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.. _class_PhysicsBody3D:
PhysicsBody3D
=============
**繼承:** :ref:`CollisionObject3D<class_CollisionObject3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
**被繼承:** :ref:`CharacterBody3D<class_CharacterBody3D>`, :ref:`PhysicalBone3D<class_PhysicalBone3D>`, :ref:`RigidBody3D<class_RigidBody3D>`, :ref:`StaticBody3D<class_StaticBody3D>`
受物理影響的 3D 遊戲物件的抽象基底類別。
.. rst-class:: classref-introduction-group
說明
----
**PhysicsBody3D** 與受物理影響的 3D 遊戲物件的抽象基底類別。所有 3D 物理體都繼承自這個類。
\ **警告:**\ 縮放不均勻時,這個節點的行為可能不符合預期。建議讓所有軸上的縮放都保持一致,改為調整碰撞形狀的大小。
.. rst-class:: classref-introduction-group
教學
----
- :doc:`物理介紹 <../tutorials/physics/physics_introduction>`
- :doc:`Troubleshooting physics issues <../tutorials/physics/troubleshooting_physics_issues>`
.. rst-class:: classref-reftable-group
屬性
----
.. table::
:widths: auto
+-------------------------+------------------------------------------------------------------------------+-----------+
| :ref:`bool<class_bool>` | :ref:`axis_lock_angular_x<class_PhysicsBody3D_property_axis_lock_angular_x>` | ``false`` |
+-------------------------+------------------------------------------------------------------------------+-----------+
| :ref:`bool<class_bool>` | :ref:`axis_lock_angular_y<class_PhysicsBody3D_property_axis_lock_angular_y>` | ``false`` |
+-------------------------+------------------------------------------------------------------------------+-----------+
| :ref:`bool<class_bool>` | :ref:`axis_lock_angular_z<class_PhysicsBody3D_property_axis_lock_angular_z>` | ``false`` |
+-------------------------+------------------------------------------------------------------------------+-----------+
| :ref:`bool<class_bool>` | :ref:`axis_lock_linear_x<class_PhysicsBody3D_property_axis_lock_linear_x>` | ``false`` |
+-------------------------+------------------------------------------------------------------------------+-----------+
| :ref:`bool<class_bool>` | :ref:`axis_lock_linear_y<class_PhysicsBody3D_property_axis_lock_linear_y>` | ``false`` |
+-------------------------+------------------------------------------------------------------------------+-----------+
| :ref:`bool<class_bool>` | :ref:`axis_lock_linear_z<class_PhysicsBody3D_property_axis_lock_linear_z>` | ``false`` |
+-------------------------+------------------------------------------------------------------------------+-----------+
.. rst-class:: classref-reftable-group
方法
----
.. table::
:widths: auto
+------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`add_collision_exception_with<class_PhysicsBody3D_method_add_collision_exception_with>`\ (\ body\: :ref:`Node<class_Node>`\ ) |
+------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`get_axis_lock<class_PhysicsBody3D_method_get_axis_lock>`\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`\ ) |const| |
+------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Array<class_Array>`\[:ref:`PhysicsBody3D<class_PhysicsBody3D>`\] | :ref:`get_collision_exceptions<class_PhysicsBody3D_method_get_collision_exceptions>`\ (\ ) |
+------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_Vector3>` | :ref:`get_gravity<class_PhysicsBody3D_method_get_gravity>`\ (\ ) |const| |
+------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`KinematicCollision3D<class_KinematicCollision3D>` | :ref:`move_and_collide<class_PhysicsBody3D_method_move_and_collide>`\ (\ motion\: :ref:`Vector3<class_Vector3>`, test_only\: :ref:`bool<class_bool>` = false, safe_margin\: :ref:`float<class_float>` = 0.001, recovery_as_collision\: :ref:`bool<class_bool>` = false, max_collisions\: :ref:`int<class_int>` = 1\ ) |
+------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`remove_collision_exception_with<class_PhysicsBody3D_method_remove_collision_exception_with>`\ (\ body\: :ref:`Node<class_Node>`\ ) |
+------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| |void| | :ref:`set_axis_lock<class_PhysicsBody3D_method_set_axis_lock>`\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`, lock\: :ref:`bool<class_bool>`\ ) |
+------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`test_move<class_PhysicsBody3D_method_test_move>`\ (\ from\: :ref:`Transform3D<class_Transform3D>`, motion\: :ref:`Vector3<class_Vector3>`, collision\: :ref:`KinematicCollision3D<class_KinematicCollision3D>` = null, safe_margin\: :ref:`float<class_float>` = 0.001, recovery_as_collision\: :ref:`bool<class_bool>` = false, max_collisions\: :ref:`int<class_int>` = 1\ ) |
