class_characterbody3d.rst 39 KB

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  2. .. DO NOT EDIT THIS FILE!!!
  3. .. Generated automatically from Godot engine sources.
  4. .. Generator: https://github.com/godotengine/godot/tree/4.2/doc/tools/make_rst.py.
  5. .. XML source: https://github.com/godotengine/godot/tree/4.2/doc/classes/CharacterBody3D.xml.
  6. .. _class_CharacterBody3D:
  7. CharacterBody3D
  8. ===============
  9. **Inherits:** :ref:`PhysicsBody3D<class_PhysicsBody3D>` **<** :ref:`CollisionObject3D<class_CollisionObject3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
  10. A 3D physics body specialized for characters moved by script.
  11. .. rst-class:: classref-introduction-group
  12. Description
  13. -----------
  14. **CharacterBody3D** is a specialized class for physics bodies that are meant to be user-controlled. They are not affected by physics at all, but they affect other physics bodies in their path. They are mainly used to provide high-level API to move objects with wall and slope detection (:ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>` method) in addition to the general collision detection provided by :ref:`PhysicsBody3D.move_and_collide<class_PhysicsBody3D_method_move_and_collide>`. This makes it useful for highly configurable physics bodies that must move in specific ways and collide with the world, as is often the case with user-controlled characters.
  15. For game objects that don't require complex movement or collision detection, such as moving platforms, :ref:`AnimatableBody3D<class_AnimatableBody3D>` is simpler to configure.
  16. .. rst-class:: classref-introduction-group
  17. Tutorials
  18. ---------
  19. - :doc:`Kinematic character (2D) <../tutorials/physics/kinematic_character_2d>`
  20. - `3D Kinematic Character Demo <https://godotengine.org/asset-library/asset/126>`__
  21. - `3D Platformer Demo <https://godotengine.org/asset-library/asset/125>`__
  22. - `3D Voxel Demo <https://godotengine.org/asset-library/asset/676>`__
  23. - `Third Person Shooter Demo <https://godotengine.org/asset-library/asset/678>`__
  24. .. rst-class:: classref-reftable-group
  25. Properties
  26. ----------
  27. .. table::
  28. :widths: auto
  29. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  30. | :ref:`bool<class_bool>` | :ref:`floor_block_on_wall<class_CharacterBody3D_property_floor_block_on_wall>` | ``true`` |
  31. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  32. | :ref:`bool<class_bool>` | :ref:`floor_constant_speed<class_CharacterBody3D_property_floor_constant_speed>` | ``false`` |
  33. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  34. | :ref:`float<class_float>` | :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` | ``0.785398`` |
  35. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  36. | :ref:`float<class_float>` | :ref:`floor_snap_length<class_CharacterBody3D_property_floor_snap_length>` | ``0.1`` |
  37. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  38. | :ref:`bool<class_bool>` | :ref:`floor_stop_on_slope<class_CharacterBody3D_property_floor_stop_on_slope>` | ``true`` |
  39. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  40. | :ref:`int<class_int>` | :ref:`max_slides<class_CharacterBody3D_property_max_slides>` | ``6`` |
  41. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  42. | :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` | :ref:`motion_mode<class_CharacterBody3D_property_motion_mode>` | ``0`` |
  43. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  44. | :ref:`int<class_int>` | :ref:`platform_floor_layers<class_CharacterBody3D_property_platform_floor_layers>` | ``4294967295`` |
  45. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  46. | :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` | :ref:`platform_on_leave<class_CharacterBody3D_property_platform_on_leave>` | ``0`` |
  47. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  48. | :ref:`int<class_int>` | :ref:`platform_wall_layers<class_CharacterBody3D_property_platform_wall_layers>` | ``0`` |
