RigidBody3D #93
Labels
enhancement
New feature or request
meta
Concerning other issues
topic:runtime
Concerning runtime behavior (or its source code)
Description
This issue tracks the progress of implementing the functionality of Godot's
RigidBody3D
node type. Below you'll find all user-facing properties, methods and signals, including ones inherited from relevant node types. If you notice any missing from this list, please leave a comment down below.Status
Not supportedNot startedPartial (not functional)Done (completely)Links
Documentation:
RigidBody3D
Inherits:
PhysicsBody3D
,CollisionObject3D
,Node3D
Legend
Properties
Uncategorized
mass
)inertia
)center_of_mass_mode
)CENTER_OF_MASS_MODE_AUTO
)CENTER_OF_MASS_MODE_CUSTOM
)physics_material_override
)friction
)rough
)bounce
)absorbent
)gravity_scale
)custom_integrator
)continuous_cd
)max_contacts_reported
)contact_monitor
)sleeping
)can_sleep
)lock_rotation
)freeze
)freeze_mode
)FREEZE_MODE_STATIC
)FREEZE_MODE_KINEMATIC
)Linear
linear_velocity
)linear_damp_mode
)DAMP_MODE_COMBINE
)DAMP_MODE_REPLACE
)linear_damp
)Angular
angular_velocity
)angular_damp_mode
)DAMP_MODE_COMBINE
)DAMP_MODE_REPLACE
)angular_damp
)Constant Forces
constant_force
)constant_torque
)Properties (PhysicsBody3D)
Axis Lock
BODY_AXIS_LINEAR_X
)BODY_AXIS_LINEAR_Y
)BODY_AXIS_LINEAR_Z
)BODY_AXIS_ANGULAR_X
)BODY_AXIS_ANGULAR_Y
)BODY_AXIS_ANGULAR_Z
)Properties (CollisionObject3D)
Uncategorized
disable_mode
)DISABLE_MODE_REMOVE
)DISABLE_MODE_MAKE_STATIC
)DISABLE_MODE_KEEP_ACTIVE
)Collision
collision_layer
)collision_mask
)collision_priority
)Input
input_ray_pickable
)true
until Godot 4.1input_capture_on_drag
)Properties (Node3D)
Transform
position
)rotation
)scale
)Methods
_integrate_forces
add_constant_central_force
add_constant_force
add_constant_torque
apply_central_force
apply_central_torque
apply_central_impulse
apply_force
apply_impulse
apply_torque
apply_torque_impulse
get_colliding_bodies
get_contact_count
get_inverse_inertia_tensor
set_axis_velocity
Methods (PhysicsBody3D)
add_collision_exception_with
remove_collision_exception_with
get_axis_lock
get_collision_exception
move_and_collide
recovery_as_collision
is hardcoded totrue
until Godot 4.1set_axis_lock
test_move
recovery_as_collision
is hardcoded totrue
until Godot 4.1Methods (CollisionObject3D)
_input_event
_mouse_enter
_mouse_exit
create_shape_owner
get_collision_layer_value
get_collision_mask_value
get_rid
get_shape_owners
is_shape_owner_disabled
remove_shape_owner
set_collision_layer_value
set_collision_mask_value
shape_find_owner
shape_owner_add_shape
shape_owner_clear_shapes
shape_owner_get_owner
shape_owner_get_shape
shape_owner_get_shape_count
shape_owner_get_shape_index
shape_owner_get_transform
shape_owner_remove_shape
shape_owner_set_disabled
shape_owner_set_transform
Signals
body_entered
body_exited
body_shape_entered
body_shape_exited
sleeping_state_changed
Signals (CollisionObject3D)
input_event
mouse_entered
mouse_exited
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