:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/4.1/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/4.1/modules/gltf/doc_classes/GLTFPhysicsBody.xml. .. _class_GLTFPhysicsBody: GLTFPhysicsBody =============== **Inherits:** :ref:`Resource` **<** :ref:`RefCounted` **<** :ref:`Object` Represents a GLTF physics body. .. rst-class:: classref-introduction-group Description ----------- Represents a physics body as defined by the ``OMI_physics_body`` GLTF extension. This class is an intermediary between the GLTF data and Godot's nodes, and it's abstracted in a way that allows adding support for different GLTF physics extensions in the future. .. rst-class:: classref-introduction-group Tutorials --------- - `OMI_physics_body GLTF extension `__ .. rst-class:: classref-reftable-group Properties ---------- .. table:: :widths: auto +-------------------------------+--------------------------------------------------------------------------+--------------------------------------+ | :ref:`Vector3` | :ref:`angular_velocity` | ``Vector3(0, 0, 0)`` | +-------------------------------+--------------------------------------------------------------------------+--------------------------------------+ | :ref:`String` | :ref:`body_type` | ``"static"`` | +-------------------------------+--------------------------------------------------------------------------+--------------------------------------+ | :ref:`Basis` | :ref:`inertia_tensor` | ``Basis(0, 0, 0, 0, 0, 0, 0, 0, 0)`` | +-------------------------------+--------------------------------------------------------------------------+--------------------------------------+ | :ref:`Vector3` | :ref:`linear_velocity` | ``Vector3(0, 0, 0)`` | +-------------------------------+--------------------------------------------------------------------------+--------------------------------------+ | :ref:`float` | :ref:`mass` | ``1.0`` | +-------------------------------+--------------------------------------------------------------------------+--------------------------------------+ .. rst-class:: classref-reftable-group Methods ------- .. table:: :widths: auto +---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`GLTFPhysicsBody` | :ref:`from_dictionary` **(** :ref:`Dictionary` dictionary **)** |static| | +---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`GLTFPhysicsBody` | :ref:`from_node` **(** :ref:`CollisionObject3D` body_node **)** |static| | +---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Dictionary` | :ref:`to_dictionary` **(** **)** |const| | +---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`CollisionObject3D` | :ref:`to_node` **(** **)** |const| | +---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Property Descriptions --------------------- .. _class_GLTFPhysicsBody_property_angular_velocity: .. rst-class:: classref-property :ref:`Vector3` **angular_velocity** = ``Vector3(0, 0, 0)`` .. rst-class:: classref-property-setget - void **set_angular_velocity** **(** :ref:`Vector3` value **)** - :ref:`Vector3` **get_angular_velocity** **(** **)** The angular velocity of the physics body, in radians per second. This is only used when the body type is "rigid" or "vehicle". .. rst-class:: classref-item-separator ---- .. _class_GLTFPhysicsBody_property_body_type: .. rst-class:: classref-property :ref:`String` **body_type** = ``"static"`` .. rst-class:: classref-property-setget - void **set_body_type** **(** :ref:`String` value **)** - :ref:`String` **get_body_type** **(** **)** The type of the body. Valid values are "static", "kinematic", "character", "rigid", "vehicle", and "trigger". .. rst-class:: classref-item-separator ---- .. _class_GLTFPhysicsBody_property_inertia_tensor: .. rst-class:: classref-property :ref:`Basis` **inertia_tensor** = ``Basis(0, 0, 0, 0, 0, 0, 0, 0, 0)`` .. rst-class:: classref-property-setget - void **set_inertia_tensor** **(** :ref:`Basis` value **)** - :ref:`Basis` **get_inertia_tensor** **(** **)** The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). This is only used when the body type is "rigid" or "vehicle". When converted to a Godot :ref:`RigidBody3D` node, if this value is zero, then the inertia will be calculated automatically. .. rst-class:: classref-item-separator ---- .. _class_GLTFPhysicsBody_property_linear_velocity: .. rst-class:: classref-property :ref:`Vector3` **linear_velocity** = ``Vector3(0, 0, 0)`` .. rst-class:: classref-property-setget - void **set_linear_velocity** **(** :ref:`Vector3` value **)** - :ref:`Vector3` **get_linear_velocity** **(** **)** The linear velocity of the physics body, in meters per second. This is only used when the body type is "rigid" or "vehicle". .. rst-class:: classref-item-separator ---- .. _class_GLTFPhysicsBody_property_mass: .. rst-class:: classref-property :ref:`float` **mass** = ``1.0`` .. rst-class:: classref-property-setget - void **set_mass** **(** :ref:`float` value **)** - :ref:`float` **get_mass** **(** **)** The mass of the physics body, in kilograms. This is only used when the body type is "rigid" or "vehicle". .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Method Descriptions ------------------- .. _class_GLTFPhysicsBody_method_from_dictionary: .. rst-class:: classref-method :ref:`GLTFPhysicsBody` **from_dictionary** **(** :ref:`Dictionary` dictionary **)** |static| Creates a new GLTFPhysicsBody instance by parsing the given :ref:`Dictionary`. .. rst-class:: classref-item-separator ---- .. _class_GLTFPhysicsBody_method_from_node: .. rst-class:: classref-method :ref:`GLTFPhysicsBody` **from_node** **(** :ref:`CollisionObject3D` body_node **)** |static| Create a new GLTFPhysicsBody instance from the given Godot :ref:`CollisionObject3D` node. .. rst-class:: classref-item-separator ---- .. _class_GLTFPhysicsBody_method_to_dictionary: .. rst-class:: classref-method :ref:`Dictionary` **to_dictionary** **(** **)** |const| Serializes this GLTFPhysicsBody instance into a :ref:`Dictionary`. .. rst-class:: classref-item-separator ---- .. _class_GLTFPhysicsBody_method_to_node: .. rst-class:: classref-method :ref:`CollisionObject3D` **to_node** **(** **)** |const| Converts this GLTFPhysicsBody instance into a Godot :ref:`CollisionObject3D` node. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)` .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)` .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)` .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)` .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)` .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`