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285 lines
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ReStructuredText
285 lines
14 KiB
ReStructuredText
:github_url: hide
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.. _class_GLTFPhysicsBody:
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GLTFPhysicsBody
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===============
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**Hereda:** :ref:`Resource<class_Resource>` **<** :ref:`RefCounted<class_RefCounted>` **<** :ref:`Object<class_Object>`
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Representa un cuerpo de física glTF.
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.. rst-class:: classref-introduction-group
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Descripción
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----------------------
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Represents a physics body as an intermediary between the ``OMI_physics_body`` 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.
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.. rst-class:: classref-introduction-group
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Tutoriales
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--------------------
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- :doc:`Carga y guardado de archivos en tiempo de ejecución <../tutorials/io/runtime_file_loading_and_saving>`
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- `OMI_physics_body glTF extension <https://github.com/omigroup/gltf-extensions/tree/main/extensions/2.0/OMI_physics_body>`__
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.. rst-class:: classref-reftable-group
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Propiedades
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----------------------
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.. table::
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:widths: auto
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+-------------------------------------+--------------------------------------------------------------------------------+--------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`angular_velocity<class_GLTFPhysicsBody_property_angular_velocity>` | ``Vector3(0, 0, 0)`` |
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+-------------------------------------+--------------------------------------------------------------------------------+--------------------------------------+
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| :ref:`String<class_String>` | :ref:`body_type<class_GLTFPhysicsBody_property_body_type>` | ``"rigid"`` |
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+-------------------------------------+--------------------------------------------------------------------------------+--------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`center_of_mass<class_GLTFPhysicsBody_property_center_of_mass>` | ``Vector3(0, 0, 0)`` |
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+-------------------------------------+--------------------------------------------------------------------------------+--------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`inertia_diagonal<class_GLTFPhysicsBody_property_inertia_diagonal>` | ``Vector3(0, 0, 0)`` |
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+-------------------------------------+--------------------------------------------------------------------------------+--------------------------------------+
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| :ref:`Quaternion<class_Quaternion>` | :ref:`inertia_orientation<class_GLTFPhysicsBody_property_inertia_orientation>` | ``Quaternion(0, 0, 0, 1)`` |
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+-------------------------------------+--------------------------------------------------------------------------------+--------------------------------------+
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| :ref:`Basis<class_Basis>` | :ref:`inertia_tensor<class_GLTFPhysicsBody_property_inertia_tensor>` | ``Basis(0, 0, 0, 0, 0, 0, 0, 0, 0)`` |
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+-------------------------------------+--------------------------------------------------------------------------------+--------------------------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`linear_velocity<class_GLTFPhysicsBody_property_linear_velocity>` | ``Vector3(0, 0, 0)`` |
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+-------------------------------------+--------------------------------------------------------------------------------+--------------------------------------+
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| :ref:`float<class_float>` | :ref:`mass<class_GLTFPhysicsBody_property_mass>` | ``1.0`` |
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+-------------------------------------+--------------------------------------------------------------------------------+--------------------------------------+
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.. rst-class:: classref-reftable-group
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Métodos
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--------------
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.. table::
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:widths: auto
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+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`GLTFPhysicsBody<class_GLTFPhysicsBody>` | :ref:`from_dictionary<class_GLTFPhysicsBody_method_from_dictionary>`\ (\ dictionary\: :ref:`Dictionary<class_Dictionary>`\ ) |static| |
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+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`GLTFPhysicsBody<class_GLTFPhysicsBody>` | :ref:`from_node<class_GLTFPhysicsBody_method_from_node>`\ (\ body_node\: :ref:`CollisionObject3D<class_CollisionObject3D>`\ ) |static| |
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+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`Dictionary<class_Dictionary>` | :ref:`to_dictionary<class_GLTFPhysicsBody_method_to_dictionary>`\ (\ ) |const| |
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+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------+
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| :ref:`CollisionObject3D<class_CollisionObject3D>` | :ref:`to_node<class_GLTFPhysicsBody_method_to_node>`\ (\ ) |const| |
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+---------------------------------------------------+----------------------------------------------------------------------------------------------------------------------------------------+
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Descripciones de Propiedades
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--------------------------------------------------------
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.. _class_GLTFPhysicsBody_property_angular_velocity:
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.. rst-class:: classref-property
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:ref:`Vector3<class_Vector3>` **angular_velocity** = ``Vector3(0, 0, 0)`` :ref:`🔗<class_GLTFPhysicsBody_property_angular_velocity>`
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.. rst-class:: classref-property-setget
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- |void| **set_angular_velocity**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
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- :ref:`Vector3<class_Vector3>` **get_angular_velocity**\ (\ )
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The angular velocity of the physics body, in radians per second. This is only used when the body type is "rigid" or "vehicle".
