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PhysicsDirectBodyState3D¶
Inherits: Object
Inherited By: PhysicsDirectBodyState3DExtension
Provides direct access to a physics body in the PhysicsServer3D.
Description¶
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.
Tutorials¶
Properties¶
Methods¶
Property Descriptions¶
Vector3 angular_velocity
The body's rotational velocity in radians per second.
Vector3 center_of_mass
Vector3 get_center_of_mass ( )
The body's center of mass position relative to the body's center in the global coordinate system.
Vector3 center_of_mass_local
Vector3 get_center_of_mass_local ( )
The body's center of mass position in the body's local coordinate system.
Vector3 inverse_inertia
Vector3 get_inverse_inertia ( )
The inverse of the inertia of the body.
Basis inverse_inertia_tensor
Basis get_inverse_inertia_tensor ( )
The inverse of the inertia tensor 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.
Transform3D transform
void set_transform ( Transform3D value )
Transform3D get_transform ( )
The body's transformation matrix.
Method Descriptions¶
void add_constant_central_force ( Vector3 force=Vector3(0, 0, 0) )
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 add_constant_force at the body's center of mass.
void add_constant_force ( Vector3 force, Vector3 position=Vector3(0, 0, 0) )
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_torque ( Vector3 torque )
Adds a constant rotational force without affecting position that keeps being applied over time until cleared with constant_torque = Vector3(0, 0, 0)
.
void apply_central_force ( Vector3 force=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 using apply_force at the body's center of mass.
void apply_central_impulse ( Vector3 impulse=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 using apply_impulse at the body's center of mass.
void apply_force ( Vector3 force, Vector3 position=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.