:github_url: hide .. DO NOT EDIT THIS FILE!!! .. Generated automatically from Godot engine sources. .. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py. .. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/PhysicsBody3D.xml. .. _class_PhysicsBody3D: PhysicsBody3D ============= **Inherits:** :ref:`CollisionObject3D` **<** :ref:`Node3D` **<** :ref:`Node` **<** :ref:`Object` **Inherited By:** :ref:`CharacterBody3D`, :ref:`PhysicalBone3D`, :ref:`RigidBody3D`, :ref:`StaticBody3D` Abstract base class for 3D game objects affected by physics. .. rst-class:: classref-introduction-group Description ----------- **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. .. rst-class:: classref-introduction-group Tutorials --------- - :doc:`Physics introduction <../tutorials/physics/physics_introduction>` .. rst-class:: classref-reftable-group Properties ---------- .. table:: :widths: auto +-------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`bool` | :ref:`axis_lock_angular_x` | ``false`` | +-------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`bool` | :ref:`axis_lock_angular_y` | ``false`` | +-------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`bool` | :ref:`axis_lock_angular_z` | ``false`` | +-------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`bool` | :ref:`axis_lock_linear_x` | ``false`` | +-------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`bool` | :ref:`axis_lock_linear_y` | ``false`` | +-------------------------+------------------------------------------------------------------------------+-----------+ | :ref:`bool` | :ref:`axis_lock_linear_z` | ``false`` | +-------------------------+------------------------------------------------------------------------------+-----------+ .. rst-class:: classref-reftable-group Methods ------- .. table:: :widths: auto +------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`add_collision_exception_with`\ (\ body\: :ref:`Node`\ ) | +------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`get_axis_lock`\ (\ axis\: :ref:`BodyAxis`\ ) |const| | +------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Array`\[:ref:`PhysicsBody3D`\] | :ref:`get_collision_exceptions`\ (\ ) | +------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`Vector3` | :ref:`get_gravity`\ (\ ) |const| | +------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`KinematicCollision3D` | :ref:`move_and_collide`\ (\ motion\: :ref:`Vector3`, test_only\: :ref:`bool` = false, safe_margin\: :ref:`float` = 0.001, recovery_as_collision\: :ref:`bool` = false, max_collisions\: :ref:`int` = 1\ ) | +------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`remove_collision_exception_with`\ (\ body\: :ref:`Node`\ ) | +------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | |void| | :ref:`set_axis_lock`\ (\ axis\: :ref:`BodyAxis`, lock\: :ref:`bool`\ ) | +------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | :ref:`bool` | :ref:`test_move`\ (\ from\: :ref:`Transform3D`, motion\: :ref:`Vector3`, collision\: :ref:`KinematicCollision3D` = null, safe_margin\: :ref:`float` = 0.001, recovery_as_collision\: :ref:`bool` = false, max_collisions\: :ref:`int` = 1\ ) | +------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Property Descriptions --------------------- .. _class_PhysicsBody3D_property_axis_lock_angular_x: .. rst-class:: classref-property :ref:`bool` **axis_lock_angular_x** = ``false`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis`, lock\: :ref:`bool`\ ) - :ref:`bool` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis`\ ) |const| Lock the body's rotation in the X axis. .. rst-class:: classref-item-separator ---- .. _class_PhysicsBody3D_property_axis_lock_angular_y: .. rst-class:: classref-property :ref:`bool` **axis_lock_angular_y** = ``false`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis`, lock\: :ref:`bool`\ ) - :ref:`bool` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis`\ ) |const| Lock the body's rotation in the Y axis. .. rst-class:: classref-item-separator ---- .. _class_PhysicsBody3D_property_axis_lock_angular_z: .. rst-class:: classref-property :ref:`bool` **axis_lock_angular_z** = ``false`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis`, lock\: :ref:`bool`\ ) - :ref:`bool` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis`\ ) |const| Lock the body's rotation in the Z axis. .. rst-class:: classref-item-separator ---- .. _class_PhysicsBody3D_property_axis_lock_linear_x: .. rst-class:: classref-property :ref:`bool` **axis_lock_linear_x** = ``false`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis`, lock\: :ref:`bool`\ ) - :ref:`bool` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis`\ ) |const| Lock