Documentation
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Overview ¶
Package PhysicsBody3D provides methods for working with PhysicsBody3D object instances.
Index ¶
- type Advanced
- type Any
- type Expanded
- type Extension
- type ID
- type Instance
- func (self Instance) AddCollisionExceptionWith(body Node.Instance)
- func (self Instance) AsCollisionObject3D() CollisionObject3D.Instance
- func (self Instance) AsNode() Node.Instance
- func (self Instance) AsNode3D() Node3D.Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsPhysicsBody3D() Instance
- func (self Instance) AxisLockAngularX() bool
- func (self Instance) AxisLockAngularY() bool
- func (self Instance) AxisLockAngularZ() bool
- func (self Instance) AxisLockLinearX() bool
- func (self Instance) AxisLockLinearY() bool
- func (self Instance) AxisLockLinearZ() bool
- func (self Instance) GetCollisionExceptions() []Instance
- func (self Instance) GetGravity() Vector3.XYZ
- func (self Instance) ID() ID
- func (self Instance) MoveAndCollide(motion Vector3.XYZ) KinematicCollision3D.Instance
- func (self Instance) RemoveCollisionExceptionWith(body Node.Instance)
- func (self Instance) SetAxisLockAngularX(value bool)
- func (self Instance) SetAxisLockAngularY(value bool)
- func (self Instance) SetAxisLockAngularZ(value bool)
- func (self Instance) SetAxisLockLinearX(value bool)
- func (self Instance) SetAxisLockLinearY(value bool)
- func (self Instance) SetAxisLockLinearZ(value bool)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) TestMove(from Transform3D.BasisOrigin, motion Vector3.XYZ) bool
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Expanded ¶
type Expanded [1]gdclass.PhysicsBody3D
func (Expanded) MoveAndCollide ¶
func (self Expanded) MoveAndCollide(motion Vector3.XYZ, test_only bool, safe_margin Float.X, recovery_as_collision bool, max_collisions int) KinematicCollision3D.Instance
Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. 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 [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details). If [param recovery_as_collision] is [code]true[/code], 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. [param max_collisions] allows to retrieve more than one collision result.
func (Expanded) TestMove ¶
func (self Expanded) TestMove(from Transform3D.BasisOrigin, motion Vector3.XYZ, collision KinematicCollision3D.Instance, safe_margin Float.X, recovery_as_collision bool, max_collisions int) bool
Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [param 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. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details). If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies. [param max_collisions] allows to retrieve more than one collision result.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsCollisionObject3D ¶
func (self *Extension[T]) AsCollisionObject3D() CollisionObject3D.Instance
func (*Extension[T]) AsPhysicsBody3D ¶
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.PhysicsBody3D
[PhysicsBody3D] is an abstract base class for 3D game objects affected by physics. All 3D physics bodies inherit from it. [b]Warning:[/b] 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.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AddCollisionExceptionWith ¶
Adds a body to the list of bodies that this body can't collide with.
func (Instance) AsCollisionObject3D ¶
func (self Instance) AsCollisionObject3D() CollisionObject3D.Instance
func (Instance) AsPhysicsBody3D ¶
func (Instance) AxisLockAngularX ¶
func (Instance) AxisLockAngularY ¶
func (Instance) AxisLockAngularZ ¶
func (Instance) AxisLockLinearX ¶
func (Instance) AxisLockLinearY ¶
func (Instance) AxisLockLinearZ ¶
func (Instance) GetCollisionExceptions ¶
Returns an array of nodes that were added as collision exceptions for this body.
func (Instance) GetGravity ¶
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.
func (Instance) MoveAndCollide ¶
func (self Instance) MoveAndCollide(motion Vector3.XYZ) KinematicCollision3D.Instance
Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. 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 [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details). If [param recovery_as_collision] is [code]true[/code], 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. [param max_collisions] allows to retrieve more than one collision result.
func (Instance) RemoveCollisionExceptionWith ¶
Removes a body from the list of bodies that this body can't collide with.
func (Instance) SetAxisLockAngularX ¶
func (Instance) SetAxisLockAngularY ¶
func (Instance) SetAxisLockAngularZ ¶
func (Instance) SetAxisLockLinearX ¶
func (Instance) SetAxisLockLinearY ¶
func (Instance) SetAxisLockLinearZ ¶
func (Instance) TestMove ¶
func (self Instance) TestMove(from Transform3D.BasisOrigin, motion Vector3.XYZ) bool
Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code]. Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path. [param 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. [param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody3D.safe_margin] for more details). If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies. [param max_collisions] allows to retrieve more than one collision result.