PhysicsDirectBodyState

Inherits: Object

Inherited By: BulletPhysicsDirectBodyState

Category: Core

Brief Description

Methods

void add_central_force ( Vector3 force )
void add_force ( Vector3 force, Vector3 position )
void add_torque ( Vector3 torque )
void apply_central_impulse ( Vector3 j )
void apply_impulse ( Vector3 position, Vector3 j )
void apply_torque_impulse ( Vector3 j )
RID get_contact_collider ( int contact_idx ) const
int get_contact_collider_id ( int contact_idx ) const
Object get_contact_collider_object ( int contact_idx ) const
Vector3 get_contact_collider_position ( int contact_idx ) const
int get_contact_collider_shape ( int contact_idx ) const
Vector3 get_contact_collider_velocity_at_position ( int contact_idx ) const
int get_contact_count ( ) const
float get_contact_impulse ( int contact_idx ) const
Vector3 get_contact_local_normal ( int contact_idx ) const
Vector3 get_contact_local_position ( int contact_idx ) const
int get_contact_local_shape ( int contact_idx ) const
PhysicsDirectSpaceState get_space_state ( )
void integrate_forces ( )

Property Descriptions

Setter set_angular_velocity(value)
Getter get_angular_velocity()

The angular velocity of the body.

Getter get_center_of_mass()
Getter get_inverse_inertia()

The inverse of the inertia of the body.

Getter get_inverse_mass()

The inverse of the mass of the body.

Setter set_linear_velocity(value)
Getter get_linear_velocity()

The linear velocity of the body.

  • Basis principal_inertia_axes
Getter get_principal_inertia_axes()
Setter set_sleep_state(value)
Getter is_sleeping()

true if this body is currently sleeping (not active).

Getter get_step()

The timestep (delta) used for the simulation.

  • float total_angular_damp
Getter get_total_angular_damp()

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

Getter get_total_gravity()

The total gravity vector being currently applied to this body.

  • float total_linear_damp
Getter get_total_linear_damp()

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

Setter set_transform(value)
Getter get_transform()

The transformation matrix of the body.

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)).

Adds a constant force (i.e. acceleration).

  • void add_torque ( Vector3 torque )

Adds a constant rotational force (i.e. a motor) 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).

Apply a positioned impulse (which will be affected by the body mass and shape). This is the equivalent of hitting a billiard ball with a cue: a force that is applied once, and only once. Both the impulse and the position are in global coordinates, and the position is relative to 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 passed in vector.

  • RID get_contact_collider ( int contact_idx ) const
  • int get_contact_collider_id ( int contact_idx ) const
  • Object get_contact_collider_object ( int contact_idx ) const
  • Vector3 get_contact_collider_position ( int contact_idx ) const
  • int get_contact_collider_shape ( int contact_idx ) const
  • Vector3 get_contact_collider_velocity_at_position ( int contact_idx ) const
  • int get_contact_count ( ) const
  • 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
  • Vector3 get_contact_local_position ( int contact_idx ) const
  • int get_contact_local_shape ( int contact_idx ) const
  • void integrate_forces ( )