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_property_body_type:
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.. rst-class:: classref-property
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:ref:`String<class_String>` **body_type** = ``"rigid"`` :ref:`🔗<class_GLTFPhysicsBody_property_body_type>`
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.. rst-class:: classref-property-setget
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- |void| **set_body_type**\ (\ value\: :ref:`String<class_String>`\ )
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- :ref:`String<class_String>` **get_body_type**\ (\ )
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The type of the body.
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When importing, this controls what type of :ref:`CollisionObject3D<class_CollisionObject3D>` node Godot should generate. Valid values are ``"static"``, ``"animatable"``, ``"character"``, ``"rigid"``, ``"vehicle"``, and ``"trigger"``.
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When exporting, this will be squashed down to one of ``"static"``, ``"kinematic"``, or ``"dynamic"`` motion types, or the ``"trigger"`` property.
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_property_center_of_mass:
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.. rst-class:: classref-property
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:ref:`Vector3<class_Vector3>` **center_of_mass** = ``Vector3(0, 0, 0)`` :ref:`🔗<class_GLTFPhysicsBody_property_center_of_mass>`
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.. rst-class:: classref-property-setget
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- |void| **set_center_of_mass**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
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- :ref:`Vector3<class_Vector3>` **get_center_of_mass**\ (\ )
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El centro de masa del cuerpo, en metros. Esto está en el espacio local relativo al cuerpo. Por defecto, el centro de la masa es el origen del cuerpo.
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_property_inertia_diagonal:
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.. rst-class:: classref-property
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:ref:`Vector3<class_Vector3>` **inertia_diagonal** = ``Vector3(0, 0, 0)`` :ref:`🔗<class_GLTFPhysicsBody_property_inertia_diagonal>`
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.. rst-class:: classref-property-setget
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- |void| **set_inertia_diagonal**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
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- :ref:`Vector3<class_Vector3>` **get_inertia_diagonal**\ (\ )
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La fuerza de inercia del cuerpo físico, en kilogramos metros cuadrados (kg⋅m²). Esto representa la inercia alrededor de los ejes principales, la diagonal de la matriz del tensor de inercia. Esto solo se usa cuando el tipo de cuerpo es "rigid" o "vehicle".
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Cuando se convierte a un nodo :ref:`RigidBody3D<class_RigidBody3D>` de Godot, si este valor es cero, entonces la inercia se calculará automáticamente.
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_property_inertia_orientation:
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.. rst-class:: classref-property
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:ref:`Quaternion<class_Quaternion>` **inertia_orientation** = ``Quaternion(0, 0, 0, 1)`` :ref:`🔗<class_GLTFPhysicsBody_property_inertia_orientation>`
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.. rst-class:: classref-property-setget
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- |void| **set_inertia_orientation**\ (\ value\: :ref:`Quaternion<class_Quaternion>`\ )
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- :ref:`Quaternion<class_Quaternion>` **get_inertia_orientation**\ (\ )
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La orientación de la inercia del cuerpo físico. Esto define la rotación de los ejes principales de la inercia con respecto a los ejes locales del objeto. Esto es solo se usa cuando el tipo de cuerpo es "rigid" o "vehicle" y :ref:`inertia_diagonal<class_GLTFPhysicsBody_property_inertia_diagonal>` se establece en un valor distinto de cero.
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_property_inertia_tensor:
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.. rst-class:: classref-property
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:ref:`Basis<class_Basis>` **inertia_tensor** = ``Basis(0, 0, 0, 0, 0, 0, 0, 0, 0)`` :ref:`🔗<class_GLTFPhysicsBody_property_inertia_tensor>`
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.. rst-class:: classref-property-setget
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- |void| **set_inertia_tensor**\ (\ value\: :ref:`Basis<class_Basis>`\ )
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- :ref:`Basis<class_Basis>` **get_inertia_tensor**\ (\ )
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**Obsoleto:** Esta propiedad podría ser modificada o eliminada en versiones futuras.
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El tensor de inercia del cuerpo físico, en kilogramos metros cuadrados (kg⋅m²). Esto solo se usa cuando el tipo de cuerpo es "rigid" o "vehicle".
