PhysicsDirectBodyState3D

Inherits:Object

Inherited By:PhysicsDirectBodyState3DExtension

Provides direct access to a physics body in thePhysicsServer3D.

Description

Provides direct access to a physics body in thePhysicsServer3D, allowing safe changes to physics properties. This object is passed via the direct state callback ofRigidBody3D, and is intended for changing the direct state of that body. SeeRigidBody3D._integrate_forces().

Tutorials

Properties

Vector3

angular_velocity

Vector3

center_of_mass

Vector3

center_of_mass_local

int

collision_layer

int

collision_mask

Vector3

inverse_inertia

Basis

inverse_inertia_tensor

float

inverse_mass

Vector3

linear_velocity

Basis

principal_inertia_axes

bool

sleeping

float

step

float

total_angular_damp

Vector3

total_gravity

float

total_linear_damp

Transform3D

transform

Methods

void

add_constant_central_force(force:Vector3 = Vector3(0, 0, 0))

void

add_constant_force(force:Vector3, position:Vector3 = Vector3(0, 0, 0))

void

add_constant_torque(torque:Vector3)

void

apply_central_force(force:Vector3 = Vector3(0, 0, 0))

void

apply_central_impulse(impulse:Vector3 = Vector3(0, 0, 0))

void

apply_force(force:Vector3, position:Vector3 = Vector3(0, 0, 0))

void

apply_impulse(impulse:Vector3, position:Vector3 = Vector3(0, 0, 0))

void

apply_torque(torque:Vector3)

void

apply_torque_impulse(impulse:Vector3)

Vector3

get_constant_force()const

Vector3

get_constant_torque()const

RID

get_contact_collider(contact_idx:int)const

int

get_contact_collider_id(contact_idx:int)const

Object

get_contact_collider_object(contact_idx:int)const

Vector3

get_contact_collider_position(contact_idx:int)const

int

get_contact_collider_shape(contact_idx:int)const

Vector3

get_contact_collider_velocity_at_position(contact_idx:int)const

int

get_contact_count()const

Vector3

get_contact_impulse(contact_idx:int)const

Vector3

get_contact_local_normal(contact_idx:int)const

Vector3

get_contact_local_position(contact_idx:int)const

int

get_contact_local_shape(contact_idx:int)const

Vector3

get_contact_local_velocity_at_position(contact_idx:int)const

PhysicsDirectSpaceState3D

get_space_state()

Vector3

get_velocity_at_local_position(local_position:Vector3)const

void

integrate_forces()

void

set_constant_force(force:Vector3)

void

set_constant_torque(torque:Vector3)


Property Descriptions

Vector3angular_velocity🔗

The body's rotational velocity inradians per second.


Vector3center_of_mass🔗

The body's center of mass position relative to the body's center in the global coordinate system.


Vector3center_of_mass_local🔗

The body's center of mass position in the body's local coordinate system.


intcollision_layer🔗

The body's collision layer.


intcollision_mask🔗

The body's collision mask.


Vector3inverse_inertia🔗

The inverse of the inertia of the body.


Basisinverse_inertia_tensor🔗

  • Basisget_inverse_inertia_tensor()

The inverse of the inertia tensor of the body.


floatinverse_mass🔗

The inverse of the mass of the body.


Vector3linear_velocity🔗

The body's linear velocity in units per second.


Basisprincipal_inertia_axes🔗

  • Basisget_principal_inertia_axes()

There is currently no description for this property. Please help us bycontributing one!


boolsleeping🔗

Iftrue, this body is currently sleeping (not active).


floatstep🔗

The timestep (delta) used for the simulation.


floattotal_angular_damp🔗

  • floatget_total_angular_damp()

The rate at which the body stops rotating, if there are not any other forces moving it.


Vector3total_gravity🔗

The total gravity vector being currently applied to this body.


floattotal_linear_damp🔗

  • floatget_total_linear_damp()

The rate at which the body stops moving, if there are not any other forces moving it.