the body's linear movement in the X axis. .. rst-class:: classref-item-separator ---- .. _class_PhysicsBody3D_property_axis_lock_linear_y: .. rst-class:: classref-property :ref:`bool` **axis_lock_linear_y** = ``false`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis`, lock\: :ref:`bool`\ ) - :ref:`bool` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis`\ ) |const| Lock the body's linear movement in the Y axis. .. rst-class:: classref-item-separator ---- .. _class_PhysicsBody3D_property_axis_lock_linear_z: .. rst-class:: classref-property :ref:`bool` **axis_lock_linear_z** = ``false`` :ref:`🔗` .. rst-class:: classref-property-setget - |void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis`, lock\: :ref:`bool`\ ) - :ref:`bool` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis`\ ) |const| Lock the body's linear movement in the Z axis. .. rst-class:: classref-section-separator ---- .. rst-class:: classref-descriptions-group Method Descriptions ------------------- .. _class_PhysicsBody3D_method_add_collision_exception_with: .. rst-class:: classref-method |void| **add_collision_exception_with**\ (\ body\: :ref:`Node`\ ) :ref:`🔗` Adds a body to the list of bodies that this body can't collide with. .. rst-class:: classref-item-separator ---- .. _class_PhysicsBody3D_method_get_axis_lock: .. rst-class:: classref-method :ref:`bool` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis`\ ) |const| :ref:`🔗` Returns ``true`` if the specified linear or rotational ``axis`` is locked. .. rst-class:: classref-item-separator ---- .. _class_PhysicsBody3D_method_get_collision_exceptions: .. rst-class:: classref-method :ref:`Array`\[:ref:`PhysicsBody3D`\] **get_collision_exceptions**\ (\ ) :ref:`🔗` Returns an array of nodes that were added as collision exceptions for this body. .. rst-class:: classref-item-separator ---- .. _class_PhysicsBody3D_method_get_gravity: .. rst-class:: classref-method :ref:`Vector3` **get_gravity**\ (\ ) |const| :ref:`🔗` Returns the gravity vector computed from all sources that can affect the body, including all gravity overrides from :ref:`Area3D` nodes and the global world gravity. .. rst-class:: classref-item-separator ---- .. _class_PhysicsBody3D_method_move_and_collide: .. rst-class:: classref-method :ref:`KinematicCollision3D` **move_and_collide**\ (\ motion\: :ref:`Vector3`, test_only\: :ref:`bool` = false, safe_margin\: :ref:`float` = 0.001, recovery_as_collision\: :ref:`bool` = false, max_collisions\: :ref:`int` = 1\ ) :ref:`🔗` Moves the body along the vector ``motion``. In order to be frame rate independent in :ref:`Node._physics_process()` or :ref:`Node._process()`, ``motion`` should be computed using ``delta``. The body will stop if it collides. Returns a :ref:`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 :ref:`CharacterBody3D.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 :ref:`CharacterBody3D` for improving floor detection during floor snapping. \ ``max_collisions`` allows to retrieve more than one collision result. .. rst-class:: classref-item-separator ---- .. _class_PhysicsBody3D_method_remove_collision_exception_with: .. rst-class:: classref-method |void| **remove_collision_exception_with**\ (\ body\: :ref:`Node`\ ) :ref:`🔗` Removes a body from the list of bodies that this body can't collide with. .. rst-class:: classref-item-separator ---- .. _class_PhysicsBody3D_method_set_axis_lock: .. rst-class:: classref-method |void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis`, lock\: :ref:`bool`\ ) :ref:`🔗` Locks or unlocks the specified linear or rotational ``axis`` depending on the value of ``lock``. .. rst-class:: classref-item-separator ---- .. _class_PhysicsBody3D_method_test_move: .. rst-class:: classref-method :ref:`bool` **test_move**\ (\ from\: :ref:`Transform3D`, motion\: :ref:`Vector3`, collision\: :ref:`KinematicCollision3D` = null, safe_margin\: :ref:`float` = 0.001, recovery_as_collision\: :ref:`bool` = false, max_collisions\: :ref:`int` = 1\ ) :ref:`🔗` Checks for collisions without moving the body. In order to be frame rate independent in :ref:`Node._physics_process()` or :ref:`Node._process()`, ``motion`` should be computed using ``delta``. Virtually sets the node's position, scale and rotation to that of the given :ref:`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 :ref:`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 :ref:`CharacterBody3D.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. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)` .. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)` .. |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.)` .. |void| replace:: :abbr:`void (No return value.)`