PhysicsDirectBodyState¶
Inherits: Object
Direct access object to a physics body in the PhysicsServer.
Description¶
Provides direct access to a physics body in the PhysicsServer, allowing safe changes to physics properties. This object is passed via the direct state callback of rigid/character bodies, and is intended for changing the direct state of that body. See RigidBody._integrate_forces.
Tutorials¶
Properties¶
Methods¶
void |
add_central_force ( Vector3 force ) |
void |
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void |
add_torque ( Vector3 torque ) |
void |
apply_central_impulse ( Vector3 j ) |
void |
apply_impulse ( Vector3 position, Vector3 j ) |
void |
apply_torque_impulse ( Vector3 j ) |
get_contact_collider ( int contact_idx ) const |
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get_contact_collider_id ( int contact_idx ) const |
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get_contact_collider_object ( int contact_idx ) const |
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get_contact_collider_position ( int contact_idx ) const |
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get_contact_collider_shape ( int contact_idx ) const |
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get_contact_collider_velocity_at_position ( int contact_idx ) const |
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get_contact_count ( ) const |
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get_contact_impulse ( int contact_idx ) const |
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get_contact_local_normal ( int contact_idx ) const |
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get_contact_local_position ( int contact_idx ) const |
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get_contact_local_shape ( int contact_idx ) const |
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get_space_state ( ) |
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get_velocity_at_local_position ( Vector3 local_position ) const |
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void |
integrate_forces ( ) |
Property Descriptions¶
Vector3 angular_velocity
The body's rotational velocity in axis-angle format. The magnitude of the vector is the rotation rate in radians per second.
Vector3 center_of_mass
Vector3 get_center_of_mass ( )
There is currently no description for this property. Please help us by contributing one!
Vector3 inverse_inertia
Vector3 get_inverse_inertia ( )
The inverse of the inertia of the body.
float inverse_mass
float get_inverse_mass ( )
The inverse of the mass of the body.
Vector3 linear_velocity
The body's linear velocity in units per second.
Basis principal_inertia_axes
Basis get_principal_inertia_axes ( )
There is currently no description for this property. Please help us by contributing one!
bool sleeping
If true
, this body is currently sleeping (not active).
float step
float get_step ( )
The timestep (delta) used for the simulation.
float total_angular_damp
float get_total_angular_damp ( )
The rate at which the body stops rotating, if there are not any other forces moving it.
Vector3 total_gravity
Vector3 get_total_gravity ( )
The total gravity vector being currently applied to this body.
float total_linear_damp
float get_total_linear_damp ( )
The rate at which the body stops moving, if there are not any other forces moving it.
Transform transform
The body's transformation matrix.
Method Descriptions¶
void add_central_force ( Vector3 force )
Adds a constant directional force without affecting rotation.
This is equivalent to add_force(force, Vector3(0,0,0))
.
void add_force ( Vector3 force, Vector3 position )
Adds a positioned force to the body. Both the force and the offset from the body origin are in global coordinates.
void add_torque ( Vector3 torque )
Adds a constant rotational force without affecting position.
void apply_central_impulse ( Vector3 j )
Applies a single directional impulse without affecting rotation.
This is equivalent to apply_impulse(Vector3(0, 0, 0), impulse)
.
void apply_impulse ( Vector3 position, Vector3 j )
Applies a positioned impulse to the body. An impulse is time-independent! Applying an impulse every frame would result in a framerate-dependent force. For this reason it should only be used when simulating one-time impacts. The position uses the rotation of the global coordinate system, but is centered at the object's origin.
void apply_torque_impulse ( Vector3 j )
Apply a torque impulse (which will be affected by the body mass and shape). This will rotate the body around the vector j
passed as parameter.
RID get_contact_collider ( int contact_idx ) const
Returns the collider's RID.
int get_contact_collider_id ( int contact_idx ) const
Returns the collider's object id.
Object get_contact_collider_object ( int contact_idx ) const
Returns the collider object.
Vector3 get_contact_collider_position ( int contact_idx ) const
Returns the contact position in the collider.
int get_contact_collider_shape ( int contact_idx ) const
Returns the collider's shape index.
Vector3 get_contact_collider_velocity_at_position ( int contact_idx ) const
Returns the linear velocity vector at the collider's contact point.
int get_contact_count ( ) const
Returns the number of contacts this body has with other bodies.
Note: By default, this returns 0 unless bodies are configured to monitor contacts. See RigidBody.contact_monitor.
float get_contact_impulse ( int contact_idx ) const
Impulse created by the contact. Only implemented for Bullet physics.
Vector3 get_contact_local_normal ( int contact_idx ) const
Returns the local normal at the contact point.
Vector3 get_contact_local_position ( int contact_idx ) const
Returns the local position of the contact point.
int get_contact_local_shape ( int contact_idx ) const
Returns the local shape index of the collision.
PhysicsDirectSpaceState get_space_state ( )
Returns the current state of the space, useful for queries.
Vector3 get_velocity_at_local_position ( Vector3 local_position ) const
Returns the body's velocity at the given relative position, including both translation and rotation.
void integrate_forces ( )
Calls the built-in force integration code.