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godot-docs/classes/class_kinematicbody.rst
Rémi Verschelde fa00c829f0 Add inheritance path
Also fix parsing of [method (Class.)name]
2016-02-08 18:31:35 +01:00

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.. _class_KinematicBody:
KinematicBody
=============
**Inherits:** :ref:`PhysicsBody<class_physicsbody>` **<** :ref:`CollisionObject<class_collisionobject>` **<** :ref:`Spatial<class_spatial>` **<** :ref:`Node<class_node>` **<** :ref:`Object<class_object>`
**Category:** Core
Brief Description
-----------------
Member Functions
----------------
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`move<class_KinematicBody_move>` **(** :ref:`Vector3<class_vector3>` rel_vec **)** |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`move_to<class_KinematicBody_move_to>` **(** :ref:`Vector3<class_vector3>` position **)** |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`can_teleport_to<class_KinematicBody_can_teleport_to>` **(** :ref:`Vector3<class_vector3>` position **)** |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`is_colliding<class_KinematicBody_is_colliding>` **(** **)** const |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_collision_pos<class_KinematicBody_get_collision_pos>` **(** **)** const |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_collision_normal<class_KinematicBody_get_collision_normal>` **(** **)** const |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Vector3<class_vector3>` | :ref:`get_collider_velocity<class_KinematicBody_get_collider_velocity>` **(** **)** const |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`Object<class_object>` | :ref:`get_collider<class_KinematicBody_get_collider>` **(** **)** const |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`int<class_int>` | :ref:`get_collider_shape<class_KinematicBody_get_collider_shape>` **(** **)** const |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collide_with_static_bodies<class_KinematicBody_set_collide_with_static_bodies>` **(** :ref:`bool<class_bool>` enable **)** |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`can_collide_with_static_bodies<class_KinematicBody_can_collide_with_static_bodies>` **(** **)** const |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collide_with_kinematic_bodies<class_KinematicBody_set_collide_with_kinematic_bodies>` **(** :ref:`bool<class_bool>` enable **)** |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`can_collide_with_kinematic_bodies<class_KinematicBody_can_collide_with_kinematic_bodies>` **(** **)** const |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collide_with_rigid_bodies<class_KinematicBody_set_collide_with_rigid_bodies>` **(** :ref:`bool<class_bool>` enable **)** |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`can_collide_with_rigid_bodies<class_KinematicBody_can_collide_with_rigid_bodies>` **(** **)** const |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collide_with_character_bodies<class_KinematicBody_set_collide_with_character_bodies>` **(** :ref:`bool<class_bool>` enable **)** |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`bool<class_bool>` | :ref:`can_collide_with_character_bodies<class_KinematicBody_can_collide_with_character_bodies>` **(** **)** const |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| void | :ref:`set_collision_margin<class_KinematicBody_set_collision_margin>` **(** :ref:`float<class_float>` pixels **)** |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
| :ref:`float<class_float>` | :ref:`get_collision_margin<class_KinematicBody_get_collision_margin>` **(** **)** const |
+--------------------------------+----------------------------------------------------------------------------------------------------------------------------------------------+
Member Function Description
---------------------------
.. _class_KinematicBody_move:
- :ref:`Vector3<class_vector3>` **move** **(** :ref:`Vector3<class_vector3>` rel_vec **)**
.. _class_KinematicBody_move_to:
- :ref:`Vector3<class_vector3>` **move_to** **(** :ref:`Vector3<class_vector3>` position **)**
.. _class_KinematicBody_can_teleport_to:
- :ref:`bool<class_bool>` **can_teleport_to** **(** :ref:`Vector3<class_vector3>` position **)**
Returns whether the KinematicBody can be teleported to the destination given as an argument, checking all collision shapes of the body against potential colliders at the destination.
.. _class_KinematicBody_is_colliding:
- :ref:`bool<class_bool>` **is_colliding** **(** **)** const
.. _class_KinematicBody_get_collision_pos:
- :ref:`Vector3<class_vector3>` **get_collision_pos** **(** **)** const
.. _class_KinematicBody_get_collision_normal:
- :ref:`Vector3<class_vector3>` **get_collision_normal** **(** **)** const
.. _class_KinematicBody_get_collider_velocity:
- :ref:`Vector3<class_vector3>` **get_collider_velocity** **(** **)** const
.. _class_KinematicBody_get_collider:
- :ref:`Object<class_object>` **get_collider** **(** **)** const
.. _class_KinematicBody_get_collider_shape:
- :ref:`int<class_int>` **get_collider_shape** **(** **)** const
.. _class_KinematicBody_set_collide_with_static_bodies:
- void **set_collide_with_static_bodies** **(** :ref:`bool<class_bool>` enable **)**
.. _class_KinematicBody_can_collide_with_static_bodies:
- :ref:`bool<class_bool>` **can_collide_with_static_bodies** **(** **)** const
.. _class_KinematicBody_set_collide_with_kinematic_bodies:
- void **set_collide_with_kinematic_bodies** **(** :ref:`bool<class_bool>` enable **)**
.. _class_KinematicBody_can_collide_with_kinematic_bodies:
- :ref:`bool<class_bool>` **can_collide_with_kinematic_bodies** **(** **)** const
.. _class_KinematicBody_set_collide_with_rigid_bodies:
- void **set_collide_with_rigid_bodies** **(** :ref:`bool<class_bool>` enable **)**
.. _class_KinematicBody_can_collide_with_rigid_bodies:
- :ref:`bool<class_bool>` **can_collide_with_rigid_bodies** **(** **)** const
.. _class_KinematicBody_set_collide_with_character_bodies:
- void **set_collide_with_character_bodies** **(** :ref:`bool<class_bool>` enable **)**
.. _class_KinematicBody_can_collide_with_character_bodies:
- :ref:`bool<class_bool>` **can_collide_with_character_bodies** **(** **)** const
.. _class_KinematicBody_set_collision_margin:
- void **set_collision_margin** **(** :ref:`float<class_float>` pixels **)**
.. _class_KinematicBody_get_collision_margin:
- :ref:`float<class_float>` **get_collision_margin** **(** **)** const