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GLTFPhysicsBody
Table of contents

GLTFPhysicsBody #

is_refcounted, is_instantiable, resource, core, not_builtin_classes

Represents a glTF physics body.

Represents a physics body as an intermediary between the OMI_physics_body glTF data and Godot's nodes, and it's abstracted in a way that allows adding support for different glTF physics extensions in the future.

Members #

var angular_velocity: Vector3 = Vector3(0, 0, 0)#

The angular velocity of the physics body, in radians per second. This is only used when the body type is "rigid" or "vehicle".

var body_type: String = "rigid"#

The type of the body. When importing, this controls what type of CollisionObject3D node Godot should generate. Valid values are "static", "animatable", "character", "rigid", "vehicle", and "trigger". When exporting, this will be squashed down to one of "static", "kinematic", or "dynamic" motion types, or the "trigger" property.

var center_of_mass: Vector3 = Vector3(0, 0, 0)#

The center of mass of the body, in meters. This is in local space relative to the body. By default, the center of the mass is the body's origin.

var inertia_diagonal: Vector3 = Vector3(0, 0, 0)#

The inertia strength of the physics body, in kilogram meter squared (kg⋅m²). This represents the inertia around the principle axes, the diagonal of the inertia tensor matrix. This is only used when the body type is "rigid" or "vehicle".

When converted to a Godot RigidBody3D node, if this value is zero, then the inertia will be calculated automatically.

var inertia_orientation: Quaternion = Quaternion(0, 0, 0, 1)#

The inertia orientation of the physics body. This defines the rotation of the inertia's principle axes relative to the object's local axes. This is only used when the body type is "rigid" or "vehicle" and inertia_diagonal is set to a non-zero value.

var inertia_tensor: Basis = Basis(0, 0, 0, 0, 0, 0, 0, 0, 0)#

The inertia tensor of the physics body, in kilogram meter squared (kg⋅m²). This is only used when the body type is "rigid" or "vehicle".

When converted to a Godot RigidBody3D node, if this value is zero, then the inertia will be calculated automatically.

var linear_velocity: Vector3 = Vector3(0, 0, 0)#

The linear velocity of the physics body, in meters per second. This is only used when the body type is "rigid" or "vehicle".

var mass: float = 1.0#

The mass of the physics body, in kilograms. This is only used when the body type is "rigid" or "vehicle".

Methods #

static func from_dictionary(dictionary: Dictionary) -> GLTFPhysicsBody#

Creates a new GLTFPhysicsBody instance by parsing the given Dictionary in the OMI_physics_body glTF extension format.

static func from_node(body_node: CollisionObject3D) -> GLTFPhysicsBody#

Creates a new GLTFPhysicsBody instance from the given Godot CollisionObject3D node.

const func to_dictionary() -> Dictionary#

Serializes this GLTFPhysicsBody instance into a Dictionary. It will be in the format expected by the OMI_physics_body glTF extension.

const func to_node() -> CollisionObject3D#

Converts this GLTFPhysicsBody instance into a Godot CollisionObject3D node.

Annotations #

Constants #

Constructors #

Enums #

Operators #

Signals #

Theme Items #

Tutorials #