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ReStructuredText
128 lines
6.4 KiB
ReStructuredText
:github_url: hide
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.. DO NOT EDIT THIS FILE!!!
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.. Generated automatically from Godot engine sources.
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.. Generator: https://github.com/godotengine/godot/tree/master/doc/tools/make_rst.py.
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.. XML source: https://github.com/godotengine/godot/tree/master/doc/classes/StaticBody3D.xml.
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.. _class_StaticBody3D:
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StaticBody3D
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============
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**Inherits:** :ref:`PhysicsBody3D<class_PhysicsBody3D>` **<** :ref:`CollisionObject3D<class_CollisionObject3D>` **<** :ref:`Node3D<class_Node3D>` **<** :ref:`Node<class_Node>` **<** :ref:`Object<class_Object>`
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**Inherited By:** :ref:`AnimatableBody3D<class_AnimatableBody3D>`
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A 3D physics body that can't be moved by external forces. When moved manually, it doesn't affect other bodies in its path.
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.. rst-class:: classref-introduction-group
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Description
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-----------
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A static 3D physics body. It can't be moved by external forces or contacts, but can be moved manually by other means such as code, :ref:`AnimationMixer<class_AnimationMixer>`\ s (with :ref:`AnimationMixer.callback_mode_process<class_AnimationMixer_property_callback_mode_process>` set to :ref:`AnimationMixer.ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS<class_AnimationMixer_constant_ANIMATION_CALLBACK_MODE_PROCESS_PHYSICS>`), and :ref:`RemoteTransform3D<class_RemoteTransform3D>`.
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When **StaticBody3D** is moved, it is teleported to its new position without affecting other physics bodies in its path. If this is not desired, use :ref:`AnimatableBody3D<class_AnimatableBody3D>` instead.
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\ **StaticBody3D** is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using :ref:`constant_linear_velocity<class_StaticBody3D_property_constant_linear_velocity>` and :ref:`constant_angular_velocity<class_StaticBody3D_property_constant_angular_velocity>`).
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.. rst-class:: classref-introduction-group
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Tutorials
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---------
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- :doc:`Physics introduction <../tutorials/physics/physics_introduction>`
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- :doc:`Troubleshooting physics issues <../tutorials/physics/troubleshooting_physics_issues>`
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- `3D Physics Tests Demo <https://godotengine.org/asset-library/asset/2747>`__
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- `Third Person Shooter (TPS) Demo <https://godotengine.org/asset-library/asset/2710>`__
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- `3D Voxel Demo <https://godotengine.org/asset-library/asset/2755>`__
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.. rst-class:: classref-reftable-group
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Properties
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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:`constant_angular_velocity<class_StaticBody3D_property_constant_angular_velocity>` | ``Vector3(0, 0, 0)`` |
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+-----------------------------------------------+-----------------------------------------------------------------------------------------+----------------------+
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| :ref:`Vector3<class_Vector3>` | :ref:`constant_linear_velocity<class_StaticBody3D_property_constant_linear_velocity>` | ``Vector3(0, 0, 0)`` |
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+-----------------------------------------------+-----------------------------------------------------------------------------------------+----------------------+
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| :ref:`PhysicsMaterial<class_PhysicsMaterial>` | :ref:`physics_material_override<class_StaticBody3D_property_physics_material_override>` | |
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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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Property Descriptions
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---------------------
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.. _class_StaticBody3D_property_constant_angular_velocity:
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.. rst-class:: classref-property
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:ref:`Vector3<class_Vector3>` **constant_angular_velocity** = ``Vector3(0, 0, 0)`` :ref:`🔗<class_StaticBody3D_property_constant_angular_velocity>`
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.. rst-class:: classref-property-setget
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- |void| **set_constant_angular_velocity**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
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- :ref:`Vector3<class_Vector3>` **get_constant_angular_velocity**\ (\ )
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The body's constant angular velocity. This does not rotate the body, but affects touching bodies, as if it were rotating.
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.. rst-class:: classref-item-separator
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----
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.. _class_StaticBody3D_property_constant_linear_velocity:
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.. rst-class:: classref-property
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:ref:`Vector3<class_Vector3>` **constant_linear_velocity** = ``Vector3(0, 0, 0)`` :ref:`🔗<class_StaticBody3D_property_constant_linear_velocity>`
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.. rst-class:: classref-property-setget
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- |void| **set_constant_linear_velocity**\ (\ value\: :ref:`Vector3<class_Vector3>`\ )
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- :ref:`Vector3<class_Vector3>` **get_constant_linear_velocity**\ (\ )
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The body's constant linear velocity. This does not move the body, but affects touching bodies, as if it were moving.
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.. rst-class:: classref-item-separator
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----
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.. _class_StaticBody3D_property_physics_material_override:
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.. rst-class:: classref-property
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:ref:`PhysicsMaterial<class_PhysicsMaterial>` **physics_material_override** :ref:`🔗<class_StaticBody3D_property_physics_material_override>`
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.. rst-class:: classref-property-setget
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- |void| **set_physics_material_override**\ (\ value\: :ref:`PhysicsMaterial<class_PhysicsMaterial>`\ )
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- :ref:`PhysicsMaterial<class_PhysicsMaterial>` **get_physics_material_override**\ (\ )
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The physics material override for the body.
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If a material is assigned to this property, it will be used instead of any other physics material, such as an inherited one.
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.. |virtual| replace:: :abbr:`virtual (This method should typically be overridden by the user to have any effect.)`
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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 (This method has no side effects. It doesn't modify any of the instance's member variables.)`
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.. |vararg| replace:: :abbr:`vararg (This method accepts any number of arguments after the ones described here.)`
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.. |constructor| replace:: :abbr:`constructor (This method is used to construct a type.)`
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.. |static| replace:: :abbr:`static (This method doesn't need an instance to be called, so it can be called directly using the class name.)`
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.. |operator| replace:: :abbr:`operator (This method describes a valid operator to use with this type as left-hand operand.)`
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.. |bitfield| replace:: :abbr:`BitField (This value is an integer composed as a bitmask of the following flags.)`
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.. |void| replace:: :abbr:`void (No return value.)`
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