Base class for all objects affected by physics in 3D space. PhysicsBody3D is an abstract base class for implementing a physics body. All *Body types inherit from it. https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html Adds a body to the list of bodies that this body can't collide with. Returns [code]true[/code] if the specified linear or rotational [code]axis[/code] is locked. Returns an array of nodes that were added as collision exceptions for this body. Moves the body along the vector [code]linear_velocity[/code]. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. The body will stop if it collides. Returns a [KinematicCollision3D], which contains information about the collision. If [code]test_only[/code] is [code]true[/code], the body does not move but the would-be collision information is given. [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details). [code]max_collisions[/code] allows to retrieve more than one collision result. Removes a body from the list of bodies that this body can't collide with. Locks or unlocks the specified linear or rotational [code]axis[/code] depending on the value of [code]lock[/code]. Checks for collisions without moving the body. This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed. Virtually sets the node's position, scale and rotation to that of the given [Transform3D], then tries to move the body along the vector [code]linear_velocity[/code]. Returns [code]true[/code] if a collision would occur. [code]collision[/code] is an optional object of type [KinematicCollision3D], which contains additional information about the collision (should there be one). [code]safe_margin[/code] is the extra margin used for collision recovery (see [member CharacterBody3D.collision/safe_margin] for more details). [code]max_collisions[/code] allows to retrieve more than one collision result. Lock the body's rotation in the X axis. Lock the body's rotation in the Y axis. Lock the body's rotation in the Z axis. Lock the body's linear movement in the X axis. Lock the body's linear movement in the Y axis. Lock the body's linear movement in the Z axis.