  49. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  50. | :ref:`float<class_float>` | :ref:`safe_margin<class_CharacterBody3D_property_safe_margin>` | ``0.001`` |
  51. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  52. | :ref:`bool<class_bool>` | :ref:`slide_on_ceiling<class_CharacterBody3D_property_slide_on_ceiling>` | ``true`` |
  53. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  54. | :ref:`Vector3<class_Vector3>` | :ref:`up_direction<class_CharacterBody3D_property_up_direction>` | ``Vector3(0, 1, 0)`` |
  55. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  56. | :ref:`Vector3<class_Vector3>` | :ref:`velocity<class_CharacterBody3D_property_velocity>` | ``Vector3(0, 0, 0)`` |
  57. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  58. | :ref:`float<class_float>` | :ref:`wall_min_slide_angle<class_CharacterBody3D_property_wall_min_slide_angle>` | ``0.261799`` |
  59. +--------------------------------------------------------------+------------------------------------------------------------------------------------+----------------------+
  60. .. rst-class:: classref-reftable-group
  61. Methods
  62. -------
  63. .. table::
  64. :widths: auto
  65. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  66. | void | :ref:`apply_floor_snap<class_CharacterBody3D_method_apply_floor_snap>` **(** **)** |
  67. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  68. | :ref:`float<class_float>` | :ref:`get_floor_angle<class_CharacterBody3D_method_get_floor_angle>` **(** :ref:`Vector3<class_Vector3>` up_direction=Vector3(0, 1, 0) **)** |const| |
  69. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  70. | :ref:`Vector3<class_Vector3>` | :ref:`get_floor_normal<class_CharacterBody3D_method_get_floor_normal>` **(** **)** |const| |
  71. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  72. | :ref:`Vector3<class_Vector3>` | :ref:`get_last_motion<class_CharacterBody3D_method_get_last_motion>` **(** **)** |const| |
  73. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  74. | :ref:`KinematicCollision3D<class_KinematicCollision3D>` | :ref:`get_last_slide_collision<class_CharacterBody3D_method_get_last_slide_collision>` **(** **)** |
  75. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  76. | :ref:`Vector3<class_Vector3>` | :ref:`get_platform_angular_velocity<class_CharacterBody3D_method_get_platform_angular_velocity>` **(** **)** |const| |
  77. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  78. | :ref:`Vector3<class_Vector3>` | :ref:`get_platform_velocity<class_CharacterBody3D_method_get_platform_velocity>` **(** **)** |const| |
  79. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  80. | :ref:`Vector3<class_Vector3>` | :ref:`get_position_delta<class_CharacterBody3D_method_get_position_delta>` **(** **)** |const| |
  81. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  82. | :ref:`Vector3<class_Vector3>` | :ref:`get_real_velocity<class_CharacterBody3D_method_get_real_velocity>` **(** **)** |const| |
  83. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  84. | :ref:`KinematicCollision3D<class_KinematicCollision3D>` | :ref:`get_slide_collision<class_CharacterBody3D_method_get_slide_collision>` **(** :ref:`int<class_int>` slide_idx **)** |
  85. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  86. | :ref:`int<class_int>` | :ref:`get_slide_collision_count<class_CharacterBody3D_method_get_slide_collision_count>` **(** **)** |const| |
  87. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  88. | :ref:`Vector3<class_Vector3>` | :ref:`get_wall_normal<class_CharacterBody3D_method_get_wall_normal>` **(** **)** |const| |
  89. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  90. | :ref:`bool<class_bool>` | :ref:`is_on_ceiling<class_CharacterBody3D_method_is_on_ceiling>` **(** **)** |const| |
  91. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  92. | :ref:`bool<class_bool>` | :ref:`is_on_ceiling_only<class_CharacterBody3D_method_is_on_ceiling_only>` **(** **)** |const| |
  93. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  94. | :ref:`bool<class_bool>` | :ref:`is_on_floor<class_CharacterBody3D_method_is_on_floor>` **(** **)** |const| |
