- _reloadPhysicsCharacteristics
void _reloadPhysicsCharacteristics()
- getBounce
double getBounce()
- getConstantAngularVelocity
Vector3 getConstantAngularVelocity()
- getConstantLinearVelocity
Vector3 getConstantLinearVelocity()
- getFriction
double getFriction()
- getPhysicsMaterialOverride
Ref!PhysicsMaterial getPhysicsMaterialOverride()
- opAssign
StaticBody opAssign(T n)
Undocumented in source. Be warned that the author may not have intended to support it.
- opEquals
bool opEquals(StaticBody other)
Undocumented in source. Be warned that the author may not have intended to support it.
- opEquals
bool opEquals(typeof(null) n)
Undocumented in source. Be warned that the author may not have intended to support it.
- setBounce
void setBounce(double bounce)
- setConstantAngularVelocity
void setConstantAngularVelocity(Vector3 vel)
- setConstantLinearVelocity
void setConstantLinearVelocity(Vector3 vel)
- setFriction
void setFriction(double friction)
- setPhysicsMaterialOverride
void setPhysicsMaterialOverride(PhysicsMaterial physics_material_override)
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).