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Cuando se convierte a un nodo :ref:`RigidBody3D<class_RigidBody3D>` de Godot, si este valor es cero, entonces la inercia se calculará automáticamente.
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_property_linear_velocity:
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.. rst-class:: classref-property
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:ref:`Vector3<class_Vector3>` **linear_velocity** = ``Vector3(0, 0, 0)`` :ref:`🔗<class_GLTFPhysicsBody_property_linear_velocity>`
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.. rst-class:: classref-property-setget
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- |void| **set_linear_velocity**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
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- :ref:`Vector3<class_Vector3>` **get_linear_velocity**\ (\ )
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La velocidad lineal del cuerpo físico, en metros por segundo. Esto solo se usa cuando el tipo de cuerpo es "rigid" o "vehicle".
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_property_mass:
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.. rst-class:: classref-property
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:ref:`float<class_float>` **mass** = ``1.0`` :ref:`🔗<class_GLTFPhysicsBody_property_mass>`
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.. rst-class:: classref-property-setget
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- |void| **set_mass**\ (\ value\: :ref:`float<class_float>`\ )
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- :ref:`float<class_float>` **get_mass**\ (\ )
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La masa del cuerpo físico, en kilogramos. Esto solo se usa cuando el tipo de cuerpo es "rigid" o "vehicle".
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.. rst-class:: classref-section-separator
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----
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.. rst-class:: classref-descriptions-group
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Descripciones de Métodos
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------------------------------------------------
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.. _class_GLTFPhysicsBody_method_from_dictionary:
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.. rst-class:: classref-method
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:ref:`GLTFPhysicsBody<class_GLTFPhysicsBody>` **from_dictionary**\ (\ dictionary\: :ref:`Dictionary<class_Dictionary>`\ ) |static| :ref:`🔗<class_GLTFPhysicsBody_method_from_dictionary>`
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Crea una nueva instancia de GLTFPhysicsBody analizando el :ref:`Dictionary<class_Dictionary>` dado en el formato de la extensión glTF ``OMI_physics_body``.
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_method_from_node:
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.. rst-class:: classref-method
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:ref:`GLTFPhysicsBody<class_GLTFPhysicsBody>` **from_node**\ (\ body_node\: :ref:`CollisionObject3D<class_CollisionObject3D>`\ ) |static| :ref:`🔗<class_GLTFPhysicsBody_method_from_node>`
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Crea una nueva instancia de GLTFPhysicsBody a partir del nodo :ref:`CollisionObject3D<class_CollisionObject3D>` de Godot dado.
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_method_to_dictionary:
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.. rst-class:: classref-method
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:ref:`Dictionary<class_Dictionary>` **to_dictionary**\ (\ ) |const| :ref:`🔗<class_GLTFPhysicsBody_method_to_dictionary>`
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Serializa esta instancia de GLTFPhysicsBody en un :ref:`Dictionary<class_Dictionary>`. Estará en el formato esperado por la extensión glTF ``OMI_physics_body``.
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.. rst-class:: classref-item-separator
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----
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.. _class_GLTFPhysicsBody_method_to_node:
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.. rst-class:: classref-method
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:ref:`CollisionObject3D<class_CollisionObject3D>` **to_node**\ (\ ) |const| :ref:`🔗<class_GLTFPhysicsBody_method_to_node>`
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Convierte esta instancia de GLTFPhysicsBody en un nodo :ref:`CollisionObject3D<class_CollisionObject3D>` de Godot.
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.. |virtual| replace:: :abbr:`virtual (Normalmente, este método debería ser sobreescrito por el usuario para que tenga algún efecto.)`
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.. |required| replace:: :abbr:`required (This method is required to be overridden when extending its base class.)`
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.. |const| replace:: :abbr:`const (Este método no tiene efectos secundarios. No modifica ninguna de las variables miembro de la instancia.)`
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.. |vararg| replace:: :abbr:`vararg (Este método permite agregar cualquier número de argumentos después de los descritos aquí.)`
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.. |constructor| replace:: :abbr:`constructor (Este método se utiliza para construir un tipo.)`
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.. |static| replace:: :abbr:`static (Este método no necesita una instancia para ser llamado, por lo que puede llamarse directamente utilizando el nombre de la clase.)`
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.. |operator| replace:: :abbr:`operator (Este método describe un operador válido para usar con este tipo como operando izquierdo.)`
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.. |bitfield| replace:: :abbr:`BitField (Este valor es un entero compuesto como una máscara de bits de las siguientes banderas.)`
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.. |void| replace:: :abbr:`void (Sin valor de retorno.)`
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