+------------------------------------------------------------------------+--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
屬性說明
--------
.. _class_PhysicsBody3D_property_axis_lock_angular_x:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **axis_lock_angular_x** = ``false`` :ref:`🔗<class_PhysicsBody3D_property_axis_lock_angular_x>`
.. rst-class:: classref-property-setget
- |void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`, lock\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`\ ) |const|
鎖定物體在 X 軸上的旋轉。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody3D_property_axis_lock_angular_y:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **axis_lock_angular_y** = ``false`` :ref:`🔗<class_PhysicsBody3D_property_axis_lock_angular_y>`
.. rst-class:: classref-property-setget
- |void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`, lock\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`\ ) |const|
鎖定物體在 Y 軸上的旋轉。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody3D_property_axis_lock_angular_z:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **axis_lock_angular_z** = ``false`` :ref:`🔗<class_PhysicsBody3D_property_axis_lock_angular_z>`
.. rst-class:: classref-property-setget
- |void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`, lock\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`\ ) |const|
鎖定物體在 Z 軸上的旋轉。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody3D_property_axis_lock_linear_x:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **axis_lock_linear_x** = ``false`` :ref:`🔗<class_PhysicsBody3D_property_axis_lock_linear_x>`
.. rst-class:: classref-property-setget
- |void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`, lock\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`\ ) |const|
鎖定物體在 X 軸上的線性運動。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody3D_property_axis_lock_linear_y:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **axis_lock_linear_y** = ``false`` :ref:`🔗<class_PhysicsBody3D_property_axis_lock_linear_y>`
.. rst-class:: classref-property-setget
- |void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`, lock\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`\ ) |const|
鎖定物體在 Y 軸上的線性運動。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody3D_property_axis_lock_linear_z:
.. rst-class:: classref-property
:ref:`bool<class_bool>` **axis_lock_linear_z** = ``false`` :ref:`🔗<class_PhysicsBody3D_property_axis_lock_linear_z>`
.. rst-class:: classref-property-setget
- |void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`, lock\: :ref:`bool<class_bool>`\ )
- :ref:`bool<class_bool>` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`\ ) |const|
鎖定物體在 Z 軸上的線性運動。
.. rst-class:: classref-section-separator
----
.. rst-class:: classref-descriptions-group
方法說明
--------
.. _class_PhysicsBody3D_method_add_collision_exception_with:
.. rst-class:: classref-method
|void| **add_collision_exception_with**\ (\ body\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_PhysicsBody3D_method_add_collision_exception_with>`
將一個物體新增到這個物體不能碰撞的物體列表中。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody3D_method_get_axis_lock:
.. rst-class:: classref-method
:ref:`bool<class_bool>` **get_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`\ ) |const| :ref:`🔗<class_PhysicsBody3D_method_get_axis_lock>`
如果指定的線性或旋轉軸 ``axis`` 被鎖定,則返回 ``true``\ 。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody3D_method_get_collision_exceptions:
.. rst-class:: classref-method
:ref:`Array<class_Array>`\[:ref:`PhysicsBody3D<class_PhysicsBody3D>`\] **get_collision_exceptions**\ (\ ) :ref:`🔗<class_PhysicsBody3D_method_get_collision_exceptions>`
返回該物體的碰撞例外節點陣列。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody3D_method_get_gravity:
.. rst-class:: classref-method
:ref:`Vector3<class_Vector3>` **get_gravity**\ (\ ) |const| :ref:`🔗<class_PhysicsBody3D_method_get_gravity>`
Returns the gravity vector computed from all sources that can affect the body, including all gravity overrides from :ref:`Area3D<class_Area3D>` nodes and the global world gravity.
