class

Godot::PhysicsBody3D

Inherits Godot::CollisionObject3D < Godot::Node3D < Godot::Node < Godot::Object < Reference < Object

Base class for all 3D physics bodies.

Constructors

new(pointer : Pointer(Void) = Pointer(Void).null)
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Instance methods

add_collision_exception_with(body : Node) : Void
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axis_lock_angular_x

Property axis_lock_angular_x getter

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axis_lock_angular_x=(val)

Property axis_lock_angular_x setter

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axis_lock_angular_x?
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axis_lock_angular_y

Property axis_lock_angular_y getter

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axis_lock_angular_y=(val)

Property axis_lock_angular_y setter

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axis_lock_angular_y?
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axis_lock_angular_z

Property axis_lock_angular_z getter

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axis_lock_angular_z=(val)

Property axis_lock_angular_z setter

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axis_lock_angular_z?
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axis_lock_linear_x

Property axis_lock_linear_x getter

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axis_lock_linear_x=(val)

Property axis_lock_linear_x setter

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axis_lock_linear_x?
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axis_lock_linear_y

Property axis_lock_linear_y getter

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axis_lock_linear_y=(val)

Property axis_lock_linear_y setter

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axis_lock_linear_y?
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axis_lock_linear_z

Property axis_lock_linear_z getter

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axis_lock_linear_z=(val)

Property axis_lock_linear_z setter

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axis_lock_linear_z?
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get_axis_lock(axis : Int64) : Bool
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get_collision_exceptions
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get_gravity
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move_and_collide(motion : Vector3, test_only : Bool, safe_margin : Float64, recovery_as_collision : Bool, max_collisions : Int64) : KinematicCollision3D
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remove_collision_exception_with(body : Node) : Void
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set_axis_lock(axis : Int64, lock : Bool) : Void
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test_move(from : Transform3D, motion : Vector3, collision : KinematicCollision3D, safe_margin : Float64, recovery_as_collision : Bool, max_collisions : Int64) : Bool
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