Transform3Dtransform🔗

The body's transformation matrix.


Method Descriptions

voidadd_constant_central_force(force:Vector3 = Vector3(0, 0, 0))🔗

Adds a constant directional force without affecting rotation that keeps being applied over time until cleared withconstant_force=Vector3(0,0,0).

This is equivalent to usingadd_constant_force() at the body's center of mass.


voidadd_constant_force(force:Vector3, position:Vector3 = Vector3(0, 0, 0))🔗

Adds a constant positioned force to the body that keeps being applied over time until cleared withconstant_force=Vector3(0,0,0).

position is the offset from the body origin in global coordinates.


voidadd_constant_torque(torque:Vector3)🔗

Adds a constant rotational force without affecting position that keeps being applied over time until cleared withconstant_torque=Vector3(0,0,0).


voidapply_central_force(force:Vector3 = Vector3(0, 0, 0))🔗

Applies a directional force without affecting rotation. A force is time dependent and meant to be applied every physics update.

This is equivalent to usingapply_force() at the body's center of mass.


voidapply_central_impulse(impulse:Vector3 = Vector3(0, 0, 0))🔗

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 usingapply_impulse() at the body's center of mass.


voidapply_force(force:Vector3, position:Vector3 = Vector3(0, 0, 0))🔗

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.


voidapply_impulse(impulse:Vector3, position:Vector3 = Vector3(0, 0, 0))🔗

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.


voidapply_torque(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 haveinverse_inertia, an activeCollisionShape3D must be a child of the node, or you can manually setinverse_inertia.


voidapply_torque_impulse(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 haveinverse_inertia, an activeCollisionShape3D must be a child of the node, or you can manually setinverse_inertia.


Vector3get_constant_force()const🔗

Returns the body's total constant positional forces applied during each physics update.

Seeadd_constant_force() andadd_constant_central_force().


Vector3get_constant_torque()const🔗

Returns the body's total constant rotational forces applied during each physics update.

Seeadd_constant_torque().


RIDget_contact_collider(contact_idx:int)const🔗

Returns the collider'sRID.


intget_contact_collider_id(contact_idx:int)const🔗

Returns the collider's object id.


Objectget_contact_collider_object(contact_idx:int)const🔗

Returns the collider object.


Vector3get_contact_collider_position(contact_idx:int)const🔗

Returns the position of the contact point on the collider in the global coordinate system.


intget_contact_collider_shape(contact_idx:int)const🔗

Returns the collider's shape index.


Vector3get_contact_collider_velocity_at_position(contact_idx:int)const🔗

Returns the linear velocity vector at the collider's contact point.


intget_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. SeeRigidBody3D.contact_monitor.


Vector3get_contact_impulse(contact_idx:int)const🔗

Impulse created by the contact.


Vector3get_contact_local_normal(contact_idx:int)const🔗

Returns the local normal at the contact point.


Vector3get_contact_local_position(contact_idx:int)const🔗

Returns the position of the contact point on the body in the global coordinate system.


intget_contact_local_shape(contact_idx:int)const🔗

Returns the local shape index of the collision.


Vector3get_contact_local_velocity_at_position(contact_idx:int)const🔗

Returns the linear velocity vector at the body's contact point.


PhysicsDirectSpaceState3Dget_space_state()🔗

Returns the current state of the space, useful for queries.


Vector3get_velocity_at_local_position(local_position:Vector3)const🔗

Returns the body's velocity at the given relative position, including both translation and rotation.


voidintegrate_forces()🔗

Updates the body's linear and angular velocity by applying gravity and damping for the equivalent of one physics tick.


voidset_constant_force(force:Vector3)🔗

Sets the body's total constant positional forces applied during each physics update.

Seeadd_constant_force() andadd_constant_central_force().


voidset_constant_torque(torque:Vector3)🔗

Sets the body's total constant rotational forces applied during each physics update.

Seeadd_constant_torque().


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