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody3D_method_move_and_collide:
.. rst-class:: classref-method
:ref:`KinematicCollision3D<class_KinematicCollision3D>` **move_and_collide**\ (\ motion\: :ref:`Vector3<class_Vector3>`, test_only\: :ref:`bool<class_bool>` = false, safe_margin\: :ref:`float<class_float>` = 0.001, recovery_as_collision\: :ref:`bool<class_bool>` = false, max_collisions\: :ref:`int<class_int>` = 1\ ) :ref:`🔗<class_PhysicsBody3D_method_move_and_collide>`
沿著運動向量 ``motion`` 移動該物體。為了在 :ref:`Node._physics_process()<class_Node_private_method__physics_process>`:ref:`Node._process()<class_Node_private_method__process>` 中不依賴畫面播放速率,\ ``motion`` 應該使用 ``delta`` 計算。
發生碰撞後該物體就會停止運動。返回 :ref:`KinematicCollision3D<class_KinematicCollision3D>`\ ,包含停止時的碰撞信息,或者沿運動向量接觸到其他物體時的碰撞資訊。
如果 ``test_only````true``\ ,則該物體不會移動,但會給出可能的碰撞信息。
\ ``safe_margin`` 是用於碰撞恢復的額外邊距(詳見 :ref:`CharacterBody3D.safe_margin<class_CharacterBody3D_property_safe_margin>` )。
如果 ``recovery_as_collision````true``\ ,則恢復階段發生的穿透解除也會被報告為碰撞;例如,\ :ref:`CharacterBody3D<class_CharacterBody3D>` 在吸附到地板時會用這個選項來改善對地板偵測。
\ ``max_collisions`` 可用於檢索多次碰撞的結果。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody3D_method_remove_collision_exception_with:
.. rst-class:: classref-method
|void| **remove_collision_exception_with**\ (\ body\: :ref:`Node<class_Node>`\ ) :ref:`🔗<class_PhysicsBody3D_method_remove_collision_exception_with>`
將一個物體從該物體不能碰撞的物體列表中移除。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody3D_method_set_axis_lock:
.. rst-class:: classref-method
|void| **set_axis_lock**\ (\ axis\: :ref:`BodyAxis<enum_PhysicsServer3D_BodyAxis>`, lock\: :ref:`bool<class_bool>`\ ) :ref:`🔗<class_PhysicsBody3D_method_set_axis_lock>`
根據 ``lock`` 的值鎖定或解鎖指定的線性或旋轉軸 ``axis``\ 。
.. rst-class:: classref-item-separator
----
.. _class_PhysicsBody3D_method_test_move:
.. rst-class:: classref-method
:ref:`bool<class_bool>` **test_move**\ (\ from\: :ref:`Transform3D<class_Transform3D>`, motion\: :ref:`Vector3<class_Vector3>`, collision\: :ref:`KinematicCollision3D<class_KinematicCollision3D>` = null, safe_margin\: :ref:`float<class_float>` = 0.001, recovery_as_collision\: :ref:`bool<class_bool>` = false, max_collisions\: :ref:`int<class_int>` = 1\ ) :ref:`🔗<class_PhysicsBody3D_method_test_move>`
在不移動實體的情況下檢查碰撞。為了在 :ref:`Node._physics_process()<class_Node_private_method__physics_process>` 或 :ref:`Node._process()<class_Node_private_method__process>` 中獨立於畫面播放速率,\ ``motion`` 應該使用 ``delta`` 來計算。
實際上是將節點的位置、縮放和旋轉設定為給定 :ref:`Transform3D<class_Transform3D>` 的位置、縮放和旋轉,然後嘗試沿向量 ``motion`` 移動實體。如果碰撞會阻止實體沿整個路徑移動,則返回 ``true``\ 。
\ ``collision`` 是型別為 :ref:`KinematicCollision3D<class_KinematicCollision3D>` 的一個可選物件,它包含有關停止時碰撞、或沿運動接觸另一個實體時碰撞的附加資訊。
\ ``safe_margin`` 是用於碰撞恢復的額外餘量(有關更多詳細資訊,請參閱 :ref:`CharacterBody3D.safe_margin<class_CharacterBody3D_property_safe_margin>`\ )。
如果 ``recovery_as_collision````true``\ ,恢復階段的任何穿透也將被報告為碰撞;這對於檢查該實體是否會\ *接觸*\ 其他任意實體很有用。
\ ``max_collisions`` 允許檢索一個以上的碰撞結果。
.. |virtual| replace:: :abbr:`virtual (本方法通常需要使用者覆寫才能生效。)`
.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
.. |const| replace:: :abbr:`const (本方法沒有副作用。不會修改該實例的任何成員變數。)`
.. |vararg| replace:: :abbr:`vararg (本方法除了這裡描述的參數外,還可以接受任意數量的參數。)`
.. |constructor| replace:: :abbr:`constructor (本方法用於建構一個型別。)`
.. |static| replace:: :abbr:`static (本方法無需實例即可呼叫,因此可以直接使用類別名稱呼叫。)`
.. |operator| replace:: :abbr:`operator (本方法描述將本型別作為左運算元時可用的有效運算子。)`
.. |bitfield| replace:: :abbr:`BitField (此值是由下列旗標組成的位元遮罩整數。)`
.. |void| replace:: :abbr:`void (無回傳值。)`