CollisionObject3D

Inherits: Node3D < Node < Object

Inherited By: Area3D, PhysicsBody3D

Abstract base class for 3D physics objects.

Description

Abstract base class for 3D physics objects. CollisionObject3D can hold any number of Shape3Ds 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.

Properties

int

collision_layer

1

int

collision_mask

1

float

collision_priority

1.0

DisableMode

disable_mode

0

bool

input_capture_on_drag

false

bool

input_ray_pickable

true

Methods

void

_input_event(camera: Camera3D, event: InputEvent, event_position: Vector3, normal: Vector3, shape_idx: int) virtual

void

_mouse_enter() virtual

void

_mouse_exit() virtual

int

create_shape_owner(owner: Object)

bool

get_collision_layer_value(layer_number: int) const

bool

get_collision_mask_value(layer_number: int) const

RID

get_rid() const

PackedInt32Array

get_shape_owners()

bool

is_shape_owner_disabled(owner_id: int) const

void

remove_shape_owner(owner_id: int)

void

set_collision_layer_value(layer_number: int, value: bool)

void

set_collision_mask_value(layer_number: int, value: bool)

int

shape_find_owner(shape_index: int) const

void

shape_owner_add_shape(owner_id: int, shape: Shape3D)

void

shape_owner_clear_shapes(owner_id: int)

Object

shape_owner_get_owner(owner_id: int) const

Shape3D

shape_owner_get_shape(owner_id: int, shape_id: int) const

int

shape_owner_get_shape_count(owner_id: int) const

int

shape_owner_get_shape_index(owner_id: int, shape_id: int) const

Transform3D

shape_owner_get_transform(owner_id: int) const

void

shape_owner_remove_shape(owner_id: int, shape_id: int)

void

shape_owner_set_disabled(owner_id: int, disabled: bool)

void

shape_owner_set_transform(owner_id: int, transform: Transform3D)


Signals

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.


Enumerations

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.


Property Descriptions

int collision_layer = 1 🔗

  • void set_collision_layer(value: int)

  • int get_collision_layer()

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 🔗

  • void set_collision_mask(value: int)

  • int get_collision_mask()

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 🔗

  • void set_collision_priority(value: float)

  • float get_collision_priority()

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 🔗

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 🔗

  • void set_capture_input_on_drag(value: bool)

  • bool get_capture_input_on_drag()

If true, the CollisionObject3D will continue to receive input events as the mouse is dragged across its shapes.


bool input_ray_pickable = true 🔗

  • void set_ray_pickable(value: bool)

  • bool is_ray_pickable()

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.


Method Descriptions

void _input_event(camera: Camera3D, event: InputEvent, event_position: Vector3, normal: Vector3, shape_idx: int) virtual 🔗

Receives unhandled InputEvents. 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() virtual 🔗

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() virtual 🔗

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) const 🔗

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) const 🔗

Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number between 1 and 32.


RID get_rid() const 🔗

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) const 🔗

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) const 🔗

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) const 🔗

Returns the parent object of the given shape owner.


Shape3D shape_owner_get_shape(owner_id: int, shape_id: int) const 🔗

Returns the Shape3D with the given ID from the given shape owner.


int shape_owner_get_shape_count(owner_id: int) const 🔗

Returns the number of shapes the given shape owner contains.


int shape_owner_get_shape_index(owner_id: int, shape_id: int) const 🔗

Returns the child index of the Shape3D with the given ID from the given shape owner.


Transform3D shape_owner_get_transform(owner_id: int) const 🔗

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.


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