  95. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  96. | :ref:`bool<class_bool>` | :ref:`is_on_floor_only<class_CharacterBody3D_method_is_on_floor_only>` **(** **)** |const| |
  97. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  98. | :ref:`bool<class_bool>` | :ref:`is_on_wall<class_CharacterBody3D_method_is_on_wall>` **(** **)** |const| |
  99. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  100. | :ref:`bool<class_bool>` | :ref:`is_on_wall_only<class_CharacterBody3D_method_is_on_wall_only>` **(** **)** |const| |
  101. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  102. | :ref:`bool<class_bool>` | :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>` **(** **)** |
  103. +---------------------------------------------------------+------------------------------------------------------------------------------------------------------------------------------------------------------+
  104. .. rst-class:: classref-section-separator
  105. ----
  106. .. rst-class:: classref-descriptions-group
  107. Enumerations
  108. ------------
  109. .. _enum_CharacterBody3D_MotionMode:
  110. .. rst-class:: classref-enumeration
  111. enum **MotionMode**:
  112. .. _class_CharacterBody3D_constant_MOTION_MODE_GROUNDED:
  113. .. rst-class:: classref-enumeration-constant
  114. :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` **MOTION_MODE_GROUNDED** = ``0``
  115. Apply when notions of walls, ceiling and floor are relevant. In this mode the body motion will react to slopes (acceleration/slowdown). This mode is suitable for grounded games like platformers.
  116. .. _class_CharacterBody3D_constant_MOTION_MODE_FLOATING:
  117. .. rst-class:: classref-enumeration-constant
  118. :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` **MOTION_MODE_FLOATING** = ``1``
  119. Apply when there is no notion of floor or ceiling. All collisions will be reported as ``on_wall``. In this mode, when you slide, the speed will always be constant. This mode is suitable for games without ground like space games.
  120. .. rst-class:: classref-item-separator
  121. ----
  122. .. _enum_CharacterBody3D_PlatformOnLeave:
  123. .. rst-class:: classref-enumeration
  124. enum **PlatformOnLeave**:
  125. .. _class_CharacterBody3D_constant_PLATFORM_ON_LEAVE_ADD_VELOCITY:
  126. .. rst-class:: classref-enumeration-constant
  127. :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` **PLATFORM_ON_LEAVE_ADD_VELOCITY** = ``0``
  128. Add the last platform velocity to the :ref:`velocity<class_CharacterBody3D_property_velocity>` when you leave a moving platform.
  129. .. _class_CharacterBody3D_constant_PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY:
  130. .. rst-class:: classref-enumeration-constant
  131. :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` **PLATFORM_ON_LEAVE_ADD_UPWARD_VELOCITY** = ``1``
  132. Add the last platform velocity to the :ref:`velocity<class_CharacterBody3D_property_velocity>` when you leave a moving platform, but any downward motion is ignored. It's useful to keep full jump height even when the platform is moving down.
  133. .. _class_CharacterBody3D_constant_PLATFORM_ON_LEAVE_DO_NOTHING:
  134. .. rst-class:: classref-enumeration-constant
  135. :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` **PLATFORM_ON_LEAVE_DO_NOTHING** = ``2``
  136. Do nothing when leaving a platform.
  137. .. rst-class:: classref-section-separator
  138. ----
  139. .. rst-class:: classref-descriptions-group
  140. Property Descriptions
  141. ---------------------
  142. .. _class_CharacterBody3D_property_floor_block_on_wall:
  143. .. rst-class:: classref-property
  144. :ref:`bool<class_bool>` **floor_block_on_wall** = ``true``
  145. .. rst-class:: classref-property-setget
  146. - void **set_floor_block_on_wall_enabled** **(** :ref:`bool<class_bool>` value **)**
  147. - :ref:`bool<class_bool>` **is_floor_block_on_wall_enabled** **(** **)**
  148. If ``true``, the body will be able to move on the floor only. This option avoids to be able to walk on walls, it will however allow to slide down along them.
