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class_staticbody.rst

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StaticBody

Inherits: PhysicsBody<class_physicsbody> < CollisionObject<class_collisionobject> < Spatial<class_spatial> < Node<class_node> < Object<class_object>

Category: Core

Brief Description

Static body for 3D Physics.

Member Functions

float<class_float> get_bounce<class_StaticBody_get_bounce> ( ) const
Vector3<class_vector3> get_constant_angular_velocity<class_StaticBody_get_constant_angular_velocity> ( ) const
Vector3<class_vector3> get_constant_linear_velocity<class_StaticBody_get_constant_linear_velocity> ( ) const
float<class_float> get_friction<class_StaticBody_get_friction> ( ) const
void set_bounce<class_StaticBody_set_bounce> ( float<class_float> bounce )
void set_constant_angular_velocity<class_StaticBody_set_constant_angular_velocity> ( Vector3<class_vector3> vel )
void set_constant_linear_velocity<class_StaticBody_set_constant_linear_velocity> ( Vector3<class_vector3> vel )
void set_friction<class_StaticBody_set_friction> ( float<class_float> friction )

Description

Static body for 3D Physics. A static body is a simple body that is not intended to move. They don't consume any CPU resources in contrast to a RigidBody3D so they are great for scenario collision.

A static body can also be animated by using simulated motion mode. This is useful for implementing functionalities such as moving platforms. When this mode is active the body can be animated and automatically computes linear and angular velocity to apply in that frame and to influence other bodies.

Alternatively, a constant linear or angular velocity can be set for the static body, so even if it doesn't move, it affects other bodies as if it was moving (this is useful for simulating conveyor belts or conveyor wheels).

Member Function Description

  • float<class_float> get_bounce ( ) const

Return the body bounciness.

  • Vector3<class_vector3> get_constant_angular_velocity ( ) const

Return the constant angular velocity for the body.

  • Vector3<class_vector3> get_constant_linear_velocity ( ) const

Return the constant linear velocity for the body.

  • float<class_float> get_friction ( ) const

Return the body friction.

  • void set_bounce ( float<class_float> bounce )

Set the body bounciness, from 0 (not bouncy) to 1 (bouncy).

  • void set_constant_angular_velocity ( Vector3<class_vector3> vel )

Set a constant angular velocity for the body. This does not rotate the body, but affects other bodies touching it, as if it was rotating.

  • void set_constant_linear_velocity ( Vector3<class_vector3> vel )

Set a constant linear velocity for the body. This does not move the body, but affects other bodies touching it, as if it was moving.

  • void set_friction ( float<class_float> friction )

Set the body friction, from 0 (frictionless) to 1 (full friction).