CollisionObject3D
派生: Area3D
, PhysicsBody3D
Abstract base class for 3D physics objects.
描述
Abstract base class for 3D physics objects. CollisionObject3D can hold any number of Shape3D
s for collision. Each shape must be assigned to a shape owner. Shape owners are not nodes and do not appear in the editor, but are accessible through code using the shape_owner_*
methods.
Warning: With a non-uniform scale, this node will likely not behave as expected. It is advised to keep its scale the same on all axes and adjust its collision shape(s) instead.
属性
int | collision_layer |
int | collision_mask |
float | collision_priority |
DisableMode | disable_mode |
bool | input_capture_on_drag |
bool | input_ray_pickable |
方法
信号
input_event ( camera: Node
, event: InputEvent
, event_position: Vector3
, normal: Vector3
, shape_idx: int
)
Emitted when the object receives an unhandled InputEvent
. event_position
is the location in world space of the mouse pointer on the surface of the shape with index shape_idx
and normal
is the normal vector of the surface at that point.
mouse_entered ( )
Emitted when the mouse pointer enters any of this object's shapes. Requires input_ray_pickable
to be true
and at least one collision_layer
bit to be set.
Note: Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the CollisionObject3D's area is small. This signal may also not be emitted if another CollisionObject3D is overlapping the CollisionObject3D in question.
mouse_exited ( )
Emitted when the mouse pointer exits all this object's shapes. Requires input_ray_pickable
to be true
and at least one collision_layer
bit to be set.
Note: Due to the lack of continuous collision detection, this signal may not be emitted in the expected order if the mouse moves fast enough and the CollisionObject3D's area is small. This signal may also not be emitted if another CollisionObject3D is overlapping the CollisionObject3D in question.
枚举
enum DisableMode:
DisableMode DISABLE_MODE_REMOVE = 0
When Node.process_mode
is set to Node.PROCESS_MODE_DISABLED
, remove from the physics simulation to stop all physics interactions with this CollisionObject3D.
Automatically re-added to the physics simulation when the Node
is processed again.
DisableMode DISABLE_MODE_MAKE_STATIC = 1
When Node.process_mode
is set to Node.PROCESS_MODE_DISABLED
, make the body static. Doesn't affect Area3D
. PhysicsBody3D
can't be affected by forces or other bodies while static.
Automatically set PhysicsBody3D
back to its original mode when the Node
is processed again.
DisableMode DISABLE_MODE_KEEP_ACTIVE = 2
When Node.process_mode
is set to Node.PROCESS_MODE_DISABLED
, do not affect the physics simulation.
属性说明
int
collision_layer = 1
The physics layers this CollisionObject3D is in. Collision objects can exist in one or more of 32 different layers. See also collision_mask
.
Note: Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See Collision layers and masks in the documentation for more information.
int
collision_mask = 1
The physics layers this CollisionObject3D scans. Collision objects can scan one or more of 32 different layers. See also collision_layer
.
Note: Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See Collision layers and masks in the documentation for more information.
float
collision_priority = 1.0
The priority used to solve colliding when occurring penetration. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
DisableMode disable_mode = 0
void
set_disable_mode ( value: DisableMode )- DisableMode get_disable_mode ( )
Defines the behavior in physics when Node.process_mode
is set to Node.PROCESS_MODE_DISABLED
. See DisableMode for more details about the different modes.
bool
input_capture_on_drag = false
If true
, the CollisionObject3D will continue to receive input events as the mouse is dragged across its shapes.
bool
input_ray_pickable = true
If true
, this object is pickable. A pickable object can detect the mouse pointer entering/leaving, and if the mouse is inside it, report input events. Requires at least one collision_layer
bit to be set.
方法说明
void
_input_event ( camera: Camera3D
, event: InputEvent
, event_position: Vector3
, normal: Vector3
, shape_idx: int
) virtual1
Receives unhandled InputEvent
s. event_position
is the location in world space of the mouse pointer on the surface of the shape with index shape_idx
and normal
is the normal vector of the surface at that point. Connect to the input_event
signal to easily pick up these events.
Note: _input_event
requires input_ray_pickable
to be true
and at least one collision_layer
bit to be set.
void
_mouse_enter ( ) virtual1
Called when the mouse pointer enters any of this object's shapes. Requires input_ray_pickable
to be true
and at least one collision_layer
bit to be set. Note that moving between different shapes within a single CollisionObject3D won't cause this function to be called.
void
_mouse_exit ( ) virtual1
Called when the mouse pointer exits all this object's shapes. Requires input_ray_pickable
to be true
and at least one collision_layer
bit to be set. Note that moving between different shapes within a single CollisionObject3D won't cause this function to be called.
int
create_shape_owner ( owner: Object
)
Creates a new shape owner for the given object. Returns owner_id
of the new owner for future reference.
bool
get_collision_layer_value ( layer_number: int
) const2
Returns whether or not the specified layer of the collision_layer
is enabled, given a layer_number
between 1 and 32.
bool
get_collision_mask_value ( layer_number: int
) const2
Returns whether or not the specified layer of the collision_mask
is enabled, given a layer_number
between 1 and 32.
Returns the object's RID
.
PackedInt32Array
get_shape_owners ( )
Returns an Array
of owner_id
identifiers. You can use these ids in other methods that take owner_id
as an argument.
bool
is_shape_owner_disabled ( owner_id: int
) const2
If true
, the shape owner and its shapes are disabled.
void
remove_shape_owner ( owner_id: int
)
Removes the given shape owner.
void
set_collision_layer_value ( layer_number: int
, value: bool
)
Based on value
, enables or disables the specified layer in the collision_layer
, given a layer_number
between 1 and 32.
void
set_collision_mask_value ( layer_number: int
, value: bool
)
Based on value
, enables or disables the specified layer in the collision_mask
, given a layer_number
between 1 and 32.
int
shape_find_owner ( shape_index: int
) const2
Returns the owner_id
of the given shape.
void
shape_owner_add_shape ( owner_id: int
, shape: Shape3D
)
Adds a Shape3D
to the shape owner.
void
shape_owner_clear_shapes ( owner_id: int
)
Removes all shapes from the shape owner.
Object
shape_owner_get_owner ( owner_id: int
) const2
Returns the parent object of the given shape owner.
Shape3D
shape_owner_get_shape ( owner_id: int
, shape_id: int
) const2
Returns the Shape3D
with the given ID from the given shape owner.
int
shape_owner_get_shape_count ( owner_id: int
) const2
Returns the number of shapes the given shape owner contains.
int
shape_owner_get_shape_index ( owner_id: int
, shape_id: int
) const2
Returns the child index of the Shape3D
with the given ID from the given shape owner.
Transform3D
shape_owner_get_transform ( owner_id: int
) const2
Returns the shape owner's Transform3D
.
void
shape_owner_remove_shape ( owner_id: int
, shape_id: int
)
Removes a shape from the given shape owner.
void
shape_owner_set_disabled ( owner_id: int
, disabled: bool
)
If true
, disables the given shape owner.
void
shape_owner_set_transform ( owner_id: int
, transform: Transform3D
)
Sets the Transform3D
of the given shape owner.
本方法通常需要用户覆盖才能生效。
本方法无副作用,不会修改该实例的任何成员变量。
本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。
本方法用于构造某个类型。
调用本方法无需实例,可直接使用类名进行调用。
本方法描述的是使用本类型作为左操作数的有效运算符。
这个值是由下列位标志构成位掩码的整数。
无返回值。