  149. .. rst-class:: classref-item-separator
  150. ----
  151. .. _class_CharacterBody3D_property_floor_constant_speed:
  152. .. rst-class:: classref-property
  153. :ref:`bool<class_bool>` **floor_constant_speed** = ``false``
  154. .. rst-class:: classref-property-setget
  155. - void **set_floor_constant_speed_enabled** **(** :ref:`bool<class_bool>` value **)**
  156. - :ref:`bool<class_bool>` **is_floor_constant_speed_enabled** **(** **)**
  157. If ``false`` (by default), the body will move faster on downward slopes and slower on upward slopes.
  158. If ``true``, the body will always move at the same speed on the ground no matter the slope. Note that you need to use :ref:`floor_snap_length<class_CharacterBody3D_property_floor_snap_length>` to stick along a downward slope at constant speed.
  159. .. rst-class:: classref-item-separator
  160. ----
  161. .. _class_CharacterBody3D_property_floor_max_angle:
  162. .. rst-class:: classref-property
  163. :ref:`float<class_float>` **floor_max_angle** = ``0.785398``
  164. .. rst-class:: classref-property-setget
  165. - void **set_floor_max_angle** **(** :ref:`float<class_float>` value **)**
  166. - :ref:`float<class_float>` **get_floor_max_angle** **(** **)**
  167. Maximum angle (in radians) where a slope is still considered a floor (or a ceiling), rather than a wall, when calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. The default value equals 45 degrees.
  168. .. rst-class:: classref-item-separator
  169. ----
  170. .. _class_CharacterBody3D_property_floor_snap_length:
  171. .. rst-class:: classref-property
  172. :ref:`float<class_float>` **floor_snap_length** = ``0.1``
  173. .. rst-class:: classref-property-setget
  174. - void **set_floor_snap_length** **(** :ref:`float<class_float>` value **)**
  175. - :ref:`float<class_float>` **get_floor_snap_length** **(** **)**
  176. Sets a snapping distance. When set to a value different from ``0.0``, the body is kept attached to slopes when calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. The snapping vector is determined by the given distance along the opposite direction of the :ref:`up_direction<class_CharacterBody3D_property_up_direction>`.
  177. As long as the snapping vector is in contact with the ground and the body moves against :ref:`up_direction<class_CharacterBody3D_property_up_direction>`, the body will remain attached to the surface. Snapping is not applied if the body moves along :ref:`up_direction<class_CharacterBody3D_property_up_direction>`, meaning it contains vertical rising velocity, so it will be able to detach from the ground when jumping or when the body is pushed up by something. If you want to apply a snap without taking into account the velocity, use :ref:`apply_floor_snap<class_CharacterBody3D_method_apply_floor_snap>`.
  178. .. rst-class:: classref-item-separator
  179. ----
  180. .. _class_CharacterBody3D_property_floor_stop_on_slope:
  181. .. rst-class:: classref-property
  182. :ref:`bool<class_bool>` **floor_stop_on_slope** = ``true``
  183. .. rst-class:: classref-property-setget
  184. - void **set_floor_stop_on_slope_enabled** **(** :ref:`bool<class_bool>` value **)**
  185. - :ref:`bool<class_bool>` **is_floor_stop_on_slope_enabled** **(** **)**
  186. If ``true``, the body will not slide on slopes when calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>` when the body is standing still.
  187. If ``false``, the body will slide on floor's slopes when :ref:`velocity<class_CharacterBody3D_property_velocity>` applies a downward force.
  188. .. rst-class:: classref-item-separator
  189. ----
  190. .. _class_CharacterBody3D_property_max_slides:
  191. .. rst-class:: classref-property
  192. :ref:`int<class_int>` **max_slides** = ``6``
  193. .. rst-class:: classref-property-setget
  194. - void **set_max_slides** **(** :ref:`int<class_int>` value **)**
  195. - :ref:`int<class_int>` **get_max_slides** **(** **)**
  196. Maximum number of times the body can change direction before it stops when calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  197. .. rst-class:: classref-item-separator
  198. ----
  199. .. _class_CharacterBody3D_property_motion_mode:
  200. .. rst-class:: classref-property
  201. :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` **motion_mode** = ``0``
  202. .. rst-class:: classref-property-setget
  203. - void **set_motion_mode** **(** :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` value **)**
  204. - :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` **get_motion_mode** **(** **)**
  205. Sets the motion mode which defines the behavior of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. See :ref:`MotionMode<enum_CharacterBody3D_MotionMode>` constants for available modes.
  206. .. rst-class:: classref-item-separator
  207. ----
  208. .. _class_CharacterBody3D_property_platform_floor_layers:
  209. .. rst-class:: classref-property
  210. :ref:`int<class_int>` **platform_floor_layers** = ``4294967295``
  211. .. rst-class:: classref-property-setget
  212. - void **set_platform_floor_layers** **(** :ref:`int<class_int>` value **)**
  213. - :ref:`int<class_int>` **get_platform_floor_layers** **(** **)**
  214. Collision layers that will be included for detecting floor bodies that will act as moving platforms to be followed by the **CharacterBody3D**. By default, all floor bodies are detected and propagate their velocity.
  215. .. rst-class:: classref-item-separator
  216. ----
  217. .. _class_CharacterBody3D_property_platform_on_leave:
  218. .. rst-class:: classref-property
  219. :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` **platform_on_leave** = ``0``
  220. .. rst-class:: classref-property-setget
  221. - void **set_platform_on_leave** **(** :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` value **)**
  222. - :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` **get_platform_on_leave** **(** **)**
  223. Sets the behavior to apply when you leave a moving platform. By default, to be physically accurate, when you leave the last platform velocity is applied. See :ref:`PlatformOnLeave<enum_CharacterBody3D_PlatformOnLeave>` constants for available behavior.
  224. .. rst-class:: classref-item-separator
  225. ----
  226. .. _class_CharacterBody3D_property_platform_wall_layers:
  227. .. rst-class:: classref-property
  228. :ref:`int<class_int>` **platform_wall_layers** = ``0``
  229. .. rst-class:: classref-property-setget
  230. - void **set_platform_wall_layers** **(** :ref:`int<class_int>` value **)**
  231. - :ref:`int<class_int>` **get_platform_wall_layers** **(** **)**
  232. Collision layers that will be included for detecting wall bodies that will act as moving platforms to be followed by the **CharacterBody3D**. By default, all wall bodies are ignored.
  233. .. rst-class:: classref-item-separator
  234. ----
  235. .. _class_CharacterBody3D_property_safe_margin:
  236. .. rst-class:: classref-property
  237. :ref:`float<class_float>` **safe_margin** = ``0.001``
  238. .. rst-class:: classref-property-setget
  239. - void **set_safe_margin** **(** :ref:`float<class_float>` value **)**
  240. - :ref:`float<class_float>` **get_safe_margin** **(** **)**
  241. Extra margin used for collision recovery when calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  242. If the body is at least this close to another body, it will consider them to be colliding and will be pushed away before performing the actual motion.
  243. A higher value means it's more flexible for detecting collision, which helps with consistently detecting walls and floors.
  244. A lower value forces the collision algorithm to use more exact detection, so it can be used in cases that specifically require precision, e.g at very low scale to avoid visible jittering, or for stability with a stack of character bodies.
  245. .. rst-class:: classref-item-separator
  246. ----
  247. .. _class_CharacterBody3D_property_slide_on_ceiling:
  248. .. rst-class:: classref-property
  249. :ref:`bool<class_bool>` **slide_on_ceiling** = ``true``
  250. .. rst-class:: classref-property-setget
  251. - void **set_slide_on_ceiling_enabled** **(** :ref:`bool<class_bool>` value **)**
  252. - :ref:`bool<class_bool>` **is_slide_on_ceiling_enabled** **(** **)**
  253. If ``true``, during a jump against the ceiling, the body will slide, if ``false`` it will be stopped and will fall vertically.
  254. .. rst-class:: classref-item-separator
  255. ----
  256. .. _class_CharacterBody3D_property_up_direction:
  257. .. rst-class:: classref-property
  258. :ref:`Vector3<class_Vector3>` **up_direction** = ``Vector3(0, 1, 0)``
  259. .. rst-class:: classref-property-setget
  260. - void **set_up_direction** **(** :ref:`Vector3<class_Vector3>` value **)**
  261. - :ref:`Vector3<class_Vector3>` **get_up_direction** **(** **)**
  262. Vector pointing upwards, used to determine what is a wall and what is a floor (or a ceiling) when calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Defaults to :ref:`Vector3.UP<class_Vector3_constant_UP>`. As the vector will be normalized it can't be equal to :ref:`Vector3.ZERO<class_Vector3_constant_ZERO>`, if you want all collisions to be reported as walls, consider using :ref:`MOTION_MODE_FLOATING<class_CharacterBody3D_constant_MOTION_MODE_FLOATING>` as :ref:`motion_mode<class_CharacterBody3D_property_motion_mode>`.
  263. .. rst-class:: classref-item-separator
  264. ----
  265. .. _class_CharacterBody3D_property_velocity:
  266. .. rst-class:: classref-property
  267. :ref:`Vector3<class_Vector3>` **velocity** = ``Vector3(0, 0, 0)``
  268. .. rst-class:: classref-property-setget
  269. - void **set_velocity** **(** :ref:`Vector3<class_Vector3>` value **)**
  270. - :ref:`Vector3<class_Vector3>` **get_velocity** **(** **)**
  271. Current velocity vector (typically meters per second), used and modified during calls to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  272. .. rst-class:: classref-item-separator
  273. ----
  274. .. _class_CharacterBody3D_property_wall_min_slide_angle:
  275. .. rst-class:: classref-property
  276. :ref:`float<class_float>` **wall_min_slide_angle** = ``0.261799``
  277. .. rst-class:: classref-property-setget
  278. - void **set_wall_min_slide_angle** **(** :ref:`float<class_float>` value **)**
  279. - :ref:`float<class_float>` **get_wall_min_slide_angle** **(** **)**
  280. Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. When :ref:`motion_mode<class_CharacterBody3D_property_motion_mode>` is :ref:`MOTION_MODE_GROUNDED<class_CharacterBody3D_constant_MOTION_MODE_GROUNDED>`, it only affects movement if :ref:`floor_block_on_wall<class_CharacterBody3D_property_floor_block_on_wall>` is ``true``.
  281. .. rst-class:: classref-section-separator
  282. ----
  283. .. rst-class:: classref-descriptions-group
  284. Method Descriptions
  285. -------------------
  286. .. _class_CharacterBody3D_method_apply_floor_snap:
  287. .. rst-class:: classref-method
  288. void **apply_floor_snap** **(** **)**
  289. Allows to manually apply a snap to the floor regardless of the body's velocity. This function does nothing when :ref:`is_on_floor<class_CharacterBody3D_method_is_on_floor>` returns ``true``.
  290. .. rst-class:: classref-item-separator
  291. ----
  292. .. _class_CharacterBody3D_method_get_floor_angle:
  293. .. rst-class:: classref-method
  294. :ref:`float<class_float>` **get_floor_angle** **(** :ref:`Vector3<class_Vector3>` up_direction=Vector3(0, 1, 0) **)** |const|
  295. Returns the floor's collision angle at the last collision point according to ``up_direction``, which is :ref:`Vector3.UP<class_Vector3_constant_UP>` by default. This value is always positive and only valid after calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>` and when :ref:`is_on_floor<class_CharacterBody3D_method_is_on_floor>` returns ``true``.
  296. .. rst-class:: classref-item-separator
  297. ----
  298. .. _class_CharacterBody3D_method_get_floor_normal:
  299. .. rst-class:: classref-method
  300. :ref:`Vector3<class_Vector3>` **get_floor_normal** **(** **)** |const|
  301. Returns the surface normal of the floor at the last collision point. Only valid after calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>` and when :ref:`is_on_floor<class_CharacterBody3D_method_is_on_floor>` returns ``true``.
  302. .. rst-class:: classref-item-separator
  303. ----
  304. .. _class_CharacterBody3D_method_get_last_motion:
  305. .. rst-class:: classref-method
  306. :ref:`Vector3<class_Vector3>` **get_last_motion** **(** **)** |const|
  307. Returns the last motion applied to the **CharacterBody3D** during the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. The movement can be split into multiple motions when sliding occurs, and this method return the last one, which is useful to retrieve the current direction of the movement.
  308. .. rst-class:: classref-item-separator
  309. ----
  310. .. _class_CharacterBody3D_method_get_last_slide_collision:
  311. .. rst-class:: classref-method
  312. :ref:`KinematicCollision3D<class_KinematicCollision3D>` **get_last_slide_collision** **(** **)**
  313. Returns a :ref:`KinematicCollision3D<class_KinematicCollision3D>`, which contains information about the latest collision that occurred during the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  314. .. rst-class:: classref-item-separator
  315. ----
  316. .. _class_CharacterBody3D_method_get_platform_angular_velocity:
  317. .. rst-class:: classref-method
  318. :ref:`Vector3<class_Vector3>` **get_platform_angular_velocity** **(** **)** |const|
  319. Returns the angular velocity of the platform at the last collision point. Only valid after calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  320. .. rst-class:: classref-item-separator
  321. ----
  322. .. _class_CharacterBody3D_method_get_platform_velocity:
  323. .. rst-class:: classref-method
  324. :ref:`Vector3<class_Vector3>` **get_platform_velocity** **(** **)** |const|
  325. Returns the linear velocity of the platform at the last collision point. Only valid after calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  326. .. rst-class:: classref-item-separator
  327. ----
  328. .. _class_CharacterBody3D_method_get_position_delta:
  329. .. rst-class:: classref-method
  330. :ref:`Vector3<class_Vector3>` **get_position_delta** **(** **)** |const|
  331. Returns the travel (position delta) that occurred during the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  332. .. rst-class:: classref-item-separator
  333. ----
  334. .. _class_CharacterBody3D_method_get_real_velocity:
  335. .. rst-class:: classref-method
  336. :ref:`Vector3<class_Vector3>` **get_real_velocity** **(** **)** |const|
  337. Returns the current real velocity since the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. For example, when you climb a slope, you will move diagonally even though the velocity is horizontal. This method returns the diagonal movement, as opposed to :ref:`velocity<class_CharacterBody3D_property_velocity>` which returns the requested velocity.
  338. .. rst-class:: classref-item-separator
  339. ----
  340. .. _class_CharacterBody3D_method_get_slide_collision:
  341. .. rst-class:: classref-method
  342. :ref:`KinematicCollision3D<class_KinematicCollision3D>` **get_slide_collision** **(** :ref:`int<class_int>` slide_idx **)**
  343. Returns a :ref:`KinematicCollision3D<class_KinematicCollision3D>`, which contains information about a collision that occurred during the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Since the body can collide several times in a single call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`, you must specify the index of the collision in the range 0 to (:ref:`get_slide_collision_count<class_CharacterBody3D_method_get_slide_collision_count>` - 1).
  344. .. rst-class:: classref-item-separator
  345. ----
  346. .. _class_CharacterBody3D_method_get_slide_collision_count:
  347. .. rst-class:: classref-method
  348. :ref:`int<class_int>` **get_slide_collision_count** **(** **)** |const|
  349. Returns the number of times the body collided and changed direction during the last call to :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`.
  350. .. rst-class:: classref-item-separator
  351. ----
  352. .. _class_CharacterBody3D_method_get_wall_normal:
  353. .. rst-class:: classref-method
  354. :ref:`Vector3<class_Vector3>` **get_wall_normal** **(** **)** |const|
  355. Returns the surface normal of the wall at the last collision point. Only valid after calling :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>` and when :ref:`is_on_wall<class_CharacterBody3D_method_is_on_wall>` returns ``true``.
  356. .. rst-class:: classref-item-separator
  357. ----
  358. .. _class_CharacterBody3D_method_is_on_ceiling:
  359. .. rst-class:: classref-method
  360. :ref:`bool<class_bool>` **is_on_ceiling** **(** **)** |const|
  361. Returns ``true`` if the body collided with the ceiling on the last call of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody3D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` are used to determine whether a surface is "ceiling" or not.
  362. .. rst-class:: classref-item-separator
  363. ----
  364. .. _class_CharacterBody3D_method_is_on_ceiling_only:
  365. .. rst-class:: classref-method
  366. :ref:`bool<class_bool>` **is_on_ceiling_only** **(** **)** |const|
  367. Returns ``true`` if the body collided only with the ceiling on the last call of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody3D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` are used to determine whether a surface is "ceiling" or not.
  368. .. rst-class:: classref-item-separator
  369. ----
  370. .. _class_CharacterBody3D_method_is_on_floor:
  371. .. rst-class:: classref-method
  372. :ref:`bool<class_bool>` **is_on_floor** **(** **)** |const|
  373. Returns ``true`` if the body collided with the floor on the last call of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody3D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` are used to determine whether a surface is "floor" or not.
  374. .. rst-class:: classref-item-separator
  375. ----
  376. .. _class_CharacterBody3D_method_is_on_floor_only:
  377. .. rst-class:: classref-method
  378. :ref:`bool<class_bool>` **is_on_floor_only** **(** **)** |const|
  379. Returns ``true`` if the body collided only with the floor on the last call of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody3D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` are used to determine whether a surface is "floor" or not.
  380. .. rst-class:: classref-item-separator
  381. ----
  382. .. _class_CharacterBody3D_method_is_on_wall:
  383. .. rst-class:: classref-method
  384. :ref:`bool<class_bool>` **is_on_wall** **(** **)** |const|
  385. Returns ``true`` if the body collided with a wall on the last call of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody3D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` are used to determine whether a surface is "wall" or not.
  386. .. rst-class:: classref-item-separator
  387. ----
  388. .. _class_CharacterBody3D_method_is_on_wall_only:
  389. .. rst-class:: classref-method
  390. :ref:`bool<class_bool>` **is_on_wall_only** **(** **)** |const|
  391. Returns ``true`` if the body collided only with a wall on the last call of :ref:`move_and_slide<class_CharacterBody3D_method_move_and_slide>`. Otherwise, returns ``false``. The :ref:`up_direction<class_CharacterBody3D_property_up_direction>` and :ref:`floor_max_angle<class_CharacterBody3D_property_floor_max_angle>` are used to determine whether a surface is "wall" or not.
  392. .. rst-class:: classref-item-separator
  393. ----
  394. .. _class_CharacterBody3D_method_move_and_slide:
  395. .. rst-class:: classref-method
  396. :ref:`bool<class_bool>` **move_and_slide** **(** **)**
  397. Moves the body based on :ref:`velocity<class_CharacterBody3D_property_velocity>`. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a **CharacterBody3D** or :ref:`RigidBody3D<class_RigidBody3D>`, it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
  398. Modifies :ref:`velocity<class_CharacterBody3D_property_velocity>` if a slide collision occurred. To get the latest collision call :ref:`get_last_slide_collision<class_CharacterBody3D_method_get_last_slide_collision>`, for more detailed information about collisions that occurred, use :ref:`get_slide_collision<class_CharacterBody3D_method_get_slide_collision>`.
  399. When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
  400. Returns ``true`` if the body collided, otherwise, returns ``false``.
  401. .. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
  402. .. |const| replace:: :abbr:`const (This method has no side effects. It doesn't modify any of the instance's member variables.)`
  403. .. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
  404. .. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
  405. .. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
  406. .. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
  407. .. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`