move ( Transform3D from, Vector3 motion, KinematicCollision3D collision=null, float safe_margin=0.001, bool recovery_as_collision=false, int max_collisions=1 )


Property Descriptions

bool axis_lock_angular_x = false

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bool axis_lock_angular_y = false

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bool axis_lock_angular_z = false

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bool axis_lock_linear_x = false

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bool axis_lock_linear_y = false

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bool axis_lock_linear_z = false

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Method Descriptions

void add_collision_exception_with ( Node body )

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bool get_axis_lock ( BodyAxis axis ) const

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PhysicsBody3D[] get_collision_exceptions ( )

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Vector3 get_gravity ( ) const

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KinematicCollision3D move_and_collide ( Vector3 motion, bool test_only=false, float safe_margin=0.001, bool recovery_as_collision=false, int max_collisions=1 )

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void remove_collision_exception_with ( Node body )

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void set_axis_lock ( BodyAxis axis, bool lock )

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bool test_move ( Transform3D from, Vector3 motion, KinematicCollision3D collision=null, float safe_margin=0.001, bool recovery_as_collision=false, int max_collisions=1 )

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