mirror of
https://github.com/godotengine/godot.git
synced 2026-01-06 10:11:57 +03:00
KinematicBody split between new CharacterBody and PhysicsBody
PhysicsBody now has methods move_and_collide/test_move and needed properties for these methods: safe margin, locked axes (3D only). Moved collision_exceptions from StaticBody to PhysicsBody for 3D (same as 2D, and conforms to documentation). RigidBody doesn't have test_motion method anymore, it's now redundant with PhysicsBody.test_move.
This commit is contained in:
@@ -86,15 +86,6 @@
|
||||
Applies a torque impulse which will be affected by the body mass and shape. This will rotate the body around the [code]impulse[/code] vector passed.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_axis_lock" qualifiers="const">
|
||||
<return type="bool">
|
||||
</return>
|
||||
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
|
||||
</argument>
|
||||
<description>
|
||||
Returns [code]true[/code] if the specified linear or rotational axis is locked.
|
||||
</description>
|
||||
</method>
|
||||
<method name="get_colliding_bodies" qualifiers="const">
|
||||
<return type="Array">
|
||||
</return>
|
||||
@@ -110,17 +101,6 @@
|
||||
Returns the inverse inertia tensor basis. This is used to calculate the angular acceleration resulting from a torque applied to the [RigidBody3D].
|
||||
</description>
|
||||
</method>
|
||||
<method name="set_axis_lock">
|
||||
<return type="void">
|
||||
</return>
|
||||
<argument index="0" name="axis" type="int" enum="PhysicsServer3D.BodyAxis">
|
||||
</argument>
|
||||
<argument index="1" name="lock" type="bool">
|
||||
</argument>
|
||||
<description>
|
||||
Locks the specified linear or rotational axis.
|
||||
</description>
|
||||
</method>
|
||||
<method name="set_axis_velocity">
|
||||
<return type="void">
|
||||
</return>
|
||||
@@ -139,24 +119,6 @@
|
||||
<member name="angular_velocity" type="Vector3" setter="set_angular_velocity" getter="get_angular_velocity" default="Vector3( 0, 0, 0 )">
|
||||
RigidBody3D's rotational velocity.
|
||||
</member>
|
||||
<member name="axis_lock_angular_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
|
||||
Lock the body's rotation in the X axis.
|
||||
</member>
|
||||
<member name="axis_lock_angular_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
|
||||
Lock the body's rotation in the Y axis.
|
||||
</member>
|
||||
<member name="axis_lock_angular_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
|
||||
Lock the body's rotation in the Z axis.
|
||||
</member>
|
||||
<member name="axis_lock_linear_x" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
|
||||
Lock the body's movement in the X axis.
|
||||
</member>
|
||||
<member name="axis_lock_linear_y" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
|
||||
Lock the body's movement in the Y axis.
|
||||
</member>
|
||||
<member name="axis_lock_linear_z" type="bool" setter="set_axis_lock" getter="get_axis_lock" default="false">
|
||||
Lock the body's movement in the Z axis.
|
||||
</member>
|
||||
<member name="can_sleep" type="bool" setter="set_can_sleep" getter="is_able_to_sleep" default="true">
|
||||
If [code]true[/code], the body can enter sleep mode when there is no movement. See [member sleeping].
|
||||
[b]Note:[/b] A RigidBody3D will never enter sleep mode automatically if its [member mode] is [constant MODE_CHARACTER]. It can still be put to sleep manually by setting its [member sleeping] property to [code]true[/code].
|
||||
@@ -264,13 +226,13 @@
|
||||
Rigid body mode. This is the "natural" state of a rigid body. It is affected by forces, and can move, rotate, and be affected by user code.
|
||||
</constant>
|
||||
<constant name="MODE_STATIC" value="1" enum="Mode">
|
||||
Static mode. The body behaves like a [StaticBody3D], and can only move by user code.
|
||||
Static body mode. The body behaves like a [StaticBody3D], and can only move by user code.
|
||||
</constant>
|
||||
<constant name="MODE_CHARACTER" value="2" enum="Mode">
|
||||
Character body mode. This behaves like a rigid body, but can not rotate.
|
||||
Character body mode. Similar to [constant MODE_RIGID], but the body can not rotate.
|
||||
</constant>
|
||||
<constant name="MODE_KINEMATIC" value="3" enum="Mode">
|
||||
Kinematic body mode. The body behaves like a [KinematicBody3D], and can only move by user code.
|
||||
Kinematic body mode. The body behaves like a [StaticBody3D] with [code]kinematic_motion[/code] enabled, and can only move by user code.
|
||||
</constant>
|
||||
</constants>
|
||||
</class>
|
||||
|
||||
Reference in New Issue
Block a user