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

Vector3

angular_velocity

Vector3

center_of_mass

Vector3

inverse_inertia

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

Transform

transform

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 ( )

Vector3

get_velocity_at_local_position ( Vector3 local_position ) const

void

integrate_forces ( )


Property Descriptions

Vector3 angular_velocity

  • void set_angular_velocity ( Vector3 value )

  • Vector3 get_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

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


Vector3 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

  • void set_linear_velocity ( Vector3 value )

  • Vector3 get_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

  • void set_sleep_state ( bool value )

  • bool is_sleeping ( )

If true, this body is currently sleeping (not active).


float 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

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.