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- :github_url: hide
- .. DO NOT EDIT THIS FILE!!!
- .. Generated automatically from Godot engine sources.
- .. Generator: https://github.com/godotengine/godot/tree/4.2/doc/tools/make_rst.py.
- .. XML source: https://github.com/godotengine/godot/tree/4.2/modules/gltf/doc_classes/GLTFPhysicsBody.xml.
- .. _class_GLTFPhysicsBody:
- GLTFPhysicsBody
- ===============
- **Inherits:** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_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
- ---------
- - :doc:`Runtime file loading and saving <../tutorials/io/runtime_file_loading_and_saving>`
- - `OMI_physics_body GLTF extension <https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_physics_body>`__
- .. rst-class:: classref-reftable-group
- Properties
- ----------
- .. table::
- :widths: auto
- +-------------------------------+--------------------------------------------------------------------------+--------------------------------------+
- | :ref:`Vector3<class_Vector3>` | :ref:`angular_velocity<class_GLTFPhysicsBody_property_angular_velocity>` | ``Vector3(0, 0, 0)`` |
- +-------------------------------+--------------------------------------------------------------------------+--------------------------------------+
- | :ref:`String<class_String>` | :ref:`body_type<class_GLTFPhysicsBody_property_body_type>` | ``"static"`` |
- +-------------------------------+--------------------------------------------------------------------------+--------------------------------------+
- | :ref:`Vector3<class_Vector3>` | :ref:`center_of_mass<class_GLTFPhysicsBody_property_center_of_mass>` | ``Vector3(0, 0, 0)`` |
- +-------------------------------+--------------------------------------------------------------------------+--------------------------------------+
- | :ref:`Basis<class_Basis>` | :ref:`inertia_tensor<class_GLTFPhysicsBody_property_inertia_tensor>` | ``Basis(0, 0, 0, 0, 0, 0, 0, 0, 0)`` |
- +-------------------------------+--------------------------------------------------------------------------+--------------------------------------+
- | :ref:`Vector3<class_Vector3>` | :ref:`linear_velocity<class_GLTFPhysicsBody_property_linear_velocity>` | ``Vector3(0, 0, 0)`` |
- +-------------------------------+--------------------------------------------------------------------------+--------------------------------------+
- | :ref:`float<class_float>` | :ref:`mass<class_GLTFPhysicsBody_property_mass>` | ``1.0`` |
- +-------------------------------+--------------------------------------------------------------------------+--------------------------------------+
- .. rst-class:: classref-reftable-group
- Methods
- -------
- .. table::
- :widths: auto
- +---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`GLTFPhysicsBody<class_GLTFPhysicsBody>` | :ref:`from_dictionary<class_GLTFPhysicsBody_method_from_dictionary>` **(** :ref:`Dictionary<class_Dictionary>` dictionary **)** |static| |
- +---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`GLTFPhysicsBody<class_GLTFPhysicsBody>` | :ref:`from_node<class_GLTFPhysicsBody_method_from_node>` **(** :ref:`CollisionObject3D<class_CollisionObject3D>` body_node **)** |static| |
- +---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`Dictionary<class_Dictionary>` | :ref:`to_dictionary<class_GLTFPhysicsBody_method_to_dictionary>` **(** **)** |const| |
- +---------------------------------------------------+-------------------------------------------------------------------------------------------------------------------------------------------+
- | :ref:`CollisionObject3D<class_CollisionObject3D>` | :ref:`to_node<class_GLTFPhysicsBody_method_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<class_Vector3>` **angular_velocity** = ``Vector3(0, 0, 0)``
- .. rst-class:: classref-property-setget
- - void **set_angular_velocity** **(** :ref:`Vector3<class_Vector3>` value **)**
- - :ref:`Vector3<class_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<class_String>` **body_type** = ``"static"``
- .. rst-class:: classref-property-setget
- - void **set_body_type** **(** :ref:`String<class_String>` value **)**
- - :ref:`String<class_String>` **get_body_type** **(** **)**
- The type of the body. When importing, this controls what type of :ref:`CollisionObject3D<class_CollisionObject3D>` node Godot should generate. Valid values are "static", "kinematic", "character", "rigid", "vehicle", and "trigger".
- .. rst-class:: classref-item-separator
- ----
- .. _class_GLTFPhysicsBody_property_center_of_mass:
- .. rst-class:: classref-property
- :ref:`Vector3<class_Vector3>` **center_of_mass** = ``Vector3(0, 0, 0)``
- .. rst-class:: classref-property-setget
- - void **set_center_of_mass** **(** :ref:`Vector3<class_Vector3>` value **)**
- - :ref:`Vector3<class_Vector3>` **get_center_of_mass** **(** **)**
- The center of mass of the body, in meters. This is in local space relative to the body. By default, the center of the mass is the body's origin.
- .. rst-class:: classref-item-separator
- ----
- .. _class_GLTFPhysicsBody_property_inertia_tensor:
- .. rst-class:: classref-property
- :ref:`Basis<class_Basis>` **inertia_tensor** = ``Basis(0, 0, 0, 0, 0, 0, 0, 0, 0)``
- .. rst-class:: classref-property-setget
- - void **set_inertia_tensor** **(** :ref:`Basis<class_Basis>` value **)**
- - :ref:`Basis<class_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<class_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<class_Vector3>` **linear_velocity** = ``Vector3(0, 0, 0)``
- .. rst-class:: classref-property-setget
- - void **set_linear_velocity** **(** :ref:`Vector3<class_Vector3>` value **)**
- - :ref:`Vector3<class_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<class_float>` **mass** = ``1.0``
- .. rst-class:: classref-property-setget
- - void **set_mass** **(** :ref:`float<class_float>` value **)**
- - :ref:`float<class_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<class_GLTFPhysicsBody>` **from_dictionary** **(** :ref:`Dictionary<class_Dictionary>` dictionary **)** |static|
- Creates a new GLTFPhysicsBody instance by parsing the given :ref:`Dictionary<class_Dictionary>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_GLTFPhysicsBody_method_from_node:
- .. rst-class:: classref-method
- :ref:`GLTFPhysicsBody<class_GLTFPhysicsBody>` **from_node** **(** :ref:`CollisionObject3D<class_CollisionObject3D>` body_node **)** |static|
- Create a new GLTFPhysicsBody instance from the given Godot :ref:`CollisionObject3D<class_CollisionObject3D>` node.
- .. rst-class:: classref-item-separator
- ----
- .. _class_GLTFPhysicsBody_method_to_dictionary:
- .. rst-class:: classref-method
- :ref:`Dictionary<class_Dictionary>` **to_dictionary** **(** **)** |const|
- Serializes this GLTFPhysicsBody instance into a :ref:`Dictionary<class_Dictionary>`.
- .. rst-class:: classref-item-separator
- ----
- .. _class_GLTFPhysicsBody_method_to_node:
- .. rst-class:: classref-method
- :ref:`CollisionObject3D<class_CollisionObject3D>` **to_node** **(** **)** |const|
- Converts this GLTFPhysicsBody instance into a Godot :ref:`CollisionObject3D<class_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.)`
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