Class PhysicsDirectBodyState3D
Provides direct access to a physics body in the PhysicsServer3D.
- Inheritance
-
PhysicsDirectBodyState3D
- Derived
Remarks
Provides direct access to a physics body in the PhysicsServer3D, allowing safe changes to physics properties. This object is passed via the direct state callback of RigidBody3D, and is intended for changing the direct state of that body. See RigidBody3D._integrate_forces.
See Also
Properties
angular_velocity
The body's rotational velocity in radians per second.
var angular_velocity : Vector3
Property Value
Remarks
center_of_mass
The body's center of mass position relative to the body's center in the global coordinate system.
var center_of_mass : Vector3
Property Value
Remarks
- Vector3 get_center_of_mass
center_of_mass_local
The body's center of mass position in the body's local coordinate system.
var center_of_mass_local : Vector3
Property Value
Remarks
- Vector3 get_center_of_mass_local
inverse_inertia
The inverse of the inertia of the body.
var inverse_inertia : Vector3
Property Value
Remarks
- Vector3 get_inverse_inertia
inverse_inertia_tensor
The inverse of the inertia tensor of the body.
var inverse_inertia_tensor : Basis
Property Value
Remarks
- Basis get_inverse_inertia_tensor
inverse_mass
The inverse of the mass of the body.
var inverse_mass : float
Property Value
Remarks
- float get_inverse_mass
linear_velocity
The body's linear velocity in units per second.
var linear_velocity : Vector3
Property Value
Remarks
principal_inertia_axes
var principal_inertia_axes : Basis
Property Value
Remarks
- Basis get_principal_inertia_axes
sleeping
If true
, this body is currently sleeping (not active).
var sleeping : bool
Property Value
Remarks
step
The timestep (delta) used for the simulation.
var step : float
Property Value
Remarks
- float get_step
total_angular_damp
The rate at which the body stops rotating, if there are not any other forces moving it.
var total_angular_damp : float
Property Value
Remarks
- float get_total_angular_damp
total_gravity
The total gravity vector being currently applied to this body.
var total_gravity : Vector3
Property Value
Remarks
- Vector3 get_total_gravity
total_linear_damp
The rate at which the body stops moving, if there are not any other forces moving it.
var total_linear_damp : float
Property Value
Remarks
- float get_total_linear_damp
transform
The body's transformation matrix.
var transform : Transform3D
Property Value
Remarks
- void set_transform(Transform3D value)
- Transform3D get_transform
Methods
add_constant_central_force(Vector3)
Adds a constant directional force without affecting rotation that keeps being applied over time until cleared with constant_force = Vector3(0, 0, 0)
.
This is equivalent to using PhysicsDirectBodyState3D.add_constant_force at the body's center of mass.
void add_constant_central_force(Vector3 force)
Parameters
force
Vector3
add_constant_force(Vector3, Vector3)
Adds a constant positioned force to the body that keeps being applied over time until cleared with constant_force = Vector3(0, 0, 0)
.
position
is the offset from the body origin in global coordinates.
void add_constant_force(Vector3 force, Vector3 position)
Parameters
add_constant_torque(Vector3)
Adds a constant rotational force without affecting position that keeps being applied over time until cleared with constant_torque = Vector3(0, 0, 0)
.
void add_constant_torque(Vector3 torque)
Parameters
torque
Vector3
apply_central_force(Vector3)
Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.
This is equivalent to using PhysicsDirectBodyState3D.apply_force at the body's center of mass.
void apply_central_force(Vector3 force)
Parameters
force
Vector3
apply_central_impulse(Vector3)
Applies a directional impulse without affecting rotation.
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 (use the "_force" functions otherwise).
This is equivalent to using PhysicsDirectBodyState3D.apply_impulse at the body's center of mass.
void apply_central_impulse(Vector3 impulse)
Parameters
impulse
Vector3
apply_force(Vector3, Vector3)
Applies a positioned force to the body. A force is time dependent and meant to be applied every physics update.
position
is the offset from the body origin in global coordinates.
void apply_force(Vector3 force, Vector3 position)
Parameters
apply_impulse(Vector3, Vector3)
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 (use the "_force" functions otherwise).
position
is the offset from the body origin in global coordinates.
void apply_impulse(Vector3 impulse, Vector3 position)
Parameters
apply_torque(Vector3)
Applies a rotational force without affecting position. A force is time dependent and meant to be applied every physics update.
Note: inverse_inertia is required for this to work. To have inverse_inertia, an active CollisionShape3D must be a child of the node, or you can manually set inverse_inertia.
void apply_torque(Vector3 torque)
Parameters
torque
Vector3
apply_torque_impulse(Vector3)
Applies a rotational impulse to the body without affecting the position.
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 (use the "_force" functions otherwise).
Note: inverse_inertia is required for this to work. To have inverse_inertia, an active CollisionShape3D must be a child of the node, or you can manually set inverse_inertia.
void apply_torque_impulse(Vector3 impulse)
Parameters
impulse
Vector3
get_constant_force
Qualifiers: const
Returns the body's total constant positional forces applied during each physics update.
See PhysicsDirectBodyState3D.add_constant_force and PhysicsDirectBodyState3D.add_constant_central_force.
Vector3 get_constant_force
get_constant_torque
Qualifiers: const
Returns the body's total constant rotational forces applied during each physics update.
See PhysicsDirectBodyState3D.add_constant_torque.
Vector3 get_constant_torque
get_contact_collider(int)
Qualifiers: const
Returns the collider's RID.
RID get_contact_collider(int contact_idx)
Parameters
contact_idx
int
get_contact_collider_id(int)
Qualifiers: const
Returns the collider's object id.
int get_contact_collider_id(int contact_idx)
Parameters
contact_idx
int
get_contact_collider_object(int)
Qualifiers: const
Returns the collider object.
Object get_contact_collider_object(int contact_idx)
Parameters
contact_idx
int
get_contact_collider_position(int)
Qualifiers: const
Returns the position of the contact point on the collider in the global coordinate system.
Vector3 get_contact_collider_position(int contact_idx)
Parameters
contact_idx
int
get_contact_collider_shape(int)
Qualifiers: const
Returns the collider's shape index.
int get_contact_collider_shape(int contact_idx)
Parameters
contact_idx
int
get_contact_collider_velocity_at_position(int)
Qualifiers: const
Returns the linear velocity vector at the collider's contact point.
Vector3 get_contact_collider_velocity_at_position(int contact_idx)
Parameters
contact_idx
int
get_contact_count
Qualifiers: 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 contact_monitor.
int get_contact_count
get_contact_impulse(int)
Qualifiers: const
Impulse created by the contact.
Vector3 get_contact_impulse(int contact_idx)
Parameters
contact_idx
int
get_contact_local_normal(int)
Qualifiers: const
Returns the local normal at the contact point.
Vector3 get_contact_local_normal(int contact_idx)
Parameters
contact_idx
int
get_contact_local_position(int)
Qualifiers: const
Returns the position of the contact point on the body in the global coordinate system.
Vector3 get_contact_local_position(int contact_idx)
Parameters
contact_idx
int
get_contact_local_shape(int)
Qualifiers: const
Returns the local shape index of the collision.
int get_contact_local_shape(int contact_idx)
Parameters
contact_idx
int
get_contact_local_velocity_at_position(int)
Qualifiers: const
Returns the linear velocity vector at the body's contact point.
Vector3 get_contact_local_velocity_at_position(int contact_idx)
Parameters
contact_idx
int
get_space_state
Returns the current state of the space, useful for queries.
PhysicsDirectSpaceState3D get_space_state
get_velocity_at_local_position(Vector3)
Qualifiers: const
Returns the body's velocity at the given relative position, including both translation and rotation.
Vector3 get_velocity_at_local_position(Vector3 local_position)
Parameters
local_position
Vector3
integrate_forces
Updates the body's linear and angular velocity by applying gravity and damping for the equivalent of one physics tick.
void integrate_forces
set_constant_force(Vector3)
Sets the body's total constant positional forces applied during each physics update.
See PhysicsDirectBodyState3D.add_constant_force and PhysicsDirectBodyState3D.add_constant_central_force.
void set_constant_force(Vector3 force)
Parameters
force
Vector3
set_constant_torque(Vector3)
Sets the body's total constant rotational forces applied during each physics update.
See PhysicsDirectBodyState3D.add_constant_torque.
void set_constant_torque(Vector3 torque)
Parameters